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Updated: | 11-19-11 01:24 AM |
Created: | 09-29-11 03:23 PM |
Downloads: | 96,400 |
Favorites: | 124 |
MD5: |
File Name |
Version |
Size |
Author |
Date |
2.3 |
12kB |
Jor |
11-16-11 06:22 PM |
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2.2.1 |
12kB |
Jor |
10-12-11 07:13 PM |
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2.1 |
10kB |
Jor |
10-09-11 10:45 AM |
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2.0 |
10kB |
Jor |
10-02-11 01:26 PM |
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1.2 |
8kB |
Jor |
10-01-11 09:33 AM |
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1.1 |
7kB |
Jor |
09-30-11 12:50 PM |
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1.0 |
9kB |
Jor |
09-29-11 03:23 PM |
Comment Options |
Jor |
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10-12-11, 03:37 PM | ||
Forum posts: 0
File comments: 7
Uploads: 0
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Quote:
the first one i think though was explained on the rift addons forum. i dont recall the exact reason myself but it has to do with the way the system reads the end of combat. like if someone were to one shot something for example. not everyone may get a end combat message. i dunno though thats just part of what i remember being said. the second one ive been know to set up minimal UI from time to time as well. simple meter fits really nicely with this because it can show your group as [you/top 5/all and do the same for the enemy]. basically just click the red bar so it only shows total damage and voila it takes up minimal space. |
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dd31879 |
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10-13-11, 07:07 AM | ||
Forum posts: 0
File comments: 15
Uploads: 0
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Quote:
Also with regards the time taken to stop parsing, is it possible to perhaps have the addon look at the last hostile actions timestamp and the timestamp of when it thinks combat has ended, and simply remove this time to give a more accurate look at DPS? |
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Tarien |
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10-13-11, 09:16 AM | |
Forum posts: 0
File comments: 4
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I should mention me and a few guildies have noticed disparities between ACT and Xanadu parsers, it's been like this with pretty much any major patch they seem to have issues. I don't think it's this addon as Riftjunkies and this addon are pretty close it's an ACT and Xanadu thing. Awesome addon hoping to see a better way to stop combat with it and eventually for it to continue parsing the entire fight if I die but I'm sure that will come eventually.
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Liamdrien |
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10-13-11, 11:42 AM | |
Zombie
Forum posts: 1
File comments: 19
Uploads: 0
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I would rather there be an option to only start parsing when the player hits a target and stop after like 4 seconds they arent doing anything. Starting when the player is in combat will give much lower parses for boss fights and may take longer to exit combat. I know the only way to do that would make the first hit on a target not record but thats why its an option.
Last edited by Mase123y : 10-13-11 at 11:43 AM.
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Mase123y |
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10-13-11, 12:28 PM | |
Forum posts: 0
File comments: 73
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You could add % crit on the detailed statistics...
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Ceres |
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10-14-11, 11:45 PM | |
Claw of Regulos
Forum posts: 13
File comments: 6
Uploads: 0
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Request for simplemeter
Hey Jor
I would like to see the dmg of each ability added. We were smacking around a dummy the other day tring to find out why lower geared rogue was doing as much dmg as a better geared rogue. We thought that looking at the dmg per skill would give us an idea what the problem might be. I think this would be a great feature to add in. I see you have the % per skill and adding dmg per skill shouldn't be to difficult. |
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Lildry |
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10-15-11, 02:46 AM | |
Forum posts: 0
File comments: 32
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the mage's Split Personality isnt merged with the caster. It shows up as another player on the list.
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Omenpapa |
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10-19-11, 12:44 PM | ||
Forum posts: 0
File comments: 2
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Quote:
And yes, I do already reduce damage taken to one line. I know I'm being picky! Still worried about accuracy of these various parsers/addons. I don't know which one to trust when they are different. |
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dio_free |
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10-20-11, 06:38 AM | |
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I like this addon, it's pretty good. But is there a feature in the works yet for a way to minimize it when you don't need it on the screen, or to only show up during combat, or both of them features together? Like maybe a + and - sign that changes when you click it, if it shows a + click it to maximize it which allows it to show up on the screen, and then if it shows a - lets you hide it so it doesn't show on the screen, but always keep that button available on the UI screen somewhere. That would be awesome, very great way to have it seamlessly fit a custom built UI (when it's done, which I'm working on).
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Rustycage |
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10-21-11, 12:18 AM | |
Forum posts: 0
File comments: 1
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Is there any way to start the DPS meter on first combat from group/raid (such as when the tank pulls) and keep it going even if for some reason you drop combat (such as dieing, slipping away, or certain special boss mechanics).
Personally I would prefer this method due to accidental deaths (whoops...) and this is personally my main issue with the addon. Even if it's not the default setting and is just an option it will still be nice to have instead of the DPS meter basically being inaccurate and unusable if you die early. It would also be nice if there was a way to show damage absorbed. I'm not sure if it's possible to show damage absorbed credited to other players such as a purifier putting shields on players counting as absorbing damage for the purifier. However it would be extremely helpful to figure out just how effective shielding effects are.
Last edited by Cantspel : 10-21-11 at 12:19 AM.
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Cantspel |
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11-06-11, 03:53 AM | |
Forum posts: 0
File comments: 32
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Is the developer of this addon still working? No communication/update for weeks. And I would really like some update for this addon, to avoid missleading datas when u die on an encounter, and the addon stops counting dps/hps.
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Omenpapa |
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11-16-11, 06:32 PM | ||
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Quote:
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Jor |
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11-16-11, 06:39 PM | ||
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Quote:
As for the issue where tracking stops on death, that will remain a limitation of this addon for the forseeable future. |
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Jor |
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11-28-11, 02:42 AM | |
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Is it possible, when using the "All" setting instead of showing per session, to not lower the DPS of enemies/allies who were not active in some of the sessions? So it only counts the time that the entities were in a session.
In other words, if there is a session for 1 minute where Jack deals 6000 damage total and Ted deals 6000 damage total, and then another session for 1 minute where Jack left and Ted deals 6000 damage total... when you change from showing session by session to showing everything combined, Jack's DPS would be 100, since he was only in the first 1 minute long session. Currently, Jack's DPS would be 50. If you want me to clarify more, I can. I understand that this feature may not be desirable by everyone, so I propose that, if you were ever able to implement something like what I stated above, there should be perhaps a third toggle. Session per session, All, and a new one, "Dynamic All" or whatever you want to call it. Thanks a lot! Great addon! |
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TimeBomb |
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