As you can see, the first picture shows alot more damage done than the second one, actually more damage than the total HP of Gruul. Healing also shows higher numbers when looking at the last fight with ''keep only boss segments'' enabled.
I can't really remember the overall damage, but i'm 90% sure that it was the same as everyone else. The player who reported damage done in the second picture did not reset his data during the run, there was a few other players who did do that though. I'm gonna test with the boss segment option off next time to see if i get the same data as other players.
thanks for you help keeping up this mod.
Is there a way to turn off the lazysync? It causes alot of issues when one person clears their meters and another person doesn't (possibly due to different versions, or whatever)
Ok, I can describe it although Im not sure exactly whats happening.
We were doing brutallus attempts, and I started clearing recount after every attempt. After the second attempt when it syncd I saw three people at double the damage of the top person. I cleared recount, after the third attempt those people were three times the top damage. --- It appears that when syncing its transferring the total damage from the night, instead of just the last attempt. Perhaps its a bug you have fixed already, but because they aren't running updated versions (I update every night) my client is seeing now incorrect data.
After the 3rd or 4th attempt I stopped clearing recount and the issue didn't come back - but then recount's memory usage kept climbing.
If people do run very old versions of recount that causes issues for sure. You can check this though by using the version check button. Those with outdated recounts will be marked as "incompatible" in the list.
I'll look into this though, can still be that the clear adjustments that are there don't work as intended. It's intended that it notices the clear and takes the damage off rather than adding it on.
thats great I'll check out what you did. I found some other bugs in there that I believe I have fixed. I'll compare my fixes to see if any are still relevant. I was preparing to send an email to the recountFu developer with my change, but now, I'll wait.
@abu-dun: Had extensive testing in raid yesterday and I do get syncs. Does your or your friend's character have a name that starts with "player" "pet" or "raid"?
@Mordekhuul: The necessity of sync is a matter of taste. Basically without any syncing there are certain things that you will not see in a damage meter. Recount no longer uses full-blown massive data sync in combat though. Now Recount only syncs out of combat and then only if it knows that data got missed. Even then people can turn it off via /recount sync.
In terms of accuracy all damage meters really should be the same, modulo how we massage the data. I.e. do we account earth shield to originator if possible, do we merge pets, if yes how etc.
For me the choice of damage meters is just preference in style. If one likes Assessment or Recap or Violation or YACL or what have you, just pick the one that fits your style. All of them should be, once the 2.4 transition bugs are ironed out about equally accurate (with some mild variation on how they interpret the data).
Im having problems that recount is draining silly amounts of memory.
When i turn on recount performancefu logs my memory use going from the normal raid use of ~80-90MB to a whopping 150+ after just an hour of play, after 3h it became unbarable cos of lag and mem was logged at 250+, this only happends with recount on, and was the same both with and without sync.
Im fully aware that dmg meter addons drain a lot of memory for all the info, but thats just silly.