I just switched from Recount to Skada, and overall I'm really liking it... Wonderful Addon!
I'm only having one issue so far.
When I set a window up to show Total Healing, the bar always extends past the rightmost border of the Skada window. I have another window set up for DPS (Mistweaver Monk... DPS and Heals) and that one looks fine.
"Item - Shaman T16 Restoration 2P Bonus
When Earth Shield heals a target, the target will gain 300% of the amount healed as an absorb."
>>>> http://www.wowhead.com/spell=145379 <<<
The absorb it does is added to the healing done by the target with earthshild on it (at least by Skada.). I think it has to go in healing done to the healer. Please fix that?
I've been thinking a bit about the multistrike and this sums it up:
A multistrike chance of X% gives you 2 chances of X% to proc an additional spell at 30% damage. The trouble with multistrikes is that they generate an additional combat log line for each proc, with no concrete way (that I can see) to link them to the spell by which they were generated.
Meaning that if I get a Backlash proc (next Incinerate is instant cast) during the casting of an Incinerate, and I then fire both Incinerates off in a row, and I happen to get 3 multistrikes, I'm not going to really know to which cast I should attach each of the multistrikes.
You could work around it with a spell damage queue because you know each multistrike will be 30% (non-crit) or 60% of the damage from the non-crit spell that caused it. Or, respectively, 15% and 30% of a crit spell that caused it. But there's not good reason I can see to go through a lot of trouble to track it so tightly. Because then you're looking at sorting your spells by: Hit; Crit; Hit, 1 multistrike; Hit, 1 multistrike crit, etc. In total there are 14 combinations of Spell, Multistrike, Multistrike.
At the end of the day, I'm only interested in the total damage done, how many spells Hit vs Crit, and how many mutlistrikes I generated. In my spell detail panel, it might say that my incinerate had 80% hit and 20% crit, with 24% multistrike. It wouldn't be hard to calculate multistrikes and multistrike crits seperately, but i feel like that dilutes the information you really want: total multistrikes. Your multistrike hit/crit ratio should match your spell hit/crit ratio anyway.
Also, multistrikes should be raising your spell's average damage, and I would not update the minimum spell hit with a multistrike hit. If I cast 3 Incinerates that each hit for 1000, one of them multistrikes for 300, one for 600, and one for 300 and 300, my average damage per cast is actually 1500 and not calculated as 4500 / 7 = 643.
Hi, i just loaded Skada and really like it a lot.
I was wondering if you have considered different profiles setting per character and spec. For example, I would like to auto switch to threat in Protection and see damage while in Retribution. I've worked on clcInfo plugins and would be willing to help add features if you like. Thanks!
For lack of anywhere else I can ask this (api notes did not seem appropriate).
It does not appear that there has been much at all in the way of updates/revisions of the core module since July, 2015 (about 5 months) on the main skada damage meter module.
Patch 6.2.3 has increased damage buffs for five classes. These damage increases range from as little as 4% to as much as 10% depending on class.
Do Skada and Recount use the same method of counting damage? It looks like they do.
Today I picked up skada and started to play with it. Over the course of the playing, I detected a consistent discrepancy of about 3000 damage between Recount dps and Skada dps. The Skada dps numbers tend to be consistently high by about 3000 damage vs Recount dps. I love the ego stroke on the 3000 damage addition from skada, but, I am more concerned about accuracy than I am about size ;)
Is this discrepancy between skada and recount being caused by the fact that there is no recent update to accommodate patch 6.2.3 for skada?
Damage Meters do not need to be updated for class balancing changes. Different damage meters have always reported slightly different results based on different approaches in calculating DPS.
That has not ever been in question here. I am sorry if there was confusion on that.
It is good to know that the damage meters take information from the game variables and translate it in ways that are user friendly. That, however, was not ever the question here, and, in fact, I already knew that bit of information. Thank you :)-
If you want an entirely accurate view, create a combat log and analyze it afterwards with warcraftlogs or similar websites.
Of course I could go line by line through the combat log on damage and add the numbers, then go through a statistical analysis and then calculate an approximate average based on the several combat logs over a specific duration of time...that does seem rather extreme though as damage meters are expected, at least by me, to accommodate that sort of analysis on a real-time, in-game data-set. Apparently there is confusion about the actual question being asked.
The real question was not about updates. Nor was it about accuracy.
The real question was about how damage is in fact calculated by Skada. I am sorry if I created any "confusion".
So I will ask again, more specifically and hopefully more clearly in order to eliminate any particular doubts about the integrity or knowledge where the asking of the question is in fact concerned.
How is damage, specifically Damage/Second calculated by "Skada: A Damage Meter"?
There seems to be a need these days for a very accurate real-time report of damage/second as per many raiding guilds and players I have spoken with, or had reports from, involving damage/second.
In this case the two damage meters are "Recount" and "Skada: A Damage Meter". It is a given that they will both calculate dps (damage/sec) differently.
There is a third way to determine damage/second in real-time. This third method does not involve reviewing every combat log over the last several raids or leveling battles. Instead this third method involves taking existing data from different damage meters, adding them together and then averaging the two numbers in real-time for a largely accurate damage/second.
I am currently analyzing the viability of this third method.