The way Violation calculates personal DPS seems very odd. It's like it counts the highest *burst" dps someone did in a very short time frame. We usually have mages on top of the DPS chart (2k dps and up), but far below others on actual damage done for a fight. This needs to be fixed first before it can be translated into overall raid DPS.
SWstats and Recount seem more plausible in their way to calculate DPS.
A feature I would love to see in Violation would be to keep it 'silent', or rather, more or less snot running, while not in a group or raid. I rarely need to know how much healing I have done while getting some primal water :)
not an error but more of an annoyance. everytime i join a group with someone that has violation, i get a message that there is an update available, but i have updated via wowaceupdater no less than minutes ago. is there something i am missing? or is there a way to disable this? thanks, great mod.
There's an issue with the Vengeful Spirits during the Teron Gorefiend encounter. It seems the damage they do isn't attributed correctly.
We had one hunter that was in raid but offline for about an hour, yet he kept popping up on No.1 with about 1 million damage done. After removing the hunter from the raid, a greyed (as in not-in-raid) Vengeful Spirit entry took the place on the chart.
Similiarly, I've seen the damage attributed to a random warlock in the raid who himself wasn't controlling the ghost. It would seem as if the damage gets assigned to a random pet owner.
The way Violation calculates personal DPS seems very odd. It's like it counts the highest *burst" dps someone did in a very short time frame. We usually have mages on top of the DPS chart (2k dps and up), but far below others on actual damage done for a fight. This needs to be fixed first before it can be translated into overall raid DPS.
From what Ive seen (not looking at the code mind) and personal experience, the explanation for this is how DPS is tracked in violation, I could be wrong and I'm sure someone with more knowledge of LUA will state here if it is so .
Violation seems to work out its calculation from the player entering combat to leaving combat, not from when the combat first starts to when the combat ends, as these are not always the same thing, this causes the difference you see.
Violation "seems" to informs you of your actual DPS while "active", while Damage meters for example "seems" to work out your DPS from when combat starts (from anyone in your group/raid) to when that combat ends.
I for a long time, ran both damage meters and violation to compare and find out which ones I liked and compared them to damage logs and thats what I came up with, though its been sometime since I did that.
It doesn't mean Violation is wrong, in fact both figures of DPS are interesting and valid, more or less depending on the situation and what you want to see, as both methods have flaws and advantages.
If you see high DPS results for mages on your raid, but not matching high damage, it could be a sign of many things, early death, early or late assists by other people.
You're quite right manta. And the main reason we're using the active dps stat is because fight dps would produce the same relative bars compared to damage done, just with a different number next to it.
Then it is a matter of what you define as "actively dpsing". Help me understand how your system works.
Let's say, as a destruction lock, I shoot 10 bolts at a mob, then stop to lifetap, run around or whatever. Does it calculate the dps I did while actively casting bolts at the mob, then takes a break until I start casting them again?
Another example, this time an affliction lock. 10 seconds of dotting up the mob and a few SB casts. After 10 seconds he stops actively doing dmg, but dots still tick, thus passively dpsing. How does Violation calculate this?
Then it is a matter of what you define as "actively dpsing". Help me understand how your system works.
Let's say, as a destruction lock, I shoot 10 bolts at a mob, then stop to lifetap, run around or whatever. Does it calculate the dps I did while actively casting bolts at the mob, then takes a break until I start casting them again?
Another example, this time an affliction lock. 10 seconds of dotting up the mob and a few SB casts. After 10 seconds he stops actively doing dmg, but dots still tick, thus passively dpsing. How does Violation calculate this?
Violation has a minimum time of 1.5 second for damage and a cooldown time for dps of 4 seconds.
Lets call them MINTIME = 1.5 and CDTIME = 4
How does this work in practice:
When doing damage it checks your combat duration. It basically keeps your last time of a combat action and checks if it's within the CDTIME, if so your total time keeps ticking. Otherwise a minimum time of MINTIME is added.
Example:
I damage a mob for 300 initially. My DPS is immediately updated, but since I have not been in combat yet it's 300/1.5 => 200 DPS.
2 seconds later I damage the mob again for 500. 2 seconds is < CDTIME so my new dps is (300+500)/(1.5+2) => 800/3.5 => 228 DPS.
Now I do no damaging actions for 6 seconds. And then hit the mob for 400. 6 seconds is > CDTIME. So my duration for that slot is 0, thus MINTIME is used. Calculating my DPS again: (800+400)/(3.5 + 1.5) => 1200/5 => 240 DPS.
As you can see this calculation results in somewhat of a burst dps type statistic. However it will give pretty damn accurate results for something like an affliction warlock who's dot's in general tick often enough to keep a good overview for the actual DPS done.
The DPS statistic in Violation should be used next to the damage done statistic for some simple analysis of people's dps and damage. Someone doing 1000 dps and producing the same amount of damage as someone doing 500 dps means the first guy is more of a burster than the other. etc. For an analysis on the how and what I suggest using WowWebStats. Violation will only give a rough overview of the performance of the raid, and will never give you more than that.
Hope this explains the violation dps statistics a bit. And for those wondering, I didn't think up the DPS calculation, Adirelle did, but I do agree it's more valuable than just taking the Damage done and dividing it by the total time in combat, since that is basically the same bars with a different number.
gz for this addon (I have been using it so far and I plan to continue doing).
I would like to do a request (if it is not already present in your TODO list).
Is there a chance to get a "Resist" overview? I would like to check diferent gears and having a idea of how much mobs are resisting my spells could be amazing (same usefull on melee/hunter hits I guess).
From my point of view, HIT information could be so far more usefull than CRIT (for example), anywya all have a use :)
The two lines are 2802 and 2803 if you have a text editor that shows line numbers. This works nicely, however when WAU updates Violation, you will have to go in and edit again.
Oh, by the way, is there a way to implement a feature to reset all modules when you join a party? I usually like to do it before starting a raid or instance, but sometimes I simply forget to do it. An auto thing here would be great!
Been using violation for a few months now, and i love the look and feel of it. My question is this: my combat log chatbox currenlty only has my and my pets combat actions showing, so how does violation know about my other party memebers damage/healing? Running 5 mans, i see the dps and damage done of the other party memebers, i just dont understand how violation is reading this. Anyone know?
I get first error on login and the other 2 when i try to open its configuration via Rock:
Interface\AddOns\Violation\Violation.lua:595: attempt to index upvalue 'db' (a nil value)
Interface\AddOns\Violation\Violation.lua:152: attempt to index upvalue 'db' (a nil value)
Interface\AddOns\Violation\Violation.lua:425: attempt to index upvalue 'db' (a nil value)
It doesn't show up in FuBar either (all addons up to date as of today 20 mins ago).
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The way Violation calculates personal DPS seems very odd. It's like it counts the highest *burst" dps someone did in a very short time frame. We usually have mages on top of the DPS chart (2k dps and up), but far below others on actual damage done for a fight. This needs to be fixed first before it can be translated into overall raid DPS.
SWstats and Recount seem more plausible in their way to calculate DPS.
We had one hunter that was in raid but offline for about an hour, yet he kept popping up on No.1 with about 1 million damage done. After removing the hunter from the raid, a greyed (as in not-in-raid) Vengeful Spirit entry took the place on the chart.
Similiarly, I've seen the damage attributed to a random warlock in the raid who himself wasn't controlling the ghost. It would seem as if the damage gets assigned to a random pet owner.
From what Ive seen (not looking at the code mind) and personal experience, the explanation for this is how DPS is tracked in violation, I could be wrong and I'm sure someone with more knowledge of LUA will state here if it is so .
Violation seems to work out its calculation from the player entering combat to leaving combat, not from when the combat first starts to when the combat ends, as these are not always the same thing, this causes the difference you see.
Violation "seems" to informs you of your actual DPS while "active", while Damage meters for example "seems" to work out your DPS from when combat starts (from anyone in your group/raid) to when that combat ends.
I for a long time, ran both damage meters and violation to compare and find out which ones I liked and compared them to damage logs and thats what I came up with, though its been sometime since I did that.
It doesn't mean Violation is wrong, in fact both figures of DPS are interesting and valid, more or less depending on the situation and what you want to see, as both methods have flaws and advantages.
If you see high DPS results for mages on your raid, but not matching high damage, it could be a sign of many things, early death, early or late assists by other people.
Or I could be completely wrong :p
-Ammo
no it's an indication of how much dps a character does when it's actually actively dpsing.
-Ammo
Let's say, as a destruction lock, I shoot 10 bolts at a mob, then stop to lifetap, run around or whatever. Does it calculate the dps I did while actively casting bolts at the mob, then takes a break until I start casting them again?
Another example, this time an affliction lock. 10 seconds of dotting up the mob and a few SB casts. After 10 seconds he stops actively doing dmg, but dots still tick, thus passively dpsing. How does Violation calculate this?
Violation has a minimum time of 1.5 second for damage and a cooldown time for dps of 4 seconds.
Lets call them MINTIME = 1.5 and CDTIME = 4
How does this work in practice:
When doing damage it checks your combat duration. It basically keeps your last time of a combat action and checks if it's within the CDTIME, if so your total time keeps ticking. Otherwise a minimum time of MINTIME is added.
Example:
I damage a mob for 300 initially. My DPS is immediately updated, but since I have not been in combat yet it's 300/1.5 => 200 DPS.
2 seconds later I damage the mob again for 500. 2 seconds is < CDTIME so my new dps is (300+500)/(1.5+2) => 800/3.5 => 228 DPS.
Now I do no damaging actions for 6 seconds. And then hit the mob for 400. 6 seconds is > CDTIME. So my duration for that slot is 0, thus MINTIME is used. Calculating my DPS again: (800+400)/(3.5 + 1.5) => 1200/5 => 240 DPS.
As you can see this calculation results in somewhat of a burst dps type statistic. However it will give pretty damn accurate results for something like an affliction warlock who's dot's in general tick often enough to keep a good overview for the actual DPS done.
The DPS statistic in Violation should be used next to the damage done statistic for some simple analysis of people's dps and damage. Someone doing 1000 dps and producing the same amount of damage as someone doing 500 dps means the first guy is more of a burster than the other. etc. For an analysis on the how and what I suggest using WowWebStats. Violation will only give a rough overview of the performance of the raid, and will never give you more than that.
Hope this explains the violation dps statistics a bit. And for those wondering, I didn't think up the DPS calculation, Adirelle did, but I do agree it's more valuable than just taking the Damage done and dividing it by the total time in combat, since that is basically the same bars with a different number.
-Ammo
gz for this addon (I have been using it so far and I plan to continue doing).
I would like to do a request (if it is not already present in your TODO list).
Is there a chance to get a "Resist" overview? I would like to check diferent gears and having a idea of how much mobs are resisting my spells could be amazing (same usefull on melee/hunter hits I guess).
From my point of view, HIT information could be so far more usefull than CRIT (for example), anywya all have a use :)
Thx again for this addon,
Enjoy.
Doc.
Yes it is possible however at this time you have edit Violation.lua to do so. See this post: http://www.wowace.com/forums/index.php?topic=4843.msg134837#msg134837.
The two lines are 2802 and 2803 if you have a text editor that shows line numbers. This works nicely, however when WAU updates Violation, you will have to go in and edit again.
WTB
Interface\AddOns\Violation\Violation.lua:595: attempt to index upvalue 'db' (a nil value)
Interface\AddOns\Violation\Violation.lua:152: attempt to index upvalue 'db' (a nil value)
Interface\AddOns\Violation\Violation.lua:425: attempt to index upvalue 'db' (a nil value)
It doesn't show up in FuBar either (all addons up to date as of today 20 mins ago).