How about an option to "start" from the first point you damage something (or heal something). I would also include take damage from something, but I think that might defeat the purpose for people who want it to be a more accurate reflection of the damage they are doing. One of the problems with the "in-combat" monitoring is that often you end up recording a lot of time you aren't actually fighting.
Alternately, an option to reset after a target change (start w/ first damage) and then record final DPS and Damage tallies on kill for that target would be very very cool. I know on my rogue alt, I want to know my DPS for the first mob as compared to a second mob in the same fight. I know it drops, but what can I do differently to maximize my DPS on the second mob. Also, on that first mob is it faster to open with a stunlock or to open with an Ambush. Was it worth switching to a slow sword and then back to a dagger?
Personally, I really don't want to keep that data from fight to fight, but I would find it really useful.
One other thing that I hate about Damage Meters. On my warrior main, when I execute--it tracks all damage--not just the damage needed to kill my mob. So if the mob has 6% health (600 health) and I crit an Execute for 1800 then my Damage Meters DPS jumps through the roof. In reality, it's never actually that high because I can only use Execute when the target is already low on health. Similarly, a mage that overkills with his Pyroblast encounters the same problem.
Note: just brain-dumping here a bit. If people end up developing modules, I'm just giving some food for thought on the types of problems I encounter using meters.
One other thing that I hate about Damage Meters. On my warrior main, when I execute--it tracks all damage--not just the damage needed to kill my mob. So if the mob has 6% health (600 health) and I crit an Execute for 1800 then my Damage Meters DPS jumps through the roof. In reality, it's never actually that high because I can only use Execute when the target is already low on health. Similarly, a mage that overkills with his Pyroblast encounters the same problem.
Note: just brain-dumping here a bit. If people end up developing modules, I'm just giving some food for thought on the types of problems I encounter using meters.
I don't know if Parser-3.0 takes care of this or not, I don't think so at least. It's not that big of a deal, in my opinion. It's not that much extra damage you're listed for.
Is showing information about what kind of damage you deal, for example how much damage does auto shot deal, aimed shot and their max crit, max normal and average damage out of scope for this addon? Pretty much like Recap do.
Maybe it would fit better in a seperate addon which just track your own damages.
Is showing information about what kind of damage you deal, for example how much damage does auto shot deal, aimed shot and their max crit, max normal and average damage out of scope for this addon? Pretty much like Recap do.
Maybe it would fit better in a seperate addon which just track your own damages.
We want to keep it pretty simple for now. There's a fubar Hiscore addon out there too, check out what it can do.
Is showing information about what kind of damage you deal, for example how much damage does auto shot deal, aimed shot and their max crit, max normal and average damage out of scope for this addon? Pretty much like Recap do.
Maybe it would fit better in a seperate addon which just track your own damages.
We want to keep it pretty simple for now. There's a fubar Hiscore addon out there too, check out what it can do.
It's not that much extra damage you're listed for.
Actually-- it can be pretty significant. Let's say the mob has 10,000 HP and I crit him for 1800 when he has 600 left. I did 6% damage to him at the last hit, but the Damage Meter records 18%. That's 12% of the total damage in one last spike.
If you take the above example and say the fight lasts 29 seconds. The "REAL" DPS report is 10,000 / 29 = 344 DPS. The reported DPS is 11,200 / 29 = 386 DPS. That equals a misrepresentation of 42 DPS for the fight.
Now keep in mind that this assumes 10,000 hit points. A lot of tough mobs have in the 7500 range even at level 70 and that would be a 16% misrepresentation, not a 12% one.
There's no DPS misrepresentation, it makes no difference if the mob has enough HP to take your hit or not, your DPS remains the same.
Total damage done, however, would not be the same, but we will not be fixing this, you'll have to make a module for Violation yourself when the time comes that it is modularized (which is pretty soon).
hmm.. i yesterday ran violation and swstats.. and wonder what .. they showed the same numbers... well.. that's good I guess.
later I changed swstats to seperate the damage of my pet to a second bar.. and swstats and violation still showed the same numbers for my warlock after some time, and that's a bit strange I think :9
Perhaps you could tell us what this "random text" is, exactly? I can assure you, it's not random, and telling us *exactly* what it says actually has some value.
Perhaps you could tell us what this "random text" is, exactly? I can assure you, it's not random, and telling us *exactly* what it says actually has some value.
Sorry it did look like hex code...it went away once I acutally assigned colors (instead of the default)
How about an option to "start" from the first point you damage something (or heal something). I would also include take damage from something, but I think that might defeat the purpose for people who want it to be a more accurate reflection of the damage they are doing. One of the problems with the "in-combat" monitoring is that often you end up recording a lot of time you aren't actually fighting.
Alternately, an option to reset after a target change (start w/ first damage) and then record final DPS and Damage tallies on kill for that target would be very very cool. I know on my rogue alt, I want to know my DPS for the first mob as compared to a second mob in the same fight. I know it drops, but what can I do differently to maximize my DPS on the second mob. Also, on that first mob is it faster to open with a stunlock or to open with an Ambush. Was it worth switching to a slow sword and then back to a dagger?
Personally, I really don't want to keep that data from fight to fight, but I would find it really useful.
Note: just brain-dumping here a bit. If people end up developing modules, I'm just giving some food for thought on the types of problems I encounter using meters.
I don't know if Parser-3.0 takes care of this or not, I don't think so at least. It's not that big of a deal, in my opinion. It's not that much extra damage you're listed for.
Maybe it would fit better in a seperate addon which just track your own damages.
We want to keep it pretty simple for now. There's a fubar Hiscore addon out there too, check out what it can do.
Yup, already using it :-)
If you take the above example and say the fight lasts 29 seconds. The "REAL" DPS report is 10,000 / 29 = 344 DPS. The reported DPS is 11,200 / 29 = 386 DPS. That equals a misrepresentation of 42 DPS for the fight.
Now keep in mind that this assumes 10,000 hit points. A lot of tough mobs have in the 7500 range even at level 70 and that would be a 16% misrepresentation, not a 12% one.
Total damage done, however, would not be the same, but we will not be fixing this, you'll have to make a module for Violation yourself when the time comes that it is modularized (which is pretty soon).
DPS per fight would be nice :).
later I changed swstats to seperate the damage of my pet to a second bar.. and swstats and violation still showed the same numbers for my warlock after some time, and that's a bit strange I think :9
And/or show separate damage for the pet :p
I'll also second the need for a "per fight" toggle.
Sorry it did look like hex code...it went away once I acutally assigned colors (instead of the default)
The ability to hide text in the FuBar panel. I have no need to see Violation next to the icon. Takes up way to much space.
I second that.