With 2.1, some changes were made to Hunter's Mark that allows its RAP to increase per successful ranged hit, unfortunately, there's no counter showing how many 'stacks' the current HM has on the debuff. I am not aware of any future plans to add this info to the tooltip or the debuff icon, but I have seen several forum posts in several locations looking for a mod that will calculate the strength of HM; ref:http://elitistjerks.com/showthread.php?t=12226
Some mechanics behind Hunter's Mark; Hunter's Mark is a 2 minute debuff that adds a large arrow over the top of the target, as well as increasing Ranged Attack Power against the target by 110 for all Hunters shooting that target. With the Improved Hunter's Mark spec, the 110 RAP translates into 110 AP for melee as well. As stated above, with the 2.1 change to Hunter's Mark, successful ranged shot hits (including specials and autoshot) on the target will increase the RAP strength by 11 each time, up to a cumulative 440 RAP gained from the HM. This translates into 30 successful hits to max the RAP from HM. The HM can be reapplied by the original caster; others attempting to Mark the target will get 'a more powerful spell' error. If the original casting Hunter is killed, the Mark will be reset.
Onto the half-baked ideas and thoughts! Basically, my thought is that the addon would have two modes; solo/5man and Raid. It's not such a big deal in solo/5man content, as the mark doesn't stay up long enough to reach full capacity, but it would still be useful for 5man Bosses. The real benefit would be in Raids with multiple Hunters tossing shots at the boss.
On the backend, the mod would communicate with other Hunters in the raid over a hidden channel; each client would report to the other clients about successful ranged hits, and the backend would keep a running tally until the HM reached full strength. On the frontend, a bar would show the currently Strength of the HM, duration, who the HM belongs to, and possibly even a reminder when the HM reaches a pre-set time, such as 15 seconds.
So, at this point, what's needed is someone to take up the project, and communicate with Hunters, preferably through the above thread or this one, to develop this mod. Any takers?
Well, outside of raid boss fights, I would think it would get tricky with knowing which mob everyone else had targeted, and if that mob had a hunter's mark, and which hunter owned each mark (if there was more than one mark up) - from an addon standpoint.
I do think that in a well-organized raid with single hunter's marks and every (every!) ranged player having the same addon, it could be possible by synchronizing the data as to whether or not they are shooting the marked target (There are times, outside of boss fights) when a hunter may break away to pull an add to trap it or something, and those shots should not count - could be checked by each instance of the addon checking to see if the target was marked or not).
I do like the concept presented, but I'm not sure how practical such a task would be, from a programmatic standpoint. Possible, but dependent upon the group using it, I would assume.
in a multi mob encounter with mobs of the same name, you can't effectivly track who has what debuff.
if mob1 has HM on it and mob2 dosn't, the combat log dosn't distinguish the differance on mob1 or mob2. so the issue is that it wont be accurate.
wtih mobs of differnet name you don't have a problem.
Right, but would it be feasible to keep track of the Hunter's target, and possibly base it off of the mob's health? It's the only variable I can really think to keep track of who's mark is on whom. For instance, fighting Lady Vashj during the second phase; a Coilfang Elite spawns, and Hunter_01 marks it. 45 seconds later, another Coilfang Elite spawns, and Hunter_02 marks it. Now, if the raid has been DPSing the first Elite, it will have a different current health than the second, and thus giving a distinction between the two.
only MobName, Debuff/Buff Effect, Effect Damage, Source Of Effect are recorded in the combat log.
so your idea would only work if it Fubar'ed the encounter and just once a timmer is created it is let stand as is with no interactive update. or only "truely functional" in a single/unique-multi-mob encounters.
Unless HM has a stack number - then that changes it, as stack number IS recorded in the combat log.