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Homestead (2.7)
Updated:03/19/17 07:28 AM
Created:04/26/16 04:14 PM
Monthly downloads:26,820
Total downloads:138,455
Favorites:160
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Categories:Combat Mods, Buff, Debuff, Spell, Character Advancement, Data Mods, Beta-version AddOns
2.7
Combat Metrics  Updated this week!  Popular! (More than 5000 hits)
Version: 0.6.20
by: decay2 [More]
Description

Please note that the addon is still in beta so don't expect everything to be perfect.

I made Combat Metrics basically for two reasons. First to have a tool to analyse my fights in a useful and comfortable manner. The second was to provide more insightful and meaningful damage parses.

Combat Metrics is an addon to track your fights. You can use it to measure your DPS, you can analyse which skills make your DPS or who caused your incoming damage. You can also analyse the heals you received or cast. You can check which buffs and debuffs were running, how much magicka or stamina per second you used and regenerated. You can Analyse the Combat log, filter it to analyse specific issues.

Combat Metrics basically just records your fight during combat and analyses it after you are out of combat. That way I hope to keep the impact on the fps as low as possible. Since it saves the data of the whole fight, you might hit the lua memory limit especially when a lot of heavy fights are happening in a row (I suspect Cyrodil is a candidate)

The main report window can be toggled by assigning a key to it or by typing /cmx into the chatbox.
You can also assign keys to post the damage per second (DPS) or healing per second (HPS) of your most recent fight to the chat. Alternatively you can use /cmx dps, /cmx sdps, /cmx mdps, /cmx alldps for automatic, single-target, multi-target or single + multitarget DPS respectively. You can use /cmx hps to post you healing per second.

I want to thank Atropos for letting me use his functions to build the user interface. Coolmodi's addons were also quite insightful especially for handling the event registrations. I also learned from the addons of Circonian and Spellbuilder. Finally I want to mention @EgoRush and all participants in his thread at Tamrielfoundry. The discussions there lead to my motivation for creating this addon.

Known Issues
  • Sometimes a buff event is missed (probably). The addon dismisses these cases which might lead to (slightly) reduced uptimes shown in the report.
  • If you want to see Statistics in AvA areas, disable "Light Mode in Cyrodil"
Decay2 aka Solinur (Pact EU)
Version 0.6.20
  • Small fixes

Version 0.6.19
  • Added some bugfixes to buff tracking (duplicate events, some buffs not showing)
  • Added some slash commands to post dps: /CMX dps, /CMX sdps, /CMX mdps, /CMX alldps for automatic, single-target, multi-target or single + multitarget DPS respectively. /CMX hps to post HPS
  • Fixed a typo and some small code improvements (thx @ Ayantir)

Version 0.6.18
  • Changed buff tracking so it should behave more or less like before the Homestead update, with one exception: Enemy debuffs are now tracked globally (so they don't reflect your contribution but the one from the whole group. In a future update I will try to display both)

Version 0.6.17
  • Added missing Icons

Version 0.6.16
  • Fixed the broken bufftracking introduced recently.

Version 0.6.15
  • Fixed a critical error introduced in last patch.

Version 0.6.14
  • While we further wait for the API patch, I implemented a few fixes for stuff that stopped working due to the API change issue. (Group heal/incoming DPS not shown, Fight reset @ Mage ..)

Version 0.6.13
  • Added a workaround for "better" buff tracking. It's a bit weird, but probably a bit better. You'll see.

Version 0.6.12
  • Removed tracking of effects for other units than the player. This removes debuff tracking for now. This was necessary since all debuff events are broadcasted now which lead to performance issues.

Version 0.6.11
  • Add setting to disable group damage monitoring in large groups
  • Added keybind to toggle the live damage window
  • Added option to turn off the automatic channel selection when posting damage
  • Added tracking of Crusher Enchantment
  • Replaced the delete icon. (It was confused with one indicating to close a window)
  • API Bump to Homestead (100018)

Version 0.6.10
  • Fixed a bug where an error message appeared when a certain combination of selections was made
  • Added Ability IDs for buffs if the respective debug option is switched on
  • Added the possibility to replace ability names or icons. Refer to the addon description for more details
  • Outgoing Damage that gets absorbed by a shield now contributes towards total damage.
  • Added a check to ignore damage from "The Mage" and "The Warrior" when they blow up remaining adds on entering their enrage phase. This was setting the group damage values off.
  • The fight will now reset when The Mage reaches the ground.
  • You can now manually reset the fight (via Keybind or by typing "/cmx reset"). Use with caution, as it may cause issues.

Version 0.6.9
  • Fixed a critical error introduced in last patch.

Version 0.6.8
  • Updated LibAddonMenu to version 2.0 r23

Version 0.6.7
  • Updated Japanese Translation

Version 0.6.6
  • Added a light mode option to turn of statistic calculations (and only show dps/hps in the live window)
  • Added an option to turn on light mode for cyrodil
  • Added an option to turn all addon activity off for cyrodil
  • Fixed an issue where sometimes no outgoing buffs were shown in the "Healing caused" tab
  • Attempted to fix an issue where group members were used to name the fight.
  • Fixed a bug where player buffs were recorded twice when in group.
  • Fixed a bug where buffs in combat log wouldn't show other targets then the player.
  • Fixed a bug where player selfheal was not getting filtered properly in combat log
  • Fixed a bug where resource and stat data were not shown in the combat log when the fight was loaded from saved fights.
  • Fixed a bug where permanent buffs were not shown in the buff recap.
  • Note: Combat Metrics got moved to Combat Addons since a lot of things are working quite good, I'd say.
  • Note: Some entries in the Outgoing (De-)buffs tab are clearly not related to the player (The passive boni from repentance, Warhorn.. ). Since I have no good way to filter them without impairing functionality I'll leave it as it is.

Version 0.6.5
  • API Bump to One Tamriel

Version 0.6.4
  • implemented japanese translation from @Lionas (if someone wants to do other translations, just go ahead ;) )

Version 0.6.3
  • fixed a bug that appeared in 0.6.2 when posting damage to chat
  • fixed some issues with the UI scaling (e.g. slider bars hiding some numbers)

Version 0.6.2
  • Updated LibAddonMenu to 2.0r22
  • Added a timestamp to the Combat Start/end message in Chatlog
  • Added digit grouping to DPS posts
  • Fixed a bug that could appear if you were getting into combat but not participating
  • Fixed a bug that could appear if you were inviting someone into the group
  • Removed compatability with API 100015

Version 0.6.1
  • add indication when Boss DPS is shown
  • Mark bosses in unit overview
  • Slight change in Boss DPS post to chat format to indicate when boss dps is shown.
  • removed forgotten debug output
  • fixed a bug that caused a lua error

Version 0.6.0
  • Added tracking of group buffs and debuffs that you apply to an enemy (It looks to me like it is not possible to track debuffs applied from group members)
  • Added detailed tracking of resource drain/gain effects
  • Added two more layouts for the live report ("Horizontal" and "Vertical"), in addition to the standard one which is called "Compact".
  • Added several debug options. Most of them should not be needed for the average player but they might help in identifying bugs/problems.
  • Added a scaling option for the live report window
  • Added a scaling option for the fight report window
  • Added little info tooltips to explain the function of the buttons (hope I didn't miss any)
  • Added Major Force, Weapon Enchant procs and some set procs to the buffs tracking. They had to be added manually because the tracking for them works different than for the other buffs, which can be tracked directly via the API. Those Effects were taken from Srendarr, big thanks to @Phinix, check out his fantastic Addon if you haven't
  • Changed the way DPS is posted. There also is a new option which posts Boss DPS in bossfights and the Sum DPS in all other fights.
  • Added API Compatibility for the Shadows of the Hist DLC (I have run a Dungeon without problems but I didn't thoroughly test everything yet)
  • updated LibAddonMenu to version 2.0r20.2

Version 0.5.10
  • Fixed an issue where the addon was still "stuck" in calculations for people who experienced this before the fix in version 0.5.8 and couldn't resolve it since (e.g. by resetting the SavedVariables).
  • Added a slash command to toggle the main window.

Version 0.5.9
  • Attempted to fix a bug that caused the game to crash after bossfights with multiple enemies. (thx to @timidobserver and @code65536 for the detailed reports)

Version 0.5.8
  • Fixed a bug that appeared when no fights had been saved and a recent fight was selected in the overview.
  • Combat log now shows blocked and shielded hits.
  • Attempted again to fix an issue where the addon gets "stuck" in calculations.

Version 0.5.7
  • Fixed a bug that showed wrong colors for skills in fights with multiple targets

Version 0.5.6
  • When all data has been deleted the panel will now properly reset.
  • You can now choose to hide the background for the live window
  • You can no longer save or load fights multiple times. The save button will be greyed out for fights which are already among the saved fights, when trying to load a fight which is already loaded you will jump to the fight instead.
  • Skills are now coloured by skill type. (note that this feature only works for new fights. Saved fights which were recorded previously will still shop up in the old way)
  • Sometimes long-term buffs were shown to have been active > 100% even if they were active all the time. This has been fixed to a degree but might still appear due to lag. (Thanks to @Scootworks for reporting)
  • Attempted to fix an issue with Blade of Woe causing problems with dps calculation
  • Attempted to fix an issue where "empty" fights were being recorded.
  • Attempted to fix an issue where the addon gets "stuck" in calculations
  • Fixed a bug where the page buttons for the combat log were not hiding properly
  • Fixed a bug where a fight would be named after a boss, when a boss was nearby but not participating in the fight.

Version 0.5.5
  • Fixed a bug introduced in the previous version.

Version 0.5.4
  • Fixed an error appearing when you browsed trough fights but had some units selected
  • Attempted to fix an issue where the Main Report Window got stuck and wouldn't update anymore. (thanks @mra4nii for reporting this)

Version 0.5.3
  • Damage and Heal done by pets is now included. The respective skills are marked as (pet) in the skill overview. Please note that the activated ability of pets is technically originating from the player and not the pet. That means only the automatic actions of the pets are registered towards them. Right now I don't plan to implement incoming damage and heal on pets, as I don't know how to show that in the interface. If you really think you need this please contact me.
  • You can now choose account wide settings
  • The elements of the live window can now be disabled one by one
  • In order to save space you can now delete the log of saved fights, the calculated stats will still be available but of course will take up only very little space.
  • If the lines in the combat log exceed the limit page buttons will now appear on the header bar of the combat log frame. You can use them to browse trough the complete (filtered) log.
  • Added API compatibility for Dark Brotherhood Patch

Version 0.5.2
  • fixed an error appearing when someone left the group

Version 0.5.1
  • fixed an issue where the chat log tab was created even when the option was disabled.
  • fixed an issue of showing group damage when not in group
  • fixed an issue where the live report window was shown even when it was disabled in the options.

Version 0.5.0
  • added combat log stream to chat window. When enabled this will automatically create a chat tab and stream damage and heal events to the combat log window. You can choose to show only e.g. outgoing damage or heal according to your preference.
  • added an option to disable the live report window
  • added more control bindings to selectively post only multi target or single target dps data.
  • fixed a bug that caused wrong calculations if the report window was opened too early. This was probably the main cause for the occurrence of buffs with more than 100% uptime.
  • increased the speed of report calculations. This is not due to an optimization, I just increased the limiter a bit, so it is now more aggressive, but still shouldn't be noticeable. If anyone notices big framerate drops just in the seconds after large fights please contact me.
  • Added a security check to prevent corruption of the SavedVariable/CombatMetrics.lua file. This is just an estimation and should keep the file size below 55MB. If anyone sees the file getting bigger than 60MB, please contact me.

Version 0.48
  • initial release
Optional Files (1)
File Name
Version
Size
Author
Date
Type
0.6.1
48kB
08/06/16 08:30 AM
Patch


Archived Files (32)
File Name
Version
Size
Author
Date
0.6.19
116kB
decay2
03/01/17 05:01 PM
0.6.18
110kB
decay2
02/20/17 02:55 PM
0.6.17
111kB
decay2
02/17/17 02:36 PM
0.6.16
106kB
decay2
02/17/17 02:18 PM
0.6.15
106kB
decay2
02/16/17 03:31 AM
0.6.14
106kB
decay2
02/15/17 04:57 PM
0.6.13
107kB
decay2
02/08/17 03:48 PM
0.6.12
106kB
decay2
02/06/17 06:04 PM
0.6.11
106kB
decay2
02/05/17 08:51 AM
0.6.10
106kB
decay2
01/08/17 05:38 PM
0.6.9
105kB
decay2
11/01/16 02:20 PM
0.6.8
105kB
decay2
11/01/16 02:10 PM
0.6.7
102kB
decay2
10/24/16 02:40 PM
0.6.6
102kB
decay2
10/23/16 03:26 PM
0.6.5
101kB
decay2
10/05/16 05:40 AM
0.6.4
101kB
decay2
08/14/16 04:33 PM
0.6.3
92kB
decay2
08/08/16 02:18 PM
0.6.2
92kB
decay2
08/07/16 02:33 PM
0.6.1
91kB
decay2
07/15/16 02:08 PM
0.6.0
91kB
decay2
07/11/16 05:28 PM
0.6.0
87kB
decay2
07/02/16 07:23 AM
0.5.10
87kB
decay2
06/28/16 05:10 PM
0.5.8
87kB
decay2
06/21/16 06:00 PM
0.5.7
87kB
decay2
06/13/16 05:00 PM
0.5.6
87kB
decay2
06/13/16 03:12 PM
0.5.5
118kB
decay2
05/29/16 04:29 PM
0.5.4
118kB
decay2
05/29/16 03:49 PM
0.5.3
118kB
decay2
05/25/16 03:56 PM
0.5.2
85kB
decay2
05/19/16 05:52 PM
0.5.1
85kB
decay2
05/19/16 04:22 PM
0.5.0
85kB
decay2
05/18/16 03:14 PM
0.48
84kB
decay2
04/26/16 04:14 PM


Post A Reply Comment Options
Unread Yesterday, 02:50 PM  
Aetheron
 
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Not starting with Target Skeleton

Not sure if this has been reported, but CM doesn't seem to detect start of combat (reliably) with a target skeleton. It worked once after I ported to my house a couple days ago, but didn't work yesterday after I logged-in and was already at my house (not sure if that's related). I can do some more testing and let you know if I figure out why it works sometimes.

-A
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Unread 03/22/17, 03:56 AM  
decay2
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Re: Re: Re: please help

Originally Posted by Hoft
Code:
Error: user:/AddOns/CombatMetrics/CombatMetricsUI.lua:302: attempt to index a number value
stack traceback:
	user:/AddOns/CombatMetrics/CombatMetricsUI.lua:302: in function 'CMX.UI:IconButton'
	user:/AddOns/CombatMetrics/CombatMetricsControls.lua:248: in function 'CMX.UI:ControlRW'
	user:/AddOns/CombatMetrics/CombatMetricsUI.lua:1404: in function 'CMX.UI:Initialize'
	user:/AddOns/CombatMetrics/CombatMetrics.lua:1280: in function 'CMX:Initialize'
	user:/AddOns/CombatMetrics/CombatMetrics.lua:1311: in function '(anonymous)'
Originally Posted by decay2
This doesn't make any sense, This error shouldn't happen. I have the feeling there is some interference with some other addon that uses a global variable name thats present here. I'll try to make an adjustment to prevent this. Do you encounter this issue often?
O-o-k...
Code:
if pressed == nil then local pressed=normal, offset={2,2} end
this variables must not be local only for «if», just like here:
Code:
local offset, pressed
if pressed == nil then pressed=normal offset={2,2} end
Please fix it. I really like your addon, but so bored to fix it each update ))
My point is, that the error message says that offset is a number value.
This is nowhere defined. The way it was done here should result in offset = nil

I see that there is an issue with the function as it is (as you correctly pointed out it shouldn't be declared local inside the if statement) and have fixed it properly in the recent update.

The way you fix it, "offset" will become global and that needs to be prevented.

So the only way your error message appears (and you are the first one to report this error which should have been there for a long time) is when another addon defines "offset" in a global way.
There could also be issues with the other addon that uses the number-type offset globally when you overwrite it here as a table with combat metrics.

Here is the code in the current version:
Lua Code:
  1. local offset = {}
  2. if pressed == nil then
  3.     pressed = normal
  4.     offset = {2,2}
  5. end

With this offset is defined locally inside the whole function and will thus neither overwrite the global value nor have wrong values inside the function.
Last edited by decay2 : 03/22/17 at 04:03 AM.
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Unread 03/21/17, 11:18 PM  
Hoft
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Forum posts: 10
File comments: 22
Uploads: 3
Re: Re: please help

Code:
Error: user:/AddOns/CombatMetrics/CombatMetricsUI.lua:302: attempt to index a number value
stack traceback:
	user:/AddOns/CombatMetrics/CombatMetricsUI.lua:302: in function 'CMX.UI:IconButton'
	user:/AddOns/CombatMetrics/CombatMetricsControls.lua:248: in function 'CMX.UI:ControlRW'
	user:/AddOns/CombatMetrics/CombatMetricsUI.lua:1404: in function 'CMX.UI:Initialize'
	user:/AddOns/CombatMetrics/CombatMetrics.lua:1280: in function 'CMX:Initialize'
	user:/AddOns/CombatMetrics/CombatMetrics.lua:1311: in function '(anonymous)'
Originally Posted by decay2
This doesn't make any sense, This error shouldn't happen. I have the feeling there is some interference with some other addon that uses a global variable name thats present here. I'll try to make an adjustment to prevent this. Do you encounter this issue often?
O-o-k...
Code:
if pressed == nil then local pressed=normal, offset={2,2} end
this variables must not be local only for «if», just like here:
Code:
local offset, pressed
if pressed == nil then pressed=normal offset={2,2} end
Please fix it. I really like your addon, but so bored to fix it each update ))
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Unread 03/21/17, 06:38 AM  
decay2
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Originally Posted by rockmassif
I was just wondering. Would it be possible to see how much time we actually spend on each bar in the combat log?

Kinda like: Active Time = 125.3, In Combat = 131.4, Front Bar = 81.1, Back Bar = 44.2

Would it also be possible to show average/max penetration we had or the average/max armor target had just like the way you show Avg/Max Magicka, crit or damage.
Timings for Front/Backbar sounds cool I'll have a look into it.
Evaluating resistance of enemies is also on the list but might turn out to be a bit more tricky.
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Unread 03/20/17, 01:52 PM  
rockmassif

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I was just wondering. Would it be possible to see how much time we actually spend on each bar in the combat log?

Kinda like: Active Time = 125.3, In Combat = 131.4, Front Bar = 81.1, Back Bar = 44.2

Would it also be possible to show average/max penetration we had or the average/max armor target had just like the way you show Avg/Max Magicka, crit or damage.
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Unread 03/20/17, 05:00 AM  
decay2
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Re: Re: Re: DPS CHART

Originally Posted by Shadowshire
"Damage Per Second" is one of the most meaningless statistics that exist in combat analysis. But the best formulation is to take the total amount of damage which a Player Character has inflicted in the course of an entire fight and divide it by the amount of time that passed from "entering combat" to "leaving combat". It is the fairest way to compare classes and PCs within a group. Trying to break it down into multiple pieces becomes calculating nonsense. Regardless, DPS is not in any context a measure of whether one player is superior to another, or whether one character or class is superior to another.

For individual abilities, it is usually easy to determine the respective DPS from the data on the tooltip. However, even "instant" spells require time for the PC's motions to display onscreen. If ESO has a well-designed combat system, then there is also "global cooldown" after each cast or use that prevents any ability or series of them from being cast or used continuously.
I wouldn't say DPS is a meaningless statistics, its just that its importance is not to compare players all across the board against each other. At the very best you can compare players of the same raidgroup in the same encounter to each other or, as I use it mostly, to evaluate my performance across different raids.

On the timing of entering and leaving combat: I'd agree if the mechanics to go in and out of combat would be more reliable. Being as it is however, I rather use the first and last hit to determine the time fighting. This makes measuring DPS much more comparable. Also breaking it down into different pieces is from my point of view valuable to find ways to optimize a character further. Another point why I have these extended statistics is that you can really use the data to find potential angles to improve your damage/tanking/supporting or your strategy further.

Regarding the tooltip. I recently compared tooltips of different skills and had quite some issues to compare them to each other. Something quite doesn't add up. I'd have to investigate further but my best guess is that some tooltips don't reflect CP or other factors properly.
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Unread 03/19/17, 07:59 PM  
Shadowshire

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Re: Re: DPS CHART

Originally Posted by decay2
Originally Posted by niosis
I just downloaded the add on and i might be missing something so I was hoping you'd be able to clarify it. DPS is calculated using the time of the total fight not the casting time of that ability. is there a way to change it? what I'm getting at is if I use an ability that hits for 6k and takes 2 seconds to cast its dps should be 3k but instead as the i see it at the moment it indicates a 30 second fight and the dps being like 300 because I only used that ability once or twice. Am i missing something?
No, you're way of calculating "DPS" is just not easily implemented. I had the same idea probably more than a year ago, creating some stat like "damage per casting time". One big problem is that you cannot easily implement this in any stable, automated way. The reason is that in the API the spell you cast is nowhere linked to the damage effects you get out. For example the cast ability, the initial damage and the dot from meteor all have different id's that are not linked. Even using the name is not safe, as shown by Blazing Spear (where the dot is called Blazing Spear Pulse). Also there are procs which are related to certain abilities, but have entirely different names and id's. The thing one could possibly do is to create a timing statistic, to sum up the time you spent casting a creatain ability (from your bar). I have this in mind, primarily to make a weaving statistic to measure how much time ppl need to squeeze in their light/heavy attacks.
"Damage Per Second" is one of the most meaningless statistics that exist in combat analysis. But the best formulation is to take the total amount of damage which a Player Character has inflicted in the course of an entire fight and divide it by the amount of time that passed from "entering combat" to "leaving combat". It is the fairest way to compare classes and PCs within a group. Trying to break it down into multiple pieces becomes calculating nonsense. Regardless, DPS is not in any context a measure of whether one player is superior to another, or whether one character or class is superior to another.

For individual abilities, it is usually easy to determine the respective DPS from the data on the tooltip. However, even "instant" spells require time for the PC's motions to display onscreen. If ESO has a well-designed combat system, then there is also "global cooldown" after each cast or use that prevents any ability or series of them from being cast or used continuously.
__________________
---- Shadowshire ..... nil carborundum illegitimi
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Unread 03/18/17, 05:01 AM  
decay2
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Re: please help

Originally Posted by heatherfury
I have an issue with it not recording the entire encounter. I am looking to monitor my damage/heals on my different characters, per fight, but it's only recording per ability. anyone know how to remedy this?
I don't really know what you mean, can you describe in more detail what is the problem from your point of view?

Originally Posted by Hoft
Code:
Error: user:/AddOns/CombatMetrics/CombatMetricsUI.lua:302: attempt to index a number value
stack traceback:
	user:/AddOns/CombatMetrics/CombatMetricsUI.lua:302: in function 'CMX.UI:IconButton'
	user:/AddOns/CombatMetrics/CombatMetricsControls.lua:248: in function 'CMX.UI:ControlRW'
	user:/AddOns/CombatMetrics/CombatMetricsUI.lua:1404: in function 'CMX.UI:Initialize'
	user:/AddOns/CombatMetrics/CombatMetrics.lua:1280: in function 'CMX:Initialize'
	user:/AddOns/CombatMetrics/CombatMetrics.lua:1311: in function '(anonymous)'
This doesn't make any sense, This error shouldn't happen. I have the feeling there is some interference with some other addon that uses a global variable name thats present here. I'll try to make an adjustment to prevent this. Do you encounter this issue often?
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Unread 03/17/17, 11:30 PM  
Hoft
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Forum posts: 10
File comments: 22
Uploads: 3
Code:
Error: user:/AddOns/CombatMetrics/CombatMetricsUI.lua:302: attempt to index a number value
stack traceback:
	user:/AddOns/CombatMetrics/CombatMetricsUI.lua:302: in function 'CMX.UI:IconButton'
	user:/AddOns/CombatMetrics/CombatMetricsControls.lua:248: in function 'CMX.UI:ControlRW'
	user:/AddOns/CombatMetrics/CombatMetricsUI.lua:1404: in function 'CMX.UI:Initialize'
	user:/AddOns/CombatMetrics/CombatMetrics.lua:1280: in function 'CMX:Initialize'
	user:/AddOns/CombatMetrics/CombatMetrics.lua:1311: in function '(anonymous)'
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Unread 03/13/17, 07:49 AM  
heatherfury

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Unhappy please help

I have an issue with it not recording the entire encounter. I am looking to monitor my damage/heals on my different characters, per fight, but it's only recording per ability. anyone know how to remedy this?
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Unread 03/12/17, 05:20 PM  
decay2
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Re: Re: Re: DPS CHART

Originally Posted by niosis
Originally Posted by decay2
Originally Posted by niosis
I just downloaded the add on and i might be missing something so I was hoping you'd be able to clarify it. DPS is calculated using the time of the total fight not the casting time of that ability. is there a way to change it? what I'm getting at is if I use an ability that hits for 6k and takes 2 seconds to cast its dps should be 3k but instead as the i see it at the moment it indicates a 30 second fight and the dps being like 300 because I only used that ability once or twice. Am i missing something?
No, you're way of calculating "DPS" is just not easily implemented. I had the same idea probably more than a year ago, creating some stat like "damage per casting time". One big problem is that you cannot easily implement this in any stable, automated way. The reason is that in the API the spell you cast is nowhere linked to the damage effects you get out. For example the cast ability, the initial damage and the dot from meteor all have different id's that are not linked. Even using the name is not safe, as shown by Blazing Spear (where the dot is called Blazing Spear Pulse). Also there are procs which are related to certain abilities, but have entirely different names and id's. The thing one could possibly do is to create a timing statistic, to sum up the time you spent casting a creatain ability (from your bar). I have this in mind, primarily to make a weaving statistic to measure how much time ppl need to squeeze in their light/heavy attacks.

Completely understandable. The way i was looking at it was the fact that the time was essentially useless because your damage % changes based on how much u spam it and I was hoping to figure out which skills are more efficient more damage/resource. Thank you for answering my question
You can still see how much resource each spell did cost and how often it was cast (on the Magicka/Stamina tab on the upper right panel). With a little bit of manual work (assigning the damage to each of you abiliites and applying the time you needed to cast them) you can actually get to the values you are interested in.
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Unread 03/10/17, 01:28 AM  
niosis

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Re: Re: DPS CHART

Originally Posted by decay2
Originally Posted by niosis
I just downloaded the add on and i might be missing something so I was hoping you'd be able to clarify it. DPS is calculated using the time of the total fight not the casting time of that ability. is there a way to change it? what I'm getting at is if I use an ability that hits for 6k and takes 2 seconds to cast its dps should be 3k but instead as the i see it at the moment it indicates a 30 second fight and the dps being like 300 because I only used that ability once or twice. Am i missing something?
No, you're way of calculating "DPS" is just not easily implemented. I had the same idea probably more than a year ago, creating some stat like "damage per casting time". One big problem is that you cannot easily implement this in any stable, automated way. The reason is that in the API the spell you cast is nowhere linked to the damage effects you get out. For example the cast ability, the initial damage and the dot from meteor all have different id's that are not linked. Even using the name is not safe, as shown by Blazing Spear (where the dot is called Blazing Spear Pulse). Also there are procs which are related to certain abilities, but have entirely different names and id's. The thing one could possibly do is to create a timing statistic, to sum up the time you spent casting a creatain ability (from your bar). I have this in mind, primarily to make a weaving statistic to measure how much time ppl need to squeeze in their light/heavy attacks.

Completely understandable. The way i was looking at it was the fact that the time was essentially useless because your damage % changes based on how much u spam it and I was hoping to figure out which skills are more efficient more damage/resource. Thank you for answering my question
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Unread 03/07/17, 03:50 AM  
decay2
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Re: DPS CHART

Originally Posted by niosis
I just downloaded the add on and i might be missing something so I was hoping you'd be able to clarify it. DPS is calculated using the time of the total fight not the casting time of that ability. is there a way to change it? what I'm getting at is if I use an ability that hits for 6k and takes 2 seconds to cast its dps should be 3k but instead as the i see it at the moment it indicates a 30 second fight and the dps being like 300 because I only used that ability once or twice. Am i missing something?
No, you're way of calculating "DPS" is just not easily implemented. I had the same idea probably more than a year ago, creating some stat like "damage per casting time". One big problem is that you cannot easily implement this in any stable, automated way. The reason is that in the API the spell you cast is nowhere linked to the damage effects you get out. For example the cast ability, the initial damage and the dot from meteor all have different id's that are not linked. Even using the name is not safe, as shown by Blazing Spear (where the dot is called Blazing Spear Pulse). Also there are procs which are related to certain abilities, but have entirely different names and id's. The thing one could possibly do is to create a timing statistic, to sum up the time you spent casting a creatain ability (from your bar). I have this in mind, primarily to make a weaving statistic to measure how much time ppl need to squeeze in their light/heavy attacks.
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Unread 03/07/17, 01:41 AM  
niosis

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DPS CHART

I just downloaded the add on and i might be missing something so I was hoping you'd be able to clarify it. DPS is calculated using the time of the total fight not the casting time of that ability. is there a way to change it? what I'm getting at is if I use an ability that hits for 6k and takes 2 seconds to cast its dps should be 3k but instead as the i see it at the moment it indicates a 30 second fight and the dps being like 300 because I only used that ability once or twice. Am i missing something?
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Unread 02/24/17, 09:59 AM  
decay2
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Re: Re: Re: Tracking Stacks

Originally Posted by luxfreak
Originally Posted by decay2
Originally Posted by luxfreak
Hey, i have got a feature request for you.
Is it possible to track the stacks of buffs like hawk eye or twice fanged snake?
If that is possible, i would wish to see the uptimes of each stack in my combat log.
Don't know what Hawkeye is (A bow skill, I presume?) but I'll have a look. Twice fanged snake is a proc so I need to find out the id and add it. I'll see what I can do.
Hawk eye is the bow passive that increases your bow skill damage. It increases a stack each autoattack. Combat Metrics already tracks the overall uptime of the passive, but not the uptime of each stack stage.

And if you manage to add it for twice-fanged snake, there is another set that works similar, if i recall its called 'advancing yokeda', as that set is not used muich it is not of any importance, but it would be cool for completion and shoult not be too hard, if twice fanged is possible.

And thanks for your hard work
Ah, now I get it. You are looking for info on stackable buffs . I didn't really get what you ment by stack initially. I think it is possible, and I think I should be able to do it. It probably won't make it into the update I want to release the next days, but I'll see what I can do.
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