@adirelle,shadow: a bit of a long-winded story really. The flags have been in Recount since forever but never were functional. I have actually looked into adding the functionality but decided against it for the time being. The main reason for this is performance. buffs/debuffs make a very large part of the combat log (in my measurement anywhere from 30-70% of the combat log activity in high traffic situations) and trying to handle them would be a fairly serious burden on most systems (in fact handling heavy load combat log traffic is quite something, even if you strip all buffs/debuffs). The reason why the flags are still in there is two-fold, first is that my general philosophy is to change recount as little as possible away from its orignal form, second being that it might become feasible to add the tracking though I find it unlikely. It seems that addons get less and less CPU share with each patch, not more. So neither of these reasons are very good, but alas given that about once a year I get a request about them tells me that very few people even are bothered about them! So basically the flags are there for odd nostaligia.
Hi,
my recount does not shows nothing anymore and this error apear:
[2009/12/23 11:59:34-3373-x1]: Recount-1106\Tracker.lua:3: Cannot find a library instance of "LibBossIDs-1.0".
!Swatter-5.7.4568 (KillerKoala)\Support\LibRevision.lua:47: in function `LibStub'
Recount-1106\Tracker.lua:3: in main chunk
Recount-1111\Recount.lua:2017: Usage: RegisterEvent("eventname", "methodname"): 'methodname' - method 'CombatLogEvent' not found on self.
CallbackHandler-1.0-5 (Ace3):140: in function `RegisterEvent'
Recount-1111\Recount.lua:2017: in function <Interface\AddOns\Recount\Recount.lua:1992>
(tail call): ?:
<in C code>: ?
<string>:"safecall Dispatcher[1]":9: in function <[string "safecall Dispatcher[1]"]:5>
(tail call): ?:
AceAddon-3.0-5 (Ace3):539: in function `EnableAddon'
AceAddon-3.0-5 (Ace3):629: in function <Interface\AddOns\Ace3\AceAddon-3.0\AceAddon-3.0.lua:615>
<in C code>: in function `LoadAddOn'
Interface\FrameXML\UIParent.lua:234: in function `UIParentLoadAddOn':
Interface\FrameXML\UIParent.lua:257: in function `CombatLog_LoadUI':
Interface\FrameXML\UIParent.lua:481: in function <Interface\FrameXML\UIParent.lua:453>:
I know that the error only have something to do with the second error message and i gues its because the tracker does not work correct... but i have no clue how to fix it!
Delete Recount and the WTF folder. Disable all other addons, reinstall Recount fresh and try again. This looks like a broken installation or an interference of another install or a broken external version of libs.
Changed nothing... the misery is... its not for all chars...
Last time it worked on my Shaman... then on my Warrior... now it didnt worked at all!
Then it worked on my Warrior again... but not on my Shaman... its total random on which char it works...
Being new to recount (downloaded/installed the latest version today), I may have a silly question.
Even after typing /recount hide it kept popping up after every fight, and sort of kept flickering on and off in pvp. It also kept appearing after things as entering an instance, using my hs, or using a portal somewhere. Is there a setting that I need to change or (un)check to make it stay hidden until I decide to type /recount show? Or is there a chance that it's conflicting with other addons?
Thanks :)
Edit: I did check the tickbox for autohiding it in combat, which it does fine :) And I also checked the tickbox for hiding it when not collecting data.
If you don't want it to pop up and hide automatically you have to uncheck these options. Alternatively set the zone-based collection filters as you prefer, so that it only auto-shows/hides for content you care to have the feature for. For example I don't collect in BGs hence I have that filter off, with autohide on combat off as well, Recount remains closed in BGs as is my preference, but the behavior is configurable, so you'll have to set it to suit your needs.
Forgive me if it's been addressed before, but I'm wondering if there's a solution.
I like having Recount set to Delete on Instance Entry, and I have the New checkbox checked, yet it resets on every entry, not just new instances. For example, it resets after dying/releasing spirit and coming back in (In cross-realm at least, didn't test normal entrances). I like having it work without using the confirmation box, but currently I'm having to to prevent it resetting on every entry.
There is a ticket open on this. I have tried to reproduce but failed so far. The instance detection code did change to accommodate the special case of Onyxia's Lair so I can imagine that a new effect creeped in. I hope to reproduce this soon enough. Any leads that can help me reproduce appreciated.
If you don't want it to pop up and hide automatically you have to uncheck these options. Alternatively set the zone-based collection filters as you prefer, so that it only auto-shows/hides for content you care to have the feature for. For example I don't collect in BGs hence I have that filter off, with autohide on combat off as well, Recount remains closed in BGs as is my preference, but the behavior is configurable, so you'll have to set it to suit your needs.
Thanks for the quick reply Elsia :)
I did turn off the gathering of pvp data already, and I'll try unchecking those two options as well.
This also happens to me. I can't remember if it happens with raids or not, but it does in 5-mans. I would start there, rather than raids.
Indeed. I haven't tested it in a raid environment, but I've noticed it always occurs when these events happen:
Settings: Delete on instance entry, new only, confirmation off.
Group found through LFG window, includes members from other realms.
Die in the instance, release spirit.
Upon running back and entering, Recount resets all data as though it was a new instance.
Edit: Nevermind, I see on the ticket status you have identified the issue.
So I know that DPS isn't the best measure of a fight, but I believe some improvement could be made on this rating. I've noticed "low" dps on classes that heal simultaneous w/ doing damage (e.g. DK in blood presence, Fury Warr w/ Bloodthirst, Shadow Priest w/ vampiric embrace). The DPS given seemed incorrect as I will be killing 10k mobs in 4 seconds (confirmed in recount damage activity) and yet have a "DPS" of 1500.
I've tracked down the issue and it's the fact that DPS and HPS calculation are done based on the total activity (damage time + healing time). However, if these are occurring simultaneously, this then inflates the amount if time active. It would seem that better measures for DPS and HPS could be achieved by dividing through by the appropriate active time. This change would give a more realistic impression for DPS and HPS while not affecting damage done and healing done. The benefit of this is that simultaneous damage/healing situations will give accurate DPS, and if someone stops DPSing to heal, they can see accurate DPS and HPS for when they were filling those respective rolls--albeit still showing up low on total damage/healing done.
As an example, the screenshot SummaryView.jpg on Curse shows the damage and healing done by a druid. If you take the ratio of the total damage/healing done to damage/healing activity, the results (180.8 & 276.7) are larger than the DPS and HPS in the figure (139.7 & 62.7). Although these are averaged (I assume over different fights?) it shows that the current calculation method is somewhat inconsistent.
This should be an "easy" fix (assuming that the damage activity and healing activity are as easily available as the total activity). I would (and many others I've talked to about this issue) would love this fix so we can more accurately gauge damage rates. :D
Also thanks for keeping this addon active. It's one of the best tools for debugging skill rotations.
First, you misunderstand how Recount counts activity.
It is untrue that concurrent heal and damage activity will inflate activity time. It does not! Only sequential activity accumulates!
Numerous DPS classes have self-healing effects, these however do not drastically interfere with your activity measure unless you idle (which should drop your DPS anyway!), because concurrent activity (Damage and a parallel self-hot) do not increase activity time counted at all. Hence if you use all your cooldowns you will simply not drop any DPS in the current formula even if you have self-heal procs running.
The effect in the summary view is correct. If you separate out both activities they will each appear larger! That is because in that case activity is duplicated. This is intended if you do want to study them separately. One will see the very same effect when merging/unmerging pets. Joint DPS of owner and pet is not the arithmetic sum of each DPS but rather one that takes overlap activity into account which in general means that the sum is smaller. Arithmetic sum is the best case outcome. Again intended behavior and gives the informed user a clearer picture of the actual performance (perfect activity sync = best DPS, poor sync drops DPS, as it should be).
Simply put, Recount does not try to dumb down everything to one number (DPS for example) and have that one number by in a naive relationship (simple sums) of more complex data but give a wealth of numbers that allow you to study the situation from many perspectives. If numbers are merged into a joint measure this merging should sensible reflect the respective contributions, hence not just be plain sums, but sums according to respective weight. This is what the DPS formula tries to observe for both pet and joint healing activity.
Yes I could just use arithmetic sums for everything and separate activities. That would be the easy way out and yes "boost" DPS. But Recount's role is not to show sexy DPS numbers.
Mixing healing and damage activity is intended. That way healers sensibly integrate into the formula and won't constantly top the charts!
I do roughly 800dps with my Resto Shaman when healing and filling with support damage. This turns out to be a sensibly good measure of my contribution _over sensibly long time periods_ calculated by Recount's formula. All feral, DK, and lock DPS I have seen is sensibly represented despite self-heals.
Most importantly there is no such thing as DPS, there are many different ways to calculate numbers that one can call DPS. There is no correct way (in WoW which doesn't give the Addon author a canonical combat/activity time). So sensible representation is just about as good as it gets modulo quibbling.
The second problem, conflated with the first, is that you expect a DPS formula to make sense over very short time intervals (like 4 seconds!). Don't do that. Use the realtime graph if you really want a flavor of "near-instantaneous DPS". Recount's DPS formula is not and never will be attempting to be tuned for very short time intervals. Looking at DPS over 4 seconds is about just as silly as thinking you can measure your spell rotation in that amount of time. You cannot.
The formula is fine as is. But most importantly DPS is a weak measure, don't rely on it. For more details Google for Gello's classical post on DPS explaining in detail why.
@adirelle,shadow: a bit of a long-winded story really. The flags have been in Recount since forever but never were functional. I have actually looked into adding the functionality but decided against it for the time being. The main reason for this is performance. buffs/debuffs make a very large part of the combat log (in my measurement anywhere from 30-70% of the combat log activity in high traffic situations) and trying to handle them would be a fairly serious burden on most systems (in fact handling heavy load combat log traffic is quite something, even if you strip all buffs/debuffs). The reason why the flags are still in there is two-fold, first is that my general philosophy is to change recount as little as possible away from its orignal form, second being that it might become feasible to add the tracking though I find it unlikely. It seems that addons get less and less CPU share with each patch, not more. So neither of these reasons are very good, but alas given that about once a year I get a request about them tells me that very few people even are bothered about them! So basically the flags are there for odd nostaligia.
my recount does not shows nothing anymore and this error apear:
I know that the error only have something to do with the second error message and i gues its because the tracker does not work correct... but i have no clue how to fix it!
Please save me!! :)
Last time it worked on my Shaman... then on my Warrior... now it didnt worked at all!
Then it worked on my Warrior again... but not on my Shaman... its total random on which char it works...
I really have no clue!
Even after typing /recount hide it kept popping up after every fight, and sort of kept flickering on and off in pvp. It also kept appearing after things as entering an instance, using my hs, or using a portal somewhere. Is there a setting that I need to change or (un)check to make it stay hidden until I decide to type /recount show? Or is there a chance that it's conflicting with other addons?
Thanks :)
Edit: I did check the tickbox for autohiding it in combat, which it does fine :) And I also checked the tickbox for hiding it when not collecting data.
I like having Recount set to Delete on Instance Entry, and I have the New checkbox checked, yet it resets on every entry, not just new instances. For example, it resets after dying/releasing spirit and coming back in (In cross-realm at least, didn't test normal entrances). I like having it work without using the confirmation box, but currently I'm having to to prevent it resetting on every entry.
Thanks for the quick reply Elsia :)
I did turn off the gathering of pvp data already, and I'll try unchecking those two options as well.
Settings: Delete on instance entry, new only, confirmation off.
Group found through LFG window, includes members from other realms.
Die in the instance, release spirit.
Upon running back and entering, Recount resets all data as though it was a new instance.
Edit: Nevermind, I see on the ticket status you have identified the issue.
I've tracked down the issue and it's the fact that DPS and HPS calculation are done based on the total activity (damage time + healing time). However, if these are occurring simultaneously, this then inflates the amount if time active. It would seem that better measures for DPS and HPS could be achieved by dividing through by the appropriate active time. This change would give a more realistic impression for DPS and HPS while not affecting damage done and healing done. The benefit of this is that simultaneous damage/healing situations will give accurate DPS, and if someone stops DPSing to heal, they can see accurate DPS and HPS for when they were filling those respective rolls--albeit still showing up low on total damage/healing done.
As an example, the screenshot SummaryView.jpg on Curse shows the damage and healing done by a druid. If you take the ratio of the total damage/healing done to damage/healing activity, the results (180.8 & 276.7) are larger than the DPS and HPS in the figure (139.7 & 62.7). Although these are averaged (I assume over different fights?) it shows that the current calculation method is somewhat inconsistent.
This should be an "easy" fix (assuming that the damage activity and healing activity are as easily available as the total activity). I would (and many others I've talked to about this issue) would love this fix so we can more accurately gauge damage rates. :D
Also thanks for keeping this addon active. It's one of the best tools for debugging skill rotations.
It is untrue that concurrent heal and damage activity will inflate activity time. It does not! Only sequential activity accumulates!
Numerous DPS classes have self-healing effects, these however do not drastically interfere with your activity measure unless you idle (which should drop your DPS anyway!), because concurrent activity (Damage and a parallel self-hot) do not increase activity time counted at all. Hence if you use all your cooldowns you will simply not drop any DPS in the current formula even if you have self-heal procs running.
The effect in the summary view is correct. If you separate out both activities they will each appear larger! That is because in that case activity is duplicated. This is intended if you do want to study them separately. One will see the very same effect when merging/unmerging pets. Joint DPS of owner and pet is not the arithmetic sum of each DPS but rather one that takes overlap activity into account which in general means that the sum is smaller. Arithmetic sum is the best case outcome. Again intended behavior and gives the informed user a clearer picture of the actual performance (perfect activity sync = best DPS, poor sync drops DPS, as it should be).
Simply put, Recount does not try to dumb down everything to one number (DPS for example) and have that one number by in a naive relationship (simple sums) of more complex data but give a wealth of numbers that allow you to study the situation from many perspectives. If numbers are merged into a joint measure this merging should sensible reflect the respective contributions, hence not just be plain sums, but sums according to respective weight. This is what the DPS formula tries to observe for both pet and joint healing activity.
Yes I could just use arithmetic sums for everything and separate activities. That would be the easy way out and yes "boost" DPS. But Recount's role is not to show sexy DPS numbers.
Mixing healing and damage activity is intended. That way healers sensibly integrate into the formula and won't constantly top the charts!
I do roughly 800dps with my Resto Shaman when healing and filling with support damage. This turns out to be a sensibly good measure of my contribution _over sensibly long time periods_ calculated by Recount's formula. All feral, DK, and lock DPS I have seen is sensibly represented despite self-heals.
Most importantly there is no such thing as DPS, there are many different ways to calculate numbers that one can call DPS. There is no correct way (in WoW which doesn't give the Addon author a canonical combat/activity time). So sensible representation is just about as good as it gets modulo quibbling.
The second problem, conflated with the first, is that you expect a DPS formula to make sense over very short time intervals (like 4 seconds!). Don't do that. Use the realtime graph if you really want a flavor of "near-instantaneous DPS". Recount's DPS formula is not and never will be attempting to be tuned for very short time intervals. Looking at DPS over 4 seconds is about just as silly as thinking you can measure your spell rotation in that amount of time. You cannot.
The formula is fine as is. But most importantly DPS is a weak measure, don't rely on it. For more details Google for Gello's classical post on DPS explaining in detail why.
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