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Beta (0.18)
Updated:01/18/16 03:23 AM
Created:12/19/15 08:39 PM
Monthly downloads:51
Total downloads:22,575
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GroupDamage  Popular! (More than 5000 hits)
Version: 0.84beta2
by: coolmodi [More]


As of patch 2.2.10 the necessary API functionality for this addon was patched out, it will only work for yourself. Everything else isn't distinguishable anymore. -> THIS ADDON IS DEAD.
A discussion about that can be found here: Spy Addon Group Damage

I just leave it here in case something changes again in the future, or I see another reason to update it with different functionality. Untill then this is pretty much useless





Update beta 0.84 (17.01)
Changelog:
  • Removed as much of the filtering in LUA as possible and used event filters instead, in theory this should mean better performance in huge fights.
  • Added another method for finding names, it is no longer neccessary to directly heal/buff/attack to get names. This should work much better now.
  • Various other changes to the way the addon works behind the scenes, mostly to make it ready for extended combat statistics. Need feedback if there's any performance impact!
  • Combat time now uses milliseconds, should be much better for very short fights.
  • Player filter should now work as intended.
  • "Missing group member check" is now just an x/y display, clicking on it shows a list of names.
  • Various options for showing and hiding the panel on entering/leaving combat.
  • Minor UI changes, bars now also alternate between 2 colors, see settings.
  • A lot of other changes I can't remember
  • VERY SUPER CRAPPY ALPHA of the planned statistics module, it's really just an abomination right now, but for damage it's basically a working ability breakdown with name, dmg, #hit and crit% for the current fight for a selected target and unit. It doesn't scroll, only shows the 10 top targets/units/abilities, and also looks just disgusting.

    It's just the result of me trying various things. Don't expect much! Don't report bugs for this!
    To check it out activate it in settings, open it with the button on the panel, click "test" -> "current combat", clicking on a unit will show the abilities, the left column are the targets sorted by dmg recieved, click on them to see only dmg done to that target.

If ZOS decides to not remove it, then the roadmap would look like that:
  1. Improve some of the old updateloop code.
  2. Stats module to have both dmg and heal stats for all fights in the history, with the ability to filter for specific targets out of a list and show ability stats for specific units. Like FTCs statistics just for every unit, including bosses/NPCs.
  3. Additional combat statistics, depending on what the API provides that could mean death counters, an aproximate "activity time" for units, CC and rezz counters and other stuff that works.
  4. Ability to save fights permanently to check them out later.


Description
This addon is a damage/heal tracker that works for the whole group on its own, and it's also planned to feature complete combat statistics.

This is a beta version, it reportedly works fine with only minor problems. The absolute dmg/heal numbers should be correct, but combat time may be different from other addons, so dps/hps is also different to some degree!

Tips for use
Because of API limitations it's still impossible to get the names of units right away.
Generally names should be found just by standing near people who fight, it's very rare for me to not get the names in the first fight, even when just standing in visual range and not beeing involved.

If it should fail to work on itself somehow, you/the others can do the following to make names show up:
  • Healing/buffing/attacking someone or getting healed/buffed/attacked will give you the name of the target.
  • Someone activating self-buffs, eating buff food etc. will provide you with the name.

When in group you'll see a display on the left top of the panel if members are still unknown to the addon, clicking on that shows the names.

I don't know how pets are handled, don't even know how they show up, never tested that.

#IDnumber just means you have no info about this unit, damage/heal tracking works fine though, you just won't see a name until the addon can assign one. You also won't see group members with missing info while in group filter, use the missing member checklist to make sure you have everyone!

Type "/gd" for info about chat commands, "/gd o" for option menu (or just go in addon settings). In options there's also short guide for the UI buttons, but they should be quite clear.
Version 0.82
- names now get saved with zos string format initially
- save only x fights in history, number can be changed
- account wide settings
- clear all (only chat command for now)
- group members unknown list, shown when in group mode and not all members are tagged

Version 0.81
- performance improvements, add up damage/heal when it's dealt with a queue system and not everything again all the time
- hit event data is now only saved until it is processed in the queue
- arrays changed to reflect changes
- using zo_strformat for names, fixes ^suffixes
- main target calculation revamp, now just goes through the new dmgRecieved number that gets updated already in the eventqueue
- clear fight changed to work with new array format

Version 0.8
- initial release
Archived Files (4)
File Name
Version
Size
Uploader
Date
0.84beta
66kB
coolmodi
01/17/16 02:24 AM
0.82beta
56kB
coolmodi
12/30/15 04:17 PM
0.81beta
235kB
coolmodi
12/26/15 01:26 PM
0.8
54kB
12/19/15 08:39 PM


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Unread 12/19/15, 09:33 PM  
timidobserver

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I will make an effort to test this the next time I am in a group.
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Unread 12/20/15, 04:39 AM  
sarousse

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Thanks for this addon ! Gonna test it asap !
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Unread 12/20/15, 04:59 PM  
Addihul

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Just ran this through pledges on a couple of toons in group mode. ABSOLUTELY love this. I'm a raid leader and see the IMMENSE benefit to running this in on bosses in trials.

It does seem to give incorrect DPS values at times. I compared values to FTC and AUI combat DPS and the timers seem the same and the total dmg values are the same, the DPS reported tends to be off. I notice too that the targets have a ^N after them. The logging is fantastic as I can go back and check all the fights. Can't wait to see this polished. This addon will get MASSIVE attention in the raiding community.

Love to see a 'only appear when in combat' option. Possibly a different font selection or the ability to scale the window sizes. Color options and opacity is a great addition, great work there.
Last edited by Addihul : 12/20/15 at 05:02 PM.
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Unread 12/20/15, 05:12 PM  
silentgecko
 
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we tried your addon today in a trial, and it worked pretty well!

The only problem i think is the combat state, like always in eso

Sometimes the addon doesn't track the end of the fight, or it tracks the end of the fight, while you are just dead, and the fight is still ongoing (and i like it, when it works this way. This shows your real DPS with death and rezzes including, not just the dps between some deaths).

Maybe there you can make an improvement - but we liked it very much! Great Job!

Here's our Video from your Addon in Sanctum Ophidia:
https://www.youtube.com/watch?v=vkqjifnp4Zk
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Unread 12/21/15, 12:56 AM  
coolmodi
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Originally Posted by Addihul
I compared values to FTC and AUI combat DPS and the timers seem the same and the total dmg values are the same, the DPS reported tends to be off.
What do you mean with "off"? If both the timer and dmg done is the same then the math should only be off by 0-0.5 seconds.
My addon uses whole seconds (GetTimeStamp() method), FTC uses milliseconds I guess, so there will always be a small rounding error, but the longer the fight the smaller that error gets. 5 vs 5.4 seconds is a huge difference, 245 vs 245.3 is not

But the combat state handling isn't ideal at all anyways for now.

Originally Posted by Addihul
I notice too that the targets have a ^N after them.
The API reports all names of players and special mobs with a "^??" at the end, that's also how I wanted to filter for players, but then I saw that mobs have it too. Forgot to filter it out for the main target display.

Originally Posted by Addihul
Love to see a 'only appear when in combat' option. Possibly a different font selection or the ability to scale the window sizes.
Only showing it while in combat or bringing it up when entering combat is easy.
Font selection/color was planned already, just removed it for this version because I just wanted to get it working at all.
Resizing probably needs me to change A LOT about how the panel works, I know it's possible though.


Originally Posted by silentgecko
The only problem i think is the combat state, like always in eso

Sometimes the addon doesn't track the end of the fight, or it tracks the end of the fight, while you are just dead, and the fight is still ongoing (and i like it, when it works this way. This shows your real DPS with death and rezzes including, not just the dps between some deaths).
Yeah, the combat state is really a problem. I want it to track the complete fight regardless of when you die, and that the combat start and end are not just when you go in/out of combat but somehow also watches when the group starts/ends combat.

My current idea is some kind of "grace period" for entering and exiting combat, when no damage happens for x seconds it ended, but how would that work for the start? Maybe if damage happened x seconds before you're in combat it counts for the current combat.

But you have a point with that it tracks your real dps the way it works now, just in different fights (right?), but that isn't the point of this addon, I want it to track the complete group correctly. Maybe dps should work completely different and individual to people, i.e an individual combat time, but no clue how to implement that somewhat reliably.

But dmg/heal done should be enough for now to be at least able to compare

Edit: It's probably worth noting that the way this addon works feels like an oversight from ZOS, so I hope they don't take it away again when they realize this is now possible.

Also a question for you two, did you actually compare with the dmg/dps other see for themselfs, or just with what FTC etc shows for you? I want to be sure that tracking others actually works correctly. I can't do that myself as I don't know anybody that plays this game
Last edited by coolmodi : 12/21/15 at 01:09 AM.
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Unread 12/21/15, 02:22 AM  
votan
 
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Originally Posted by coolmodi
Originally Posted by Addihul
I notice too that the targets have a ^N after them.
The API reports all names of players and special mobs with a "^??" at the end, that's also how I wanted to filter for players, but then I saw that mobs have it too. Forgot to filter it out for the main target display.
This ^ is encoded localization stuff for gender and articles. See http://www.esoui.com/forums/showthread.php?t=1443
Just use zo_strformat for really all names from API for display and you are done.

Cheers.
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Unread 12/21/15, 09:22 AM  
Hektik

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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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Unread 12/21/15, 12:24 PM  
coolmodi
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Originally Posted by Hektik
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.
The "system" used now just adds all hits together for every unit tracked everytime it updates (appprox. every second). That needs to be changed, it's the opposite of efficient

Originally Posted by Hektik
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.
What do you mean by that? That people in the same fight with the same combat time have different damage numbers? If so, how big is the difference? Or did you filter by group/player without all other members appearing in the addon (only percentage is off, but not damage done)?

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

Originally Posted by votan
This ^ is encoded localization stuff for gender and articles. See http://www.esoui.com/forums/showthread.php?t=1443
Just use zo_strformat for really all names from API for display and you are done.
Good to know, thx
Last edited by coolmodi : 12/21/15 at 12:53 PM.
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Unread 12/22/15, 04:55 PM  
Kyoma
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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.

Originally Posted by coolmodi
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
Hmmm, I too hope this is the case, if not then the very core of this addon may prove faulty. I've always "disliked" dps meters simply because there is too little accuracy when it comes to the length of combat (with a certain mob) and this would finally offer a much better alternative: the amount of damage done out of the total. Well, it also shows dps ofc but I prefer a percentage over an average when it comes to something like a raid boss.
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Unread 12/26/15, 01:32 PM  
coolmodi
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Originally Posted by Kyoma
considering it basically tracks each hit that is made by anything.
That was the problem

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.

Originally Posted by Kyoma
Hmmm, I too hope this is the case, if not then the very core of this addon may prove faulty.
I can pretty much confirm for myself that it's not, when fighting a single mob boss the combined dmg is approximately the mobs HP, with some overkill dmg. When healing a dungeon the dmg is always at least as much as needed to kill mobs.

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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Unread 12/27/15, 04:46 PM  
BornDownUnder
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Thumbs up 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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Unread 12/28/15, 06:07 AM  
coolmodi
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Re: Performance feedback.

Originally Posted by BornDownUnder
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
Good to know

Originally Posted by BornDownUnder
Still noticing a bit of deviation on dps per player deviation especially for second duration fights
That's because right now the addon just uses the reported combat start and end of your character in whole seconds. With e.g. a 3.4s fight that would mean it uses 3s, which is a 13% difference, on long fights that becomes basically negligible though. But changing combat start and end handling is also on the todo list, same as this:

Originally Posted by BornDownUnder
account-wide settings option and a 'Clear All' function for logged fights
+ saving a fight permanently to look at it later or even after reloading the game.
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Unread 12/29/15, 02:25 PM  
timidobserver

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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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Unread 12/30/15, 12:17 PM  
coolmodi
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Originally Posted by timidobserver
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?
If you're not the source or the target you only get following, didn't know abilityId is filled all the time until now though, you can get the name from it.



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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Unread 12/30/15, 01:09 PM  
timidobserver

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Originally Posted by coolmodi
Originally Posted by timidobserver
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?
If you're not the source or the target you only get following, didn't know abilityId is filled all the time until now though, you can get the name from it.



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.
This is really good. I'd really like to see some statistics/logging. I envision clicking on a players name on the damage meter and a menu pops up. From the menu you can select log or statistics.

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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