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Created:08-04-12 05:42 AM
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RaidDebuffMonitor
Version: 2.03v02.R
by: adelea [More]
RaidDebuffMonitor will monitor and track the application of debuffs on a target.

Trying to maximise your raid DPS - then check to see what debuffs arent being applied.

Debuffs are grouped into stacking groups - the currently active debuff in a group is shown, and uptime across all possible debuffs in a group are tracked.

The default interface shows a header bar, showing new target selection, a row of icons, and then a grid of icons / group names.

You can right-click a group name to hide it. Right-clicking the header bar will unhide any individually hidden groups.

Putting the mousover the header bar will popup the control panel.

This has 7 icons, which are (left to right - see screenshot)

- Zoom - alters scale factor, use the mousewheel up/down to change the scale of the interface
- Details - this toggles display of the categories under the icon row. Note: Mouseover'ing the header bar will show the detail if hidden.
- Clock w/ Arrow - changes the update frequency, use the mousewheel up/down to change this in 0.05s units. Lower numbers give more accurate data, but have a bigger system impact.
- Clock w/ Plus - changes the duration required to save the fight data, again use the mousewheel up/down to change this in 5s units.
- Binder - toggles display of the saved set selection window.
- Clock w/ Stop box - forces current fight to end, and a new one to begin - useful to split a fight for whatever reason.
- Scope - cycles through target selection modes : player.target / player.target.target / focus

In use, the row of icons under the header will change as debuffs apply and wear off.

NOTE: You can mouseover these icons to get a popup window showing current status of the debuff group (See screenshot)

They start a fight as black "?"'s

When a debuff in a group is applied, the icon changes to the debuff applied, and has a green border.

When the debuff wears off, it goes red.

This way you can tell at a glance what debuffs are currently active, which have never been applied at all and which are currently being slacked upon!

If the detail bars are being shown, then the bar color will reflect the current status, and its size will reflect percentage uptime of the group over the fight.

On the Saved Data screen, you can left-click an entry to bring up the summary, or right-click to remove it.

The summary screen shows all groups and debuffs in the group.

NOTE:

1. The target selection mechanism is used to determine what your tracked target will be, when a new target is required.

2. A fight ends:
- when your target dies
- when the client cannot find the target (despawn, or nothing in your raid is targetting it)
- when everyone in your group/raid dies
- when the STOP button on the control panel is pressed

3. If you die, but the raid stays alive, then the target will continue to be tracked.

3. A new target is chosen if you are in combat. Friendly or offline targets will not be chosen.

NOTE:: Currently using ability names since I wasnt able to find the IDs for all the abilities, so will probably only work on English language clients.

NOTE2:: In order for Crushing Runeshard to be detected properly, it needs to find the item details - if you get a NOTICE: message to this effect, then find one! Either find a link, or look on the AH. Once you have seen one, it should detect this and notify you.
2.03v02.R
* Oops. Fix a fatal bug.

2.03v01.R
* Updated for 2.2 event model
* Modified buff groups

1.11r1
* Updated for 1.11 stacking (http://forums.riftgame.com/rift-general-discussions/dungeons-raids/336018-raid-buff-debuff-analysis.html)

1.9r8
* Auto-detection of translations was causing problems, so its gone - none English clients need to provide a translation file.

1.9r7
* Realised I have silenced by default all output - so have undone that
* Added text notifier ontop of scope icon indicating current target mode (T, T.T, F)

1.9r6
* Moved realtime tracker (Detailview) to seperate moveable window
* Moved popup from current active icon set to anchor at the UI tooltip anchor location
* Added a new '?' icon to the row of icons. Previous functions from the titlebar are now on this icon (control panel icons/drag to move)
* removed the old titlebar
* Added new icon to control panel - page with blue swoosh - click to toggle between horizontal and vertical layouts [or use /rdm orientation]

1.9r5 - Small bug fix

1.9r4 - Added some new groups:
+CRITICAL II = Earthen Barrage
+DAMAGE = Volcanic Bomb / Natural Dedication
+STATS = Resonance

1.9r3 - Changed the detection of Crushing Runeshard. Should no longer cause an error!

1.9r2 - Added new debuff group "-DMG OUT" (Infestation, Power Drain) NOTE: Assumes Reaver applying Infestation has Crippling Infestation - but why wouldnt they??
+ Added minimap icon - Right click it toggles active state of addon, inactive it shuts down almost completely - stops tracking & hides windows.

1.9r1 - Initial release
Optional Files (0)


Archived Files (11)
File Name
Version
Size
Author
Date
2.03v01.R
32kB
adelea
07-25-13 02:33 AM
1.11r1
27kB
adelea
10-24-12 07:59 AM
1.9r8
26kB
adelea
08-27-12 12:32 AM
1.9r7
26kB
adelea
08-22-12 03:07 AM
1.9r6
26kB
adelea
08-17-12 01:28 AM
1.9r5
24kB
adelea
08-09-12 11:05 AM
1.9r4
24kB
adelea
08-09-12 05:39 AM
1.9r3
24kB
adelea
08-05-12 04:34 PM
1.9r2
23kB
adelea
08-05-12 07:07 AM
1.9r1
20kB
adelea
08-04-12 05:42 AM
0B
adelea
01-01-70 12:00 AM


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Unread 09-27-12, 11:09 AM  
adelea
Claw of Regulos
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Quote:
Originally Posted by klug
I really love this mod. I do have a question though - have you accidentally swapped Wild Growth with Vengeance of the Piercing Cold?

It seems Wild Growth should appear in PHYSICAL DAMAGE II, not PHSICAL DAMAGE I, and vice versa for VOTPC because all other PDI debuffs are +530 damage, and all other PDII debuffs are +% damage.
Wild Growth is in the right place - the groups are determined by what stacks with what, not how much they do.

For instance, Wild Growth will overwrite Illuminate / Spotters Order / Coda of Jeopardy.

Most of the stacking buff information was taken from the 1.8 patch notes:

http://forums.riftgame.com/official-...9-4-12-eu.html
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Unread 09-27-12, 10:58 AM  
klug

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I really love this mod. I do have a question though - have you accidentally swapped Wild Growth with Vengeance of the Piercing Cold?

It seems Wild Growth should appear in PHYSICAL DAMAGE II, not PHSICAL DAMAGE I, and vice versa for VOTPC because all other PDI debuffs are +530 damage, and all other PDII debuffs are +% damage.
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Unread 09-09-12, 04:51 AM  
Calmethar

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*skip
Last edited by Calmethar : 09-09-12 at 07:41 AM.
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Unread 08-29-12, 07:27 AM  
Usman

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All working perfectly again Adelea, seems it was the languages causing the problems.
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Unread 08-24-12, 08:45 PM  
Usman

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Just wanted to let you know that the Censure debuff is not showing up in the Magic Damage I group in the last couple of updates, i think it was last working in version 4 or 5, hard to remember.
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Unread 08-09-12, 05:49 AM  
adelea
Claw of Regulos
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Re: Buffs

Quote:
Originally Posted by earnstaf
Great work, can't wait to see this in action.

Is there any way to track buffs as well? In particular I'd like to see motif, and mostly resonance up time.
Latest version adds resonance + some other boosts
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Unread 08-07-12, 08:09 AM  
earnstaf

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Buffs

Great work, can't wait to see this in action.

Is there any way to track buffs as well? In particular I'd like to see motif, and mostly resonance up time.
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Unread 08-05-12, 01:53 PM  
adelea
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Quote:
Originally Posted by Skrumpy
1.9r2 is crashing at startup for both me and another person in my guild:
Hmm - this is I think the same issue I am having with RaidStatus - when checking items.

I have a post on the official forums, so hopefully Zorba will see it and advise!
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Unread 08-05-12, 01:42 PM  
Skrumpy
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1.9r2 is crashing at startup for both me and another person in my guild:


Error: Incorrect function usage.
Parameters: "I7EF950CB9EF0FBB0,4C5C77C36B63AFB5,,,,,,"
Parameter types: string
Function documentation:
Provides detailed information about items.
item = Inspect.Item.Detail(item) -- table <- item
item = Inspect.Item.Detail(itemtype) -- table <- itemtype
item = Inspect.Item.Detail(slot) -- table <- slot
items = Inspect.Item.Detail(slot) -- table <- slot
items = Inspect.Item.Detail(elements) -- table <- table
Parameters:
elements: A table of slot specifiers, item IDs, or item types.
item: A single item ID.
itemtype: A single item type.
slot: A single slot specifier.
Return values:
item: Detail table for a single item.
items: Detail tables for all requested items. The key is the string used to lookup, the value is the item's detail table.
Returned members:
bind: The item's binding type. May be "equip", "use", "pickup", or "account".
bound: The item's bound flag.
category: The item's type category.
coin: The amount of silver this item represents.
cooldown: The cooldown for using this item.
cooldownBegin: The time the current cooldown started, in the context of Inspect.Time.Frame.
cooldownDuration: Duration of the current cooldown the item is influenced by, in seconds.
cooldownExpired: Number of seconds the current cooldown is past its expiration time. Generally indicates lag.
cooldownRemaining: Time remaining in the item's current cooldown, in seconds.
crafter: The name of the player who crafted this item.
damageDelay: If a weapon, the delay between autoattacks using this weapon.
damageMax: If a weapon, the maximum damage done by a single hit with this item.
damageMin: If a weapon, the minimum damage done by a single hit with this item.
damageType: If a weapon, the damage type done by autoattacks. Values include "life", "death", "air", "earth", "fire", and "water".
description: The description of this item.
flavor: The flavor text for this item.
icon: Resource filename of the item's icon.
id: The ID of the requested element.
lootable: Indicates that the item contains loot.
name: The item's name.
range: If a ranged weapon, the maximum range of this item.
rarity: The item's rarity. Values include "sellable", "uncommon", "rare", "epic", "relic", "transcendant", or "quest". Common items have a rarity of nil.
requiredCalling: Space-delimited list of the required callings to use this item.
requiredFaction: The ID of the faction required to use this item.
requiredFactionLevel: The faction notoriety required to use this item.
requiredLevel: The level required to use this item.
requiredPrestige: The prestige rank required to use this item.
requiredSkill: The skill required to use this item.
requiredSkillLevel: The skill level required to use this item.
sell: The sell value of this item, in silver.
slots: If a container, the number of slots that this item can contain.
stack: The size of this item stack.
stackMax: The maximum size of this item stack.
stats: The base stats of this item. Members may include "block", "critAttack", "critSpell", "deflect", "dexterity", "dodge", "endurance", "energyMax", "energyRegen", "focus", "hit", "intelligence", "manaMax", "manaRegen", "movement", "parry", "powerAttack", "powerMax", "powerRegen", "powerSpell", "resistAir", "resistDeath", "resistEarth", "resistFire", "resistLife", "resistWater", "stealth", "stealthDetect", "strength", "wisdom", "xp", "valor", "toughness", and "vengeance".
statsRune: The added rune stats of this item. May contain the same members as stats.
statsRuneTemporary: The added temporary rune stats of this item. May contain the same members as stats.
type: The item's type specifier.
In RDMonitor / Event.Unit.Availability.Full, event Event.Unit.Availability.Full
stack traceback:
[C]: in function 'Detail'
RDMonitor/RDM_Main.lua:1619: in function <RDMonitor/RDM_Main.lua:1603>
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Unread 08-05-12, 10:26 AM  
Usman

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It got called critical I because I originally asked you to make 2 groups for crit, the second one was monitoring earthen barrage. But we later dropped it as it was a raid buff, rather than a target debuff, and should have 100% uptime anyway if your archon isn't a derp So having dropped Crit II, Crit I was just left behind as you see it now.

Can't remember why cutting disraction was left out.
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Unread 08-05-12, 08:51 AM  
adelea
Claw of Regulos
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Quote:
Originally Posted by Salvas
I'm missing "Cutting Distraction" (wich would go under "Armor 3" since it stacks with the other armor debuffs). I realize you can see if it's up by looking at the tanks buffs, and you know it's up as long as he is in range of the boss. But what if it's the offtank and he's not in range of the boss all the time?
And you do have Battlefield Distraction wich works the same way, it just applies another debuff so...

Also wondering why the crit debuffs goes under "+critical 1" when there is no 2.
Shouldn't it just be "+ critical"? (I know, minor stuff, but I figured it would be an easy fix).


As for the problem with not getting anything under the saved data, it's when you don't have combatlogging enabled. Should probably mention that somewhere even though it should be quite obvious.
Not sure why I called it Critical I... Renaming it now though, will break anyones saved sets, and it does allow the addition of Critical II at some point in the future =)

I will add an Armor III group w/ Cutting.

/combatlog status doesnt seem to have any bearing on whether sets get saved for me, cant see why it would though - we're not parsing the combatlog, we're reacting to ingame events/data.
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Unread 08-05-12, 08:26 AM  
Salvas

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I'm missing "Cutting Distraction" (wich would go under "Armor 3" since it stacks with the other armor debuffs). I realize you can see if it's up by looking at the tanks buffs, and you know it's up as long as he is in range of the boss. But what if it's the offtank and he's not in range of the boss all the time?
And you do have Battlefield Distraction wich works the same way, it just applies another debuff so...

Also wondering why the crit debuffs goes under "+critical 1" when there is no 2.
Shouldn't it just be "+ critical"? (I know, minor stuff, but I figured it would be an easy fix).
Last edited by Salvas : 08-05-12 at 11:47 AM.
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Unread 08-04-12, 04:37 PM  
Skrumpy
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Re: Re: Re: Excellent!

Is there any chance of getting a small minimap style button for this just like your RaidStatus addon? Would be great to be able to hide it when not raiding. Also do you accept donations? =)
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Unread 08-04-12, 04:11 PM  
Skrumpy
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Re: Re: Excellent!

Quote:
Originally Posted by adelea
Quote:
Originally Posted by Skrumpy
Did you just put this together from the request I made in the forums? If so that is some amazing speed and for such high quality work. I can't wait to try this out when we raid tomorrow. I'll make sure to put it front and center on our stream.

Any chance that support for marked targets (#1 through #8) could be included as well? Often times as a tank I am targeting and focusing different mobs throughout the fight and it would be nice to have a different static indicator not tied to one of those other options if needed. Also I am not seeing any data pop up for the Saved Data, despite testing for much longer than the minimum fight duration to save I had chosen.

Thanks for this!
Not sure why it wouldnt save - what are you doing ?

If I go wail on a target dummy (using player.target) then press Esc to lose my target it saved.

If you do (and use 99 to go back to silent mode)

/RDM debug 90

It will output some messages, some of which are

Saving fight vs NAME dur XX

or

Not saving fight. Duration XX < YY

This will show it doing something - one way or the other.
Got it now, not sure what I was doing before. Thanks looks great!
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Unread 08-04-12, 03:36 PM  
adelea
Claw of Regulos
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Re: Excellent!

Quote:
Originally Posted by Skrumpy
Did you just put this together from the request I made in the forums? If so that is some amazing speed and for such high quality work. I can't wait to try this out when we raid tomorrow. I'll make sure to put it front and center on our stream.

Any chance that support for marked targets (#1 through #8) could be included as well? Often times as a tank I am targeting and focusing different mobs throughout the fight and it would be nice to have a different static indicator not tied to one of those other options if needed. Also I am not seeing any data pop up for the Saved Data, despite testing for much longer than the minimum fight duration to save I had chosen.

Thanks for this!
Not sure why it wouldnt save - what are you doing ?

If I go wail on a target dummy (using player.target) then press Esc to lose my target it saved.

If you do (and use 99 to go back to silent mode)

/RDM debug 90

It will output some messages, some of which are

Saving fight vs NAME dur XX

or

Not saving fight. Duration XX < YY

This will show it doing something - one way or the other.
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