Healing Done and Overhealing are ~99% useless for asserting how good or bad a healer healed. This is ignoring the fact that one spec (Disc) shoves a huge part of it's power into untracked damage-prevention, which in turn lowers it's own healing done and raises overheal of other assigned shared healers.
As a healer myself, I'm fully aware of the shortcomings of healing meters as an absolute indicator of a healer's skill or performance. I primarily use these meters to see how PUGs are doing (my current guild is mainly real-life friends, and we recruit very slowly, so we almost always have PUGs in our 25-mans), and as an analysis tool to see who is healing who (for example, if I see that a healer is doing 30% of his healing on himself on Sapphiron, he's probably standing in Blizzards and that is easily correctable). Healing meters can show me if someone is consistently doing a lot less healing than someone else of the same class, spec, and gear level. Healing meters can also show me if someone who has mana issues is consistently having 75% overheal. These are all problems that can be fixed, but not if I don't know about them. :)
Even Damage Dealt is a really bad way to "compare" DPSers. It's just not as easy anymore as it was in vanilla when the most people could do was autoattack and go AFK until the boss died while people run auto-casting Decursive's and healermods. DPSers can no longer simply be compared by the damage or DPS they pulled, it's only a share of their power in the raid. And in many fights, not the important one.
Again, I'm not a moron. As someone who can dispel 3/4 of the dispellable debuffs in the game, I completely understand that debuffing takes time away from healing and dealing damage. As a caster with one instant cast every 6 seconds, I completely understand that some classes just don't do well in fights with a lot of movement. I also understand that some classes are better at AoE damage than others, that some classes are better against undead mobs than others, etc.
Obviously all meters are "just a guide". I never said they weren't.
But seriously, isn't the very idea of such a mod to offer detailed analysis? Sure the extra views might be nice to be "removable" from the left/right rotation and add to a dropdown instead for people who want that, but just looking at the "simple" lists is needlessly bringing false classifications to people's playstyle.
Not at all. If there are three resto shamans in the raid, all with the assignment of "heal the raid", and two of them are doing about the same healing, and the third one is doing half as much healing, I hardly think it's a "false classification" to say the third one is underperforming. Death counts may be fun to look at occasionally, but they're not really meaningful as a performance metric. Mana gained? Energy gained? Rage gained? Runic power gained? Don't care. Yes, Recount's purpose is to offer detailed analysis, but I don't need a detailed analysis of who picked their nose for how long with which fingers. I think you took my comment way out of proportion.
I had an issue a week or so ago that I just remembered.
After a Malygos fight I tried to remove some entries in the DPS view by CTRL + ALT + left click on all non-drake entries (merge with pets obviously off) and quite a few lines that I did not click on were also removed. After removing all players, pets, totems etc, I was left with only about 8-10 entries for drakes, but had 15-20 lines with drakes before I started removing entries. The difference was a bit too big for me to have screwed it up and clicked on the wrong lines... I definitely got the feeling that Recount sometimes removed multiple entries when I clicked and not lines directly next to each other.
Intended behavior is actually that pets are deleted with their owners, so ideally all drakes should have disappeared in the process. I'll look into this.
I know a few people analyse the drake phase like this, but the right way to look at just drakes is to turn display of self and friendly members off and unmerge pets and have them be shown. There is no need to delete combatants (i.e. this is 3 clicks instead of 25ish).
I just uploaded an alpha with Spirit of Redemption and Shadow of Death (DK) handling. These should not count double anymore in the death counts, but will still show up in death tracks but marked with the effect that caused the death. e.g. "X died. (Shadow of Death)"
I also enabled that deaths are recorded when out of combat.
This is alpha for now. I did good testing for SoR, but the ghoul is on a 15 min cool, so it's tricky to test extensively. It worked the one time I got to try ;).
Let me know if it works for you and I'll make it beta.
Took me a bit, but have narrowed down Bloodworms appearing are causing:
Recount-980\Recount.lua:1207: attempt to index field '?' (a string value)
Recount-980\Recount.lua:1261: in function `AddPetCombatant'
Recount-980\Tracker.lua:502: in function `parsefunc'
Recount-980\Tracker.lua:642: in function `?'
CallbackHandler-1.0-3:146: in function <...edia-3.0\CallbackHandler-1.0\CallbackHandler-1.0.lua:146>
<string>:"safecall Dispatcher":4: in function <[string "safecall Dispatcher"]:4>
<in C code>: ?
<string>:"safecall Dispatcher":13: in function `?'
CallbackHandler-1.0-3:91: in function `Fire'
AceEvent-3.0-3 (Ace3):73: in function <Interface\AddOns\Ace3\AceEvent-3.0\AceEvent-3.0.lua:72>
I have one functionality request, i'm not sure it's sane, but well... Here it is:
Some time ago my guild discovered a great need in knowing who and how much damage has done against the boss himself during boss-with-many adds encounters. It's nothing more than a dumb dps measuring, but atm Recount shows player and his pet as a separate damage sourses, which have to be combined in order to get the final results. So if it's possible, can you add merging pets with owners functionality for "damage taken" window aswell?
I love Recount and have a couple of requests to make it more usable for me:
1. Would it be possible to allow the strata of the Recount window to be set? I use nQuestLog and it sometimes overlaps Recount the way I have my UI setup, but Recount obscures it due to being at a higher strata.
2. Similar request for the opacity of the Recount window, it would be great if that could be set as well.
For now I live with the policy that frequently changed options live in recounts config UI and options that are "set once" or need commandline support are in blizzes. I'm sure tastes vary, but for now I don't actually see a lot of added benefit from removing recounts config UI.
But who knows... maybe I get more disposable time and this kind of migration becomes more attractive.
And yes whatever is in the blizz UI is poorly layed out. It's on my list for polish :P
A new damage meter called Skada has the following feature
Automatic mode switching when entering combat. For example, you can have Threat mode be shown. Skada can switch back after combat ends.
Would this be something you'd be willing to add to Recount? I was wanting to use the Recount Threat module and having it auto switch to the Threat display when I enter combat would be nice, then switch to say the damage done display on exiting combat so I can see how I did.