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DrDamage

 

Project Updated:
Files Updated: Sun, Oct 18 2009
Supports Game Version: 3.2.0
Category: Combat, Caster, Class, Damage Dealer, and Healer
Tags:

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Project Manager: Gagorian
Additional Authors: karzon13 , Detseuqer , zarquan
Current Version: 1.7.1_release
License: All Rights Reserved
Development Site: WowAce.com
Avg Daily DL (last 30 days): 1,716
Downloads Total: 1,317,880
Favorites: 2,454
Comments: 714
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  • About DrDamage
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DrDamage is up to date for patch 3.2.2

DrDamage displays the calculated, average damage or healing of abilities with talents, gear and buffs included on your actionbar buttons. The addon will also add various information to the default tooltips in your spellbook and on the actionbar.

Slash Commands:

/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, Dominos, Macaroon, Nurfed AB, IPopBar, nUI, RDX and CT_BarMod.
  • 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 base stats used to calculate. For example you can test how much +100 spellpower would increase your damage or healing output.

FAQ:

  • Are you planning to make a user interface for configuration?
    • DrDamage has a FuBar plugin capability for easy configuration. DeuceCommander works as well.
  • Can I donate?
    • If you wish. PayPal: gagorian (at) gmail.com

Donations:

I've received questions about if it's possible to donate. Donations are appreciated and the money goes to paying for wotlk and then my account as I've quit the game.

Current status (as of 1.6.6):

All classes are considered up to date. Nearly all relevant glyphs and set bonuses have been added (note: old world set bonuses will not be supported). Certain buffs and debuffs may still be missing.

  • 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!

Known issues:

  • Certain damage spells/abilities display no damage information, because they have complicated calculations. These few might be implemented eventually.

Bug reports:

Bug reports should include:

  • DrDamage version.
  • Any error messages.
  • Which actionbar addon you use.
  • Your class and level.
  • If the issue is an accuracy issue, please try to include detailed damage/heal numbers of what DrDamage claims and what you're actually seeing.
    • It's very helpful to know your talent build. A link to your talent build, or to your armory profile.

Please note that bug reports that simply include the error, can be difficult to interpret, making it very hard to locate the actual issue. Remember, the more information you give, the easier it is for me to find the issue and resolve it!

  • Downloads (5)
  •  
File Name Release Type Game Version Downloads Date
Addon Curse.com Beta 2.3.3 0 9/29/2008
  File Name Release Type Game Version Downloads Date  
  DrDamage 1.7.1_release Release 3.2.0 57,323 10/18/2009
  DrDamage 1.7.0_release Release 3.2.0 56,668 10/2/2009
  DrDamage 1.6.9_release Release 3.2.0 104,289 8/4/2009
  DrDamage 1.6.8_release Release 3.1.0 81,676 6/23/2009
  DrDamage 1.6.7_release Release 3.1.0 35,992 6/14/2009
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  • huldu said

    I have an issue with DrDamage not displaying values correctly. This seems to happen when playing a hunter and switching between Aspect of the Viper and Aspect of the Hawk often. All of the sudden it will get "stuck" on Viper values(half your damage), even if you have Aspect of the Hawk active.

    Reply Report Permalink
  • Gagorian said

    This is due to Blizzard's API not returning the correct damage modifier fast enough after swapping, so if an update is triggered in the time between the buff disappearing and the modifier refreshing you'll see this behaviour.

    It's annoying but it should correct itself once something else triggers an update.

    I'm not exactly sure what'd be a good solution for this problem, but I'll try to keep it in mind.

    Reply Report Permalink
  • Gagorian said

    I've increased the update delay slightly in the below version, you can try if it helps the issue. But depending on lag and other update triggers it's still not a perfect solution.

    http://www.wowace.com/addons/dr-damage/files/8450-r1119/

    Reply Report Permalink
  • huldu said

    I am downloading it and will try it out right away.

    Reply Report Permalink
  • huldu said

    Sadly it shows same problems, it works fine a few minutes then it stops updating and basically freeze at either hawk/viper values. Is there a way to "force" the update beside those two aspects?

    Reply Report Permalink
  • areslathe said

    Fantastic addon.
    However Conflagrate isn't displaying correctly, only reading the spell's ungear-modified damage when the actual hit is thousands higher.

    Reply Report Permalink
  • Gagorian said

    Does this happen even when your target is debuffed with immolate?

    Reply Report Permalink
  • huldu said

    Great addon! I was wondering one thing tho, a good while back you could set this addon to give mobs like 30% mitigation, you had like a slider that added the percent. Is there a way to enable that these days?

    Reply Report Permalink
  • Gagorian said

    Yes. First enable target mitigation calculation in the options and then set target armor to a desired amount. You can't choose a percentage any longer, instead you choose target armor, but you can look at the tooltip while increasing armor to get to your desired mitigation percentage. This way armor penetration etc. is properly modeled.

    Reply Report Permalink
  • MajorJam said

    Gagorian,

    I'm not seeing damage go up on an arcane mage when I increase haste, particularly Arcane Blast. Does DrDamage take haste into acocunt for spells with cast time?

    Thank you for an awesome mod.

    Reply Report Permalink
  • Gagorian said

    I don't have an account to test anything with right now, but haste should indeed be taken into account.

    Damage shouldn't even go up by increasing haste, only DPS. Or is that what you meant? If DPS is unchanged by haste then something obviously is wrong.

    Reply Report Permalink
  • Gagorian said

    1.7.1 released!

    - Main Feature: Converted addon to Ace3, removing FuBar2 and Dewdrop support. Now uses LDB + Blizzard Options configuration screen.

    - Added: Summon Water Elemental
    - Added: Divine Aegis calculation to Power Word: Shield Glyph average heal effect calculation. (As PW: S Glyph proc crit heals triggers Divine Aegis)
    - Fixed: Divinity is now correctly multiplicative. Also double stacks divinity correctly when targeting self.
    - Fixed: Altered Holy Light and Holy Shock coefficients to more accurate values
    - Fixed: Rune Strike and Counterattack are now properly unavoidable
    - Fixed: caster module dot resilience calculation (it was probably double stacking on a few abilities)
    - Fixed: error with Seal of Vengeance Holy Vengeance debuff effect calculation
    - Fixed: Death Knight error on 3.3 PTR
    - Fixed: Warlock 4p T9 bonus
    - Fixed: Sniper Training
    - Fixed: Glyph of Explosive Trap
    - Fixed: Hit calculation error with next melee type attacks while dual wielding

    Reply Report Permalink
  • Zeetocht said

    I like this addon, just not sure what it's tryin' to tell me :P

    Can someone give me a quick rundown of what I'm seein' here?

    Effective SP: 2444.2
    +10 SP: +12.5
    +1% Crit (45.91): +47
    +1% DPS (Cr|Ha|SP): 53.5/36.4/43.8
    +1% SP (Cr|Ha): 1.22/0.83
    +1% Cr (SP|Ha): 0.82/0.68
    +1% Ha (SP|Cr): 1.21/1.47
    DPS (CD): 456.7

    That last stat's text is red as are a coupla others, what does that signify?

    Thanks :)

    Reply Report Permalink
  • Gagorian said

    Effective spellpower is basically coefficient multiplied by spell power, or how much the spell benefits from spell power.

    +10 SP is how much the average damage is increased by 10 spell power.

    +1% Crit is how much the average damage is increased by 1% increased crit (or 45.91 rating)

    +1% DPS is how much crit rating, haste rating or spell power you need for a 1% DPS increase. In your case for example increasing your spell power by 43.8 or haste rating by 36.4 would increase your spell DPS by 1%.

    The last metrics are basically the same as above, it just shows the how they compare. +1 SP means that 1 spell power is as efficient as 1.22 crit rating or 0.83 haste rating.

    +1 Cr means that 1 crit rating is as efficient as 0.82 spell power or 0.68 haste rating.

    +1 Ha means that 1 haste rating is as efficient as 1.21 spell power or 1.47 crit rating, meaning that haste is the most efficient stat per rating for DPS increase.

    The last DPS (CD) is how much DPS you do with the spell if you use it whenever the cooldown is expired. I.e. the maximum over time DPS you can do with a spell with a cooldown.

    Reply Report Permalink
  • Gagorian said

    Colors don't signify anything special, except that somewhat related stats are color coded.

    DPS and mana cost (efficiency) metrics are colored red.

    Reply Report Permalink
  • Zeetocht said

    Thanks :)

    Reply Report Permalink
  • huldu said

    1.7.0 does not show the damage on seal of vengeance, it just shows 0. I'll try 1.7.1 beta 4, can't test it now since servers are down tho.

    Reply Report Permalink
  • Gagorian said

    Displays it for me with my developer version at least, can you confirm this is still an issue?

    Reply Report Permalink
  • huldu said

    Sorry for the long response time. Its still an issue, it had to do with having the damage set to "Avg" i believe. It works fine in the other modes, but not that one.

    Reply Report Permalink
  • bizzy401 said

    Is there a way to show how much threat an ability will caused instead of damage?

    Reply Report Permalink
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