DrDamage
Update 05/24/2013
DrDamage is currently being developed for 5.x. Only monks (of any spec) are not supported. All classes which existed prior to Mists are supported.
Current state: Check the http://www.wowace.com/addons/dr-damage/pages/known-issues Page before providing feedback!
DrDamage displays the calculated damage or healing of abilities with talents, gear and buffs included on your actionbar buttons. The addon also adds various statistics to the tooltips in your spellbook and on the actionbar.
Slash Commands:
/drd or /drdmg or /drdamage
Localization:
If you want to help having this addon translated into your language visit: http://www.wowace.com/projects/dr-damage/localization/
Functionality:
- Supports all classes
- Actionbar addons supported: Default, Bartender 4, CT_BarMod, Dominos, elvUI, Macaroon, Nurfed AB, IPopBar, nUI, ReAction Bars and RDX.
- Places text with the metric of your choosing on the actionbar buttons.
- Damage and healing statistics are placed into your tooltips. This includes for example critical hit chance, spell damage and damage coefficients, averages, DPS, DPSC (damage per seconds cast), damage until OOM and more!
- Your own buffs and your target's debuffs are taken into account.
- Allows manual modification of the essential talents, buffs and character stats used to calculate. For example you can test how much increasing your spellpower by 100 would increase your damage or healing output.
- If you're overwhelmed by the amount of statistics presented, you can use the options reduce the amount to whatever you feel is important!
Known Issues Please see the Known Issues page before opening a ticket.
Bug reports:
- NOTE: DETAILED reports about inaccuracies is the only way we'll know something is wrong. If you don't report it, don't expect it to get fixed!
To submit a bug report, please visit this page first: Mod Feedback This will tell you what we expect and how we need it in order to help you.
Acronym/abbreviation list:
- AP = Attack Power
- RAP = Ranged Attack Power
- SP = Spell Power
- Ht = Hit rating
- Cr = Critical strike rating
- Exp = Expertise rating
- Ha = Haste rating
- Ma = Mastery rating
- HPS/DPS = Healing/Damage Per Second
- HPSC/DPSC = Healing/Damage Per Seconds Casted
- HPSCD/DPSCD = Healing/Damage Per Seconds CoolDown
- HOOM/DOOM = Healing/Damage (until) Out of Mana
- HPM/DPM = Healing/Damage Per Mana
- DPE = Damage Per Energy
- DPF = Damage Per Focus
- DPR = Damage Per Rage
- DPRP = Damage Per Runic Power
- MPS = Mana Per Second (How much mana the spell uses per seconds casted)
- GCD = Global CoolDown
There seems to be a bug in the calculation of the lifebloom ability. The tooltip displays a value significantly higher than what it actually heals for. The problem seems to be with the talent Empowered Rejuvenation in the resto tree. It seems this effect (20% bonus healing) is applied twice, or something similar, giving a value nearly 20% to large. I tested it while respeccing now, and so have verified that the problem is indeed with this talent. It would be great to get this fixed, I love the addon otherwise :-)
@Gagorian
Cool, thx so much.
@purabasura666
Oh, 1H specialization is unintentionally being applied to healing spells, I'll have it fixed for the next version.
Since a few versions back, a +3 level target is the default instead of target level. Make sure you enable by target setting if you want that functionality. I'm also aware about melee abilities using base spell hit values as there's only very few abilities this applies to I haven't had time to fix it (I need the data for melee hit calculation).
@Kauna
I need to figure out a good way of detecting if Relentless Earthstorm Diamond is socketed, and active (I'd really like to avoid scanning all item tooltips, but it's probably the only alternative). For now, it will be unsupported.
@Chuucky
I've never heard of this issue before, so it's probably just you. Please provide me more information about what actionbar addon you're using (if any), on what bar it happens (if not all), what class you're playing, when it happens (if not always) etc.
@sag_ich_nicht
I'm pretty certain it doesn't use +hit instead of spell hit. The default target is +3 levels higher giving you a base hit chance of 83%. Add your spell hit to that value and compare with tooltip hit chance.
DrDamage seems to be using +hit for +spell hit if you use
/drdamage calculation hitcalc on
i don't think it should be doing that(I noticed when checking my Exorcism damage. :O)
Hey is it just me or is the text on your action bar supposed 2 disappear in combat? Is there a way to correct this, I like knowing how much damage i can do?
Paladin Questions
1. With the latest version of 1.1.8, healing spells of my paladin appear to have a +5% multiplier. Since I have 5 points in 1H Specialization (prot talent), I understand my damage is increased by 5%, but not my healing.
2. The hit rate shown in the tooltip when I target myself is 83% for most abilities. However, the base miss chance against a target of your own level was 5% for melee and 4% for spells. The weapon equipped is at max skill, 350, and I even have some +hit gear (both melee and spell hit).
@Gagorian
Thanks for your prompt response. Looking forward to these possible changes when/if you find the time.
Anyway, I thought I'd post a couple of the formulas I use currently to illustrate what I was referring to in my previous message, which I think was a bit too ambiguous. I realize it's probably complex to get realistic metrics. However, there are a few simple formulas for approximations or bounds.
For example, an approximate (no lag) upper bound (no life taps) on the max DPS on a long single-target fight I use as a reference to choose gear for boss fights in raids is the following:
DPS_UpperBound=(SiphLife_DMG+CoA_DMG+Corr_DMG+UA_DMG+Immo_DMG+9*ShadowBolt_DMG)/30
Or something like that :)
Another interesting metric is what I call "grinding DPS". It's a measure of DPS that takes into account both the DPS of the spell and its mana cost.
For example, say a mage chain casts fireballs (no lag considered) over a really long period of time, drinking when needed. The grinding DPS is defined as the total damage dealt, divided by the total time spent, including the time drinking. The formula is:
Grinding_DPS = Spell_DPM / (Spell_SPM+ Water_SPM),
where DPM is the damage per unit of mana, and SPM is the time in seconds to consume or recover a unit of mana (SPM=1/MPS). Note that it doesn't depend on the size of the mana pool, and that if we had extremely good water, then Water_SPM=0 (mana recovered instantly!), and Grinding_DPS=Spell_DPM/Spell_SPM=Spell_DPS.
The formula means that for each mana unit, the mage spends Spell_SPM seconds casting and Water_SPM drinking. On the other hand, for that same mana unit, the total damage dealt is Spell_DPM. Grinding DPS is total damage divided by total time.
Using this "grinding DPS" metric, I found out that a fire spec is better for grinding than a frost spec (single-target fights, not AoE grinding), and that spells such as Mind Blast are actually efficient when it comes to grinding (higher "grinding DPS" than MindFlay), and wanding is not that great in most cases (except to play with Spirit Tap and the 5-sec rule).
Finally, with respect to UI and implementation details, I like the UI used by TankPoints to report metrics, change options, and its "tank calculator". It also has a tooltip in the character window, under the menu to display "melee stats", "damage stats", "defensive stats", etc.
Best,
PuraBasura666
v. 1.1.8
@purabasura666
Heh, thanks. I've actually considered the possibility of average DPS calculations in cast rotations. It would probably be based on user input rotations instead of models. Not quite sure how I would implement it yet, but let's say it's not ruled out.
TPS is probably out of scope for the addon, perhaps someone could make an optional module for threat based on the damage information provided by DrDamage. Currently, I don't have the time to work on that.
@Gagorian
Thx so much for the latest upgrade (Gagorian > Jesus Christ > The Pope).
I was wondering if you have in mind to add, time permitting, any sort of average DPS calculations for certain spell rotations. For example, the average warlock DPS when all DoTs available are cast sequentially and shadowbolts in between, or drain life and life taps to sustain mana. Something along the lines of
http://wiki.shadowpriest.com/index.php?title=Caster_DPS_Comparison
but computed theoretically, rather than through simulation. My work involves theoretical mathematics, so if you need assistance with the math model for any of such rotations, I might be able to help.
Also, I was wondering if you were considering some sort of threat per second (TPS) calculations for paladins, perhaps for rotations using SoR/JoR, which is fairly common.
These metrics would be of great help when choosing DPS and tanking gear, much like "Heal untill OOM" can be used to choose healing gear. A couple of addons out there that help choose healing and tanking gear are Healpoints and Tankingpoints.
There are other type of interesting metrics, such as the product of (damage absorbed till death)*(average DPS), which helps choosing PvP gear for certain classes.
v. 1.1.7
Performance:
Fixes/Features:
@Everyone concerned about melee/hunter support
I've not ruled out melee support. It's not decided yet wether it would be a separate mod, a separate module or integrated into DrDamage. What I am aiming for is to add a minimal amount of bloat for any class.
I am willing and happy to accept help if anyone well versed in melee theorycraft/lua wants to join in the project. Also, regular availability in IRC (for example) is preferred. I can even do most of the core work, as long as workload is shared on class modules (a big portion of the time consumption), calculation engine, buff/debuff lists and most of all in-game testing of the addon/calculation results. Currently I don't have much time to invest in learning the intricacies of melee/hunter damage calculations, that being the biggest obstacle.
@Gagorian Awesome, thanks for the confirmation.
@DariusMDeV
You appreciate the mod and say how great it is yet shun all the melee classes as if they do not deserve such use. You obviously appreciate the mod as you stated, so would we.
@purabasura666
Illumination is taken into account.
@Gagorian
You're the man! I just tried "DrDamage-r39654.1001.zip" on my shadow priest and works like a charm. I can see the average damage for each spell, with the shadow form bonus applied to it. Thx so much for making this modification.
I have a quick question. To choose healing gear on my pally, I use "Heal until Out of Mana" as a benchmark. I was wondering if the formula takes into acount the mana saved from the Holy talent "Illumination".
@purabasura666:
Alright. I've made some changes to the latest wowace release (link above in description), try releases r39650 and up.
@DariusMDeV
This is similar to your treeform issue. Unless it was fixed earlier, try the newest wowace release. It should fix it.
@Gagorian
Thanks for your response. I'll be happy to do any tests you need. Here are the results for what you asked, while keeping the cursor over the second button of the switched action bar as I turn shadow form on:
(1) "BonusActionBarFrame"
(2) "BonusActionButton2"
Hope this helps.
@purabasura666:
Alright, I'd need you to run two commands for me and post me back the results. Have your mouse cursor over a button in the switched bar then do
/print GetMouseFocus():GetParent():GetName()
and
/print GetMouseFocus():GetName()
This will tell me what the button's global names are and what the bar is and I can investigate further.
Please don't start doing melee. It's easy to see you're busting your arse just to keep this mod as intended in a quality form, and I'm sure the more work you sink into this, the less you enjoy the game. So just keep plugging away at this as your vision intended and let some other code monkey write a melee mod. Your work here is very appreciated.
For the love of god include melee, this type of addon is so useful and there is nothing in commission that works for melee. I loved the mod when I played my warlock but I have rerolled to my rogue and I love seeing what my potential damage would be with said weapon etc etc. Please please include melee.
Second that if it can be possibly done, having one toon / class it's the quite difference when you can easily check how much damage you do (potentially) with a caster but not a melee user.