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Compatibility: | Beta (0.18) |
Updated: | 01/18/16 03:23 AM |
Created: | 12/19/15 08:39 PM |
Monthly downloads: | 111 |
Total downloads: | 23,001 |
Favorites: | 11 |
MD5: |
File Name |
Version |
Size |
Uploader |
Date |
0.84beta |
66kB |
coolmodi |
01/17/16 02:24 AM |
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0.82beta |
56kB |
coolmodi |
12/30/15 04:17 PM |
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0.81beta |
235kB |
coolmodi |
12/26/15 01:26 PM |
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0.8 |
54kB |
12/19/15 08:39 PM |
Comment Options |
01/15/16, 03:28 AM | |
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look at this horrible whining about this addon
http://forums.elderscrollsonline.com...n-group-damage |
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QuadroTony |
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01/04/16, 05:00 PM | |
Thumbs up for figuring out how to do this, but I fear this addon is going to break groups and guilds over damage numbers...
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Woeler |
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coolmodi |
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12/31/15, 04:15 PM | |||
Forum posts: 37
File comments: 299
Uploads: 0
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timidobserver |
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12/30/15, 03:51 PM | ||
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After seeing that abilities are known I also thought about it, but that's something for when the more important things are done.
Edit: The only way I see to get the alliance is with GetUnitAlliance(string unitTag), there's only a unitTag for you, the target aimed at and group memebers. That's not usefull at all for this addons scope, you'd have to run around an "scan" every single player manually.
Last edited by coolmodi : 12/30/15 at 04:01 PM.
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coolmodi |
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12/30/15, 01:09 PM | |||
Forum posts: 37
File comments: 299
Uploads: 0
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Clicking log shows a log of all of the damage the person you clicked on did during that session. Statistics shows some statistics about their overall performance, what abilities they are using the most, their crit rate, ect. Is there a way to identify the faction of the targetunitid?
Last edited by timidobserver : 12/30/15 at 01:18 PM.
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timidobserver |
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12/30/15, 12:17 PM | ||
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Working info is underlined, powertype is also working I think. So target and source ID, ability ID, hit value and the number at the top which can be used to determine whether it's a normal hit, crit, heal, heal crit, hot etc. For the combat state I'm fine with the start, at least in dungeons it starts as soon as someone in the group enters combat which is welcome, but the end also needs to watch the whole group. If you die it shouldn't end, but it should also not end if no damage happens in a few seconds like FTC does it, that can make 2 fights out of one. I'll probably combine the reported combat state with damage happening and monitor if the user dies. But it's just the dps that is affected immediately, so this isn't highest priority for me atm. Both dmg/healing done and the ranking works fine even if combat time is wrong.
Last edited by coolmodi : 12/30/15 at 12:25 PM.
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coolmodi |
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12/29/15, 02:25 PM | |
Forum posts: 37
File comments: 299
Uploads: 0
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What all data are you able to get from the API using this addon's approach. Is it just a number and the name attached to it?
Are you able to retireve the ability name, the target of the ability used, whether the hit was a crit, or any information at all beyond a number and the name of the person attached to the number? Also, can it track the damage received of other players or only damage done by other players? EDIT: Also, to solve the combat time issue, can you just grab the code that FTC uses for combat time and add an option to "mirror ftc combat time" and add a timeout threshold slider.
Last edited by timidobserver : 12/29/15 at 02:33 PM.
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timidobserver |
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12/28/15, 06:07 AM | ||||
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Re: Performance feedback.
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coolmodi |
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12/27/15, 04:46 PM | |
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Performance feedback.
Though I did not actually see much of a performance drop due to not running in raid format with prior version, the performance of latest release is much better in heavy pvp to the point of not seeing any impact at all on my system overall
Now if only ZOS could take a leaf out of your book and iron out the frame rate drop in raid scaled fights Still noticing a bit of deviation on dps per player deviation especially for second duration fights... Seems quite accurate though for total damage output and not sure why others are seeing erroneious numbers (Perhaps not taking into account over-kill damage?) though nobody else I run with uses group damage so hard to tell if output is similar/same across group. Feature Requests: Can we please get account-wide settings option and a 'Clear All' function for logged fights, hitting the little 'C' button on the gui of Group Damage becomes tedious |
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BornDownUnder |
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12/26/15, 01:32 PM | |||
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I made it save every single hit forever and just go through them every time the panel updates to get the new numbers. In a long fight that could mean it would go through hundreds or thousands of dmg/heal events for every unit every second. In the new 0.81 version it now puts every hit event in a queue and then goes through that every second and adds the new hits to the already done dmg/heal for each unit. Now data won't pile up the longer the fight goes, only the hits that happend the last second will need to be processed. Even in huge fights that shouldn't affect performance now, but I honestly have no clue how "power hungry" it still could be. Maybe someone can try that and provide feedback.
The dmg/heal tracking works fine from my point of view. Next step is to improve combat start/end somehow.
Last edited by coolmodi : 12/26/15 at 01:38 PM.
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coolmodi |
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12/22/15, 04:55 PM | ||
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This is very interesting, and not that much of a performance hit considering it basically tracks each hit that is made by anything.
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Kyoma |
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12/21/15, 12:24 PM | ||||
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At least the absolute damage done should be the same or very close for everyone. Dps is dependant on the combat time, and percentage will be different when not filtering for the same thing or not all group members are "known" by e.g. healing. 2 healers that start combat at the same time and don't die should see the same or very close numbers for the group. If possible please try forcing that by using the "infinity mode" (* button), that way all data collected after activation is forced into the currect fight. If everybody activates this before the fight the damage numbers have to be the same afterwards. Would be nice to get a positive answer to that, otherwise it would be useless working on improving anything
Last edited by coolmodi : 12/21/15 at 12:53 PM.
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coolmodi |
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12/21/15, 09:22 AM | |
Forum posts: 0
File comments: 4
Uploads: 0
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I am now using this, and I suggested it to a PvE guild on my faction who are in love with it.
One thing I noticed will experimenting with this add on in Cyrodiil in a PvP raid (to evaluate where we can improve group damage) was game performance took a pretty noticeable decrease. I think it partially ties back into how the combat state is handled as PvP engagements can last upwards of ten minutes without your character actually leaving combat and it seems as if the add on was bogged down with the intensity of all the combatants (NPCs, group members, enemy players and allied players) all being tracked for such a long time. In PvE it seemed to return slightly different numbers of percentage of damage dealt for everyone in the group, so I'm not sure how the accounting was different between group members for the same fights. This is a very exciting add on and I'm so happy to see cool new practical and useful add on like this one being developed and would love to help out any way possible. |
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Hektik |
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12/21/15, 02:22 AM | |||
Just use zo_strformat for really all names from API for display and you are done. Cheers. |
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votan |
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