I think it would be nice to add a quick "segment" choice in the LDB menu... right now it is very cumbersome to switch from total to current to a specific fight since you have to back all the way out and then all the way in again.
Like someone else said, it breaks down a single fight into multiple segments (it certainly does this on the third drake in OS where you enter the portal). Doesn't it use "enter combat" / "leave combat" to start and stop fights?
Like someone else said, it breaks down a single fight into multiple segments (it certainly does this on the third drake in OS where you enter the portal). Doesn't it use "enter combat" / "leave combat" to start and stop fights?
It does, and this is the problem here, as you do leave combat.
I just added a 3 second minimum pause before ending a segment, and also some combat start detection other than the PLAYER_REGEN_DISABLED event, so that combat (and therefor the segment) starts on time even if you don't personally enter combat. Have not been able to test it yet.
1. some fast switching between total/current mode
2. total only bosses segment
3. option to count trash damage for total segment, but don't create separate segments for them
I have seen that you start the combat only if some damage is done.
If you want a semantic similar to (a supposedly existent) UNIT_ENTERED_COMBAT, shouldn't you consider also misses and the nature of the target?
This is pretty much how Recount does it:
Check combat log for hostile actions by or on friendly units. If found start "combat" which is also a combat segment.
Check if any unit in raid is still affected by combat. If no, exit combat and store segment.
#1 rule of posting about errors - include the actual error message(s). 99% of the time, an author did not actually release a version that spams them with errors, so if you're getting an error, it's one the author isn't getting, and it's unlikely the author will be able to read your mind to figure out what you're doing differently and magically know what's causing the error. ;)
I'm getting a lot of errors (5 to be exact) when I go to the "Skada:Modes" view. The errors are as follows:
The errors were a combination of things I added last night just before logging off, and some things I added while slacking off at work without access to WoW. They should all be fixed now.
The errors were a combination of things I added last night just before logging off, and some things I added while slacking off at work without access to WoW. They should all be fixed now.
Geez! Thanks for the fast response!
r114: The value displayed on the DPS bar is still changing due to clicking.
Still issues with the blue bars being 100% and about 95%.
Found reviewing deaths difficult as once the combat is ended the data disappears. During combat I can look at current deaths and the details of the players last few moments, but afterwards I can only see everyones total deaths, not the details.
Also 5man bosses don't to be appear to be counted real bosses and thus there are no segments saved for them.
Perhaps the two are related (if there's no boss data cos you're not fighting a raid boss then there would be no 'death detail' data saved to view).
Edit: Also, would expect on the death details for the length of the bars to be relative to the max hp of the target. So you can get an idea of how much each hit took off the hp of the player. ~Mostly an aesthetic thing rly.
Yeah, it would be nice to hold onto the last fight's data as "current fight" until the next fight started. It's a bit of a hassle to have to click all the way back to the main menu and select the last fight just to see how people did.
Seems like the Feed for the Data Broker is broken since the last version. I set it to show my DPS, but I just see n/a. Anyone else experiences this? This worked well in the version before.
The DPS from Skada also seems to be considerably lower than the DPS shown by violation. ~400 DPS is missing. Now the question is which one is correct? :D
Yeah, it would be nice to hold onto the last fight's data as "current fight" until the next fight started. It's a bit of a hassle to have to click all the way back to the main menu and select the last fight just to see how people did.
It's supposed to hold last fight until next is started if you are in the "Current" segment. It works for me currently. I did some tweaking the last few days that may affect this though.
I really like it so far; I'd be pleased to see guardians and death knight's pets support being added in; it also seems to have issues with keeping track of the damage coming from (in case of a death knight) a ghoul that has got a different name than the one the DK has started the fight with (this can happen if the DK sacrifices and re-summons the ghoul mid-fight).
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Like someone else said, it breaks down a single fight into multiple segments (it certainly does this on the third drake in OS where you enter the portal). Doesn't it use "enter combat" / "leave combat" to start and stop fights?
Summary of tickets:
It does, and this is the problem here, as you do leave combat.
I just added a 3 second minimum pause before ending a segment, and also some combat start detection other than the PLAYER_REGEN_DISABLED event, so that combat (and therefor the segment) starts on time even if you don't personally enter combat. Have not been able to test it yet.
1. some fast switching between total/current mode
2. total only bosses segment
3. option to count trash damage for total segment, but don't create separate segments for them
If you want a semantic similar to (a supposedly existent) UNIT_ENTERED_COMBAT, shouldn't you consider also misses and the nature of the target?
My 2 yens
Check combat log for hostile actions by or on friendly units. If found start "combat" which is also a combat segment.
Check if any unit in raid is still affected by combat. If no, exit combat and store segment.
Any update on this? Could you add it to your to-do list please? Thanks.
The errors were a combination of things I added last night just before logging off, and some things I added while slacking off at work without access to WoW. They should all be fixed now.
Added!
Geez! Thanks for the fast response!
r114: The value displayed on the DPS bar is still changing due to clicking.
Still issues with the blue bars being 100% and about 95%.
"* Added a Hide when solo option."
If i click it doesn't make any changes. The Window is still shown.
No Error or something else.
Also a /reloadui doesn't make any changes.
PS: German-Client
Found reviewing deaths difficult as once the combat is ended the data disappears. During combat I can look at current deaths and the details of the players last few moments, but afterwards I can only see everyones total deaths, not the details.
Also 5man bosses don't to be appear to be counted real bosses and thus there are no segments saved for them.
Perhaps the two are related (if there's no boss data cos you're not fighting a raid boss then there would be no 'death detail' data saved to view).
Edit: Also, would expect on the death details for the length of the bars to be relative to the max hp of the target. So you can get an idea of how much each hit took off the hp of the player. ~Mostly an aesthetic thing rly.
The DPS from Skada also seems to be considerably lower than the DPS shown by violation. ~400 DPS is missing. Now the question is which one is correct? :D
Should be fixed now.
It's supposed to hold last fight until next is started if you are in the "Current" segment. It works for me currently. I did some tweaking the last few days that may affect this though.
Do you have this problem with 1.0-13?