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Compatibility: | The War Within (11.0.2) |
Updated: | 08-16-24 08:28 AM |
Created: | 07-20-10 09:42 AM |
Downloads: | 75,186 |
Favorites: | 151 |
MD5: | |
Categories: | Data Mods, Combat Mods |
Numeration is minimalistic damage and healing meter.
It aims to be as memory and cpu efficient as possible for the data it stores.
I have used it for a long time, but never polished it enough to release it to the general public, mainly because of the lack of ingame configuration options. It still has a long way to go in that regard, so please don't bitch if you don't find all the options that you think should be there (or any at all -.-).
You can watch a really old version of it in action here: http://www.youtube.com/watch?v=f_yoYs0teSo. The code has been rewritten a lot since then, but the appearance did not change too much.
Features
File Name |
Version |
Size |
Author |
Date |
3.0.2 |
42kB |
nekoh |
07-29-24 11:27 AM |
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3.0.1 |
42kB |
nekoh |
02-18-23 08:41 AM |
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3.0.0 |
42kB |
nekoh |
12-21-22 07:39 AM |
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2.9.9 |
42kB |
nekoh |
07-15-21 12:14 AM |
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2.9.8 |
42kB |
nekoh |
07-07-21 05:13 AM |
Comment Options |
nekoh |
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07-22-10, 06:26 PM | |||
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Numeration sets the starttime of a fightsegment to the timestamp of the first damage done or damage taken event by anyone in your group. The endtime is being set to the timestamp of the last damage in/out event when there is no further damage taken or done for 3 additional seconds (and obviously the player is not in combat, i may add a check for if the player is dead to also not prematurely terminate a segment, but not decided yet). I don't see any problems with this algorithm and probably won't change it. But i also don't think this has anything to do with your problem, because the fightlength is not being used when calculating dps. See below for the formula and idea behind it.
Here's how Numeration does it: every player of your group has his own dps time, that's the time from his first to his last damage event. But whenever this player is idle (does not have a damageevent) for more than 5 seconds, this gap between the two successive events is being subtracted from and 1 second is being added to the dps time to account for a possible cast time. I know that this algorithm is far from perfect and can be discussed, but i wont implement an algorithm that takes the length of the fightsegment because that doesn't represent the active time of each player well at all, even if recount does that (and i don't think it does). Keep in mind that the active dps and the active heal time are being calculated individually by using their own events. |
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nekoh |
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07-22-10, 05:32 PM | |||
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nekoh |
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07-22-10, 05:07 PM | ||
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Really looking promising, keep up the good work! Edit: i think I see it now, gonna test tonight.
Last edited by : 07-22-10 at 05:08 PM.
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07-22-10, 04:17 AM | |
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It look really good ! Very lightweight, that's what i'm looking for
But... Your dps don't match with the dps of recount... I have +- 1k of difference :/ It's my only problem Sorry for my bad english ^^"
__________________
Yesterday is a story,today is a gift and tomorrow is a mystery
Last edited by Arodin Lame-Soleil : 07-22-10 at 04:05 PM.
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Arodin Lame-Soleil |
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07-22-10, 04:04 AM | |
A Kobold Labourer
Forum posts: 0
File comments: 52
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thx for the show/hide button!
Is it possible to config the lua that I can set a special button for that action and hide the mini-map button ;-) |
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eye_of_fire |
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07-22-10, 03:37 AM | |
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Really looks great, but I'm just not into editing Lua.
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Holyana |
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07-21-10, 08:20 PM | |
A Kobold Labourer
Forum posts: 0
File comments: 18
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Hello, Numeration works great!
I have a problem though, when running it side by side with Recount, the combat timers don't match, which means dps numbers don't match. On my server everyone uses Recount, so I was wondering if there's any way to modify Numeration so that its output is the same. Other than that it's perfect |
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sivid13 |
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07-21-10, 06:14 PM | |
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http://img707.imageshack.us/img707/3...2110171215.jpg
I modified it, thanks for this! I haven't healed yet but I'll check it out Thanks.
Last edited by Ferous : 07-21-10 at 06:15 PM.
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Ferous |
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07-21-10, 05:39 PM | |
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Nice work
Some suggestions: - Support for ClassColors. If it's not present you can just use the global RAID_CLASS_COLORS instead of your current table. - Use SI-Units for the big raw damage/healing numbers. - An option in Window.lua to set window/title backdrop alpha - I don't think the Scollbar is really needed to be honest, I can navigate through the skada menus just fine without it.
Last edited by silverwind : 07-21-10 at 05:47 PM.
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silverwind |
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07-21-10, 04:52 PM | ||
A Kobold Labourer
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gwelican |
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07-21-10, 01:31 PM | ||
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nekoh |
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07-21-10, 01:27 PM | |
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Sorry if I missed it but is there a way to track damage taken by NPC's so for example you can check you damaged the ooze on the Putricide, beasts on Saurfang etc.?
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creepy_inc |
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07-21-10, 12:27 PM | ||
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Last edited by zohar101 : 07-21-10 at 12:27 PM.
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zohar101 |
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07-21-10, 12:16 PM | ||
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it does not calculate rankings and stuff from one mode as long as this mode is not currently viewed, it only records the data. if that isn't enough, i guess this addon isn't for you at the moment . |
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nekoh |
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