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Recap (Hawksy)

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Project Updated:
Files Updated: Tue, May 12 2009
Supports Game Version: 3.1.0
Category: Combat
Tags:

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Project Manager: Hawksy
Additional Authors: No additional authors
Current Version: v 4.28
License: GNU General Public License version 3 (GPLv3)
Avg Daily DL (last 30 days): 91
Downloads Total: 394,521
Favorites: 1,475
Comments: 225
  • About Recap (Hawksy)
  •  

Recap records damage, healing, and other combat-related events in the area around the player.

  • When installing Recap, please first remove any existing Recap folder from your "World of Warcraft/Interface/AddOns" folder.
  • If experiencing problems with Recap, sometimes it is a bug, and sometimes your saved variables file may be damaged. It is always worth seeing whether removing the saved variables file fixes the problem. To do that, exit the game and go into your "World of Warcraft/WTF/Account/<account_name>/SavedVariables" folder and remove the "Recap.lua" and "Recap.lua.bak" files. Starting with version 4.25 there are also per-character saved variables files in the ".../<account_name>/<server_name>/<character_name>/SavedVariables" folders.
  • If you believe that Recap is properly installed and enabled, but you can't see the Recap main panel, try typing "/recap". If that doesn't work try typing "/recap centre" (or "/recap center").

When reporting a bug, please mention the version number, and double-check it by looking at the bottom of the Recap Options panel.

New in 4.28

  • Simplified partial resistance numbers, added an average percentage partially resisted.
  • Bug fixes.
  • Five modules from Ace3 (r741) included. LibDataBroker (4.04) included.

New in 4.27

  • Updated for patch 3.1.
  • LibDataBroker support is now an option, off by default. Made a few improvements to LibDataBroker support.
  • Added interrupts to Recent Events. The existing control+click mechanisms for Recent Events now shows both dispels and interrupts.
  • Increased the maximum number of Recent Events stored to 40,000.
  • Added a count of the number of hits from each source to the Deaths posts.
  • Now storing multiple spell IDs for spells and abilities.
  • Now ignoring summon events that would create Fishing Bobber and Basic Campfire pets.
  • Bug fixes.
  • Five modules from Ace3 (r803) included. LibDataBroker (4.04) included.

New in 4.26

  • Bug fixes.
  • Six modules from Ace3 (r741) included. LibDataBroker (4.04) included.

New in 4.25

  • Death knight ghouls summoned using Raise Dead, which have multiple names, will be merged into one 'Ghoul Minion' (when Merge Pets is on). The new ghouls that appear every time you mount then dismount will not be recognized as having been summoned using Raise Dead, so this new feature only partly addresses the issue. This feature does not adjust existing data.
  • Added option (default off) to merge all pets for a combatant into one 'Pet' (when Merge Pets is on). Use with caution, as this will lump the data for all types of pet together, including pets, vehicles, totems, traps, and controlled mobs. This feature does not adjust existing data.
  • Added a new live minimized number, the percentage of your damage done by your pet(s). This percentage is currently only available as a live minimized number, not in any other display. Modified RecapFu and TitanRecap to support the new live number.
  • Added a new column to the main fights panel to show Dispels, the number of times that a combatant dispelled an effect. This number includes both desirable dispels and undesirable dispels (such as accidentally breaking crowd control).
  • Added a new Deaths button to the main fights panel next to the Reset button. The Deaths button posts a report on the last few sources of damage for every group player who has recently died. It can assist in answering questions such as "how many people died to the fire wall?" at Sartharion. To use this feature you need to have the Recent Data Mode option enabled.
  • Chat posts for damage now include dps, and vice versa; similarly for healing.
  • Added a Delete All button on the Options / Data Sets tab.
  • Added the ability on the Options / Data Sets tab to select a range of data sets for deletion by clicking on one data set and shift+clicking on a second data set.
  • Redesigned options and combatants so that they are stored separately for each character. A data loss for one character (e.g. as a result of a "block too big" error on login) should not affect other characters, and should not affect stored Data Sets. Added code to detect possible damage to a "per character" data file and put up a warning dialog. The dialog has a button to Restore Character Settings from a backup copy (also available as a slash command, "/recap restore").
  • Redesigned the global settings feature, and added a button to copy global settings to a character. If you need to set up a number of characters with the same settings, do the following: enable Use Global Settings; set the global settings up the way you want; log on to each character for which you want to use these settings and click the Copy Global To Character button; and finally disable Use Global Settings. Note that window positioning is always separately adjustable for each character.
  • Modified format for saved data sets to reduce string lengths.
  • Removed the option to automatically save and reset on logout.
  • Bug fixes.
  • Six modules from Ace3 (r741) included. LibDataBroker (4.04) included.

New in 4.24

  • Recap now tracks the amount absorbed during combat by the priest abilities Power Word: Shield and Divine Aegis, and assigns the amounts actually absorbed to the priest as if they were healing. Recap makes a best attempt to assign these absorption amounts correctly, but can not guarantee to do so in all circumstances.
  • Recap similarly tracks the amount absorbed during combat by the paladin ability Sacred Shield.
  • Bug fixes.
  • Six modules from Ace3 (r722) included.

New in 4.23

  • Added death knight name and icon.
  • Added option (default off) to automatically save boss fights. See the Options / Data Sets tab. A 'boss fight' is one in which there is a 'skull' boss present. At the moment fights with bosses who are level 81 or 82 rather than 'skull' are not automatically saved. Caution, using this option could create many data sets, consuming memory and possibly slowing your game. If you have this option enabled, then delete unwanted data sets frequently.
  • The Load button for saved data sets now loads into a separate panel that looks similar to the main fights panel, so that you can directly compare a saved data set with either All Fights or Last Fight data. The loaded Data Set panel has fewer functions than the main fights panel. In particular if you need to change which columns are displayed, do that on the main fights panel. Both panels will always show the same columns.
  • Health and power numbers are now available (on the tooltip for the combatant's row) for most combatants, and are now saved with Data Sets.
  • Added count of casts (hits plus misses) to the Outgoing and Incoming Details tabs.
  • The optional reminder messages on joining a group or entering an instance now offer a Reset All Fights button.
  • Added option (default off) to automatically pause Recap when leaving an instance, and to automatically resume Recap when entering an instance. See the Options / Settings tab. This option is experimental.
  • Added option (default off) to automatically Save All Fights to a Data Set on logout, and then Reset All Fights. See the Options / Settings tab. This option is experimental.
  • Added option (default off) to automatically Reset All Fights on logout. See the Options / Settings tab. This option is experimental.
  • Fixed TitanRecap and RecapFu to work with Recap. Added code to generate 'live' numbers for Recap's minimized bar, and for plugins, when you first log in.
  • Added basic LibDataBroker support.
  • Bug fixes.
  • Six modules from Ace3 (r722) included.

New in 4.22

  • Adjusted column order and colours on Fights panels.
  • Removed special case code for shaman Earth Shield. This code is no longer needed. The special case code for druid Improved Leader of the Pack is still required.
  • Experimental: Recap can now ignore the damage and healing of specified effects. See the new Options / Ignores tab. You will need the numerical spell ID of the effect you want ignored, which you can find on the Outgoing, Incoming, or Other Details tabs (or from the Internet). Note that the list of effects to ignore is shared among all characters.
  • Bug fixes.
  • Five modules from Ace3 (r706) included.

New in 4.21

  • Bug fixes.
  • Five modules from Ace3 (r81877) included.

New in 4.20

  • Updated for patch 3.0.2. Overheal numbers will now be exact, not estimated. Overkill is not currently tracked.
  • Added a Reset All Fights button to the data size warning popup.
  • Added a Skip Next Fight button for the synchronization leader. The button can also be used by anyone not in synchronization. The function is also available as a key binding.
  • Added key binding to Pause / Resume Recap.
  • Removed special case code for priest Prayer of Mending, druid Lifebloom, and paladin Judgement of Light. This code is no longer needed. The special case code for shaman Earth Shield and druid Improved Leader of the Pack is still included pending further tests.
  • Removed synchronization of fight start and end times, and fight duration. The event times supplied by Blizzard are not synchronized enough to support this feature. The values in the DPS+ column (also called "DPS vs All") will now be more accurate, but will differ somewhat between members of a synchronization.
  • Bug fixes.
  • Five modules from Ace3 (r81877) included.

New in 4.10

  • Code to handle three new combat log event types with patch 2.4.3.
  • Bug fixes.
  • Five modules from Ace2 (r78794) included.

New in 4.09

  • Five healing spells that Blizzard credits to the person being healed are now assigned to the original healer. They are priest Prayer of Mending, druid Lifebloom, shaman Earth Shield, druid Improved Leader of the Pack, and paladin Judgement of Light. Recap makes a best attempt to assign these heals correctly, but can not guarantee to do so in all circumstances.
  • Quick fix for the five new combat log events with patch 2.4.3.
  • Bug fixes.
  • Five modules from Ace2 (r67789) included.

New in 4.08

  • Bug fixes.
  • Five modules from Ace2 (r67789) included.

New in 4.07

  • Replaced four option settings (Only Friendly Combatants, Only Party Combatants, Only Player Combatant, and Store Only Friends / Party / Player) with three settings (Hide Group, Hide Other Combatants, and Store Only Displayed Combatants). Hide Group and Hide Other Combatants are both off by default. The group members are shown in green on the main fight panel and include party members, raid members, their pets and controlled mobs, and former members. Most references to 'Friendly' combatants have been modified to refer to 'Group' combatants.
  • Recap now omits intra-group damage (such as Shatter in Gruul's Lair) from the 'Out' column on the main fights panel, and from the Outgoing Details tab. This removes this kind of damage, which is not representative of what the combatant can do, from their DPS. The damage is still tracked in the 'In' column, and on the Incoming, Source, and Target Details tabs.
  • Recap now tracks dispels (which includes the deliberate and accidental breaking of crowd control) with the Recent Events. If you hold down the control key while either double-clicking the combatant row on the main fights panel, or while clicking on a combatant's Recent button, the Recent Events popup panel will be filtered to show only the dispels (Outgoing or Incoming) for that combatant.
  • Double-clicking on the totals row on the main fights panel will now bring up the Recent Events popup panel with ALL recent events. This may be slow on older machines if you have the recent events slider set to a high value. Holding down the control key while double-clicking on the totals row will bring up the Recent Events popup panel with ALL recent dispels. This should be fast.
  • Bug fixes.
  • Five modules from Ace2 (r67789) included.

New in 4.06

  • In the popup Details panel the information for same-name pets is amalgamated (with Merge Pets on). This amalgamation will save time and memory. Details created by earlier versions of Recap are not amalgamated.
  • All multi-line posts to chat are now limited by the "Report in Multiple Rows" slider (on the Options / Reports tab, default 10 lines, maximum 100 lines). The option to concatenate multiple lines into one long line has been removed.
  • The code for generating live DPS and HPS numbers has been rewritten and should be more accurate. There is still at least one unresolved issue.
  • Bug fixes.
  • Five modules from Ace2 (r67789) included.
  • NOTES:
  • Most mage, warlock, and hunter pet ownership issues have been resolved, but there can still be orphan elementals, pets, or totems.
  • There is currently only one multiple rows slider. If you want to auto-post 5 DPS lines at the end of each fight, and then want to post 50 recent events manually, you will have to move that slider to 50 then back to 5.

New in 4.05

  • The All Fights panel no longer updates live while synchronization data is being received. There is a new timer that will update the panel a while after the last synchronization data has been exchanged. The timer is also used to auto-post data when synchronization is active.
  • Bug fixes.
  • Five modules from Ace2 (r66043) included.

For descriptions of what was new for versions 3.50 through 3.77, and for versions 4.00 through 4.04, see the file readme.txt.

Version 3.50 was initially uploaded by Hawksy on 2006-December-20

Recap up to version 3.32 was developed by Gello.

  • Downloads (7)
  •  
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  
  Recap (Hawksy) v 4.28 Release 3.1.0 8,181 5/12/2009
  Recap (Hawksy) v 4.27 Release 3.1.0 3,756 5/3/2009
  Recap (Hawksy) v 4.26 Release 3.0.9 14,732 3/30/2009
  Recap (Hawksy) v 4.25 Release 3.0.9 2,723 3/28/2009
  Recap (Hawksy) RecapFu for Recap 4.25+ Release 3.0.9 1,677 3/27/2009
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  • All the settings that you described below are the ones I have had turned on all this time especially "store only displayed combatants" but it continues to store unnecessary combatants. I logged in today and I got the warning message saying that I have 3300 stored combatants. How can that be I only did 2 groups yesterday. This is ridiculous. Not only that I can't figure out how to delete the other 3299 combatants since I'm the only one that shows up in the main window.

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  • Hawksy said 

    When you check those settings, Recap does NOT delete existing combatants. So if you had 1000 combatants stored before, then you will still have 1000 afterwards, even if you can only see yourself. To get rid of the existing combatants, do a Reset immediately after turning on those settings.

    If you are a class that uses pets, then your pets will always be tracked. They will not be visible separately if you have Merge Pets enabled, but they will be there. So the number of combatants will continue to grow every time Blizzard assigns you a new pet. This increase in the number of combatants will be most noticeable for a death knight who summons a lot of ghouls and army of the dead. Each ghoul is a new pet. Summon 300 pets during an instance run, and the number of combatants will grow by 300 even if you are only storing yourself and your pets. "Pet" includes vehicles, totems, traps, permanent pets such as hunter pets, and temporary pets such as death knight ghouls.

    Make sure you are running the most recent version of Recap.

    To reset everyone except yourself (and your pets):

    Open the Fights panel, and right-click on the row for your character. You will see a drop-down menu. Select the bottom item, "Lock". Then click the Reset button. All combatants except you and your pets will be deleted.

    If the total number of combatants, when restricted to you and your pets, still grows larger than you want, do a complete Reset occasionally. If you did Lock your character, remember to Unlock it first.

    The Fights panel (All Fights and Last Fight views) is intended for use in a single instance run or less. Long term details for you and your pets, covering perhaps months of data, is visible on the Personal Details panel.

    Hawksy

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  • Hawksy said 

    I have been stress-testing the modification that I mentioned below (June 17), and the results are looking good.

    I've had my Recap up to over 300 Mbytes, with over 21,000 combatants in my active combatants set (over 14,000 in the Fights panel). That should be way more than most people will need. No "block too big" crashes. I have a mid-range machine with 2 Gbytes of memory.

    Yes, that much data slows me down a bit when logging in or logging out, or when zoning into a city such as Dalaran, but I can still run instances with no problems.

    Hawksy

    Reply Report Permalink
  • Recap needs a setting where it only records data either for people in my group or me alone. The setting that's in the game now records all data but only shows data in my group. It's really annoying to log in and get the message telling me that my data file is getting too big. I don't care about what's going on around me. I only care about my group. I tried removing people from the group in the main window and then saving the data but that doesn't work because it will say that the data file has 200 or more combatants. 200 combatants? I only care about 1 combatant, me.

    Recount allows me to pick what data to record but unfortunately Recount doesn't record buff data.

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  • Hawksy said 

    Check both "Hide Other Combatants" and "Store Only Displayed Combatants".

    If you want to record for you only, then also check "Hide Group".

    Hawksy

    Reply Report Permalink
  • kaimon said 

    Check both "Hide Other Combatants" and "Store Only Displayed Combatants".

    I don't understand these options. I have the window hidden per default. Does that mean that nothing will be stored, if I do like you say? And "other" combatants = those not in group? And "hide" = not displayed or not stored? Or both?

    Its annoying to see the damage of 2-4 "Ratte der Schattenseite" whenever I enter Dalaran. And whatever other players do to those critters.

    In fact, I don't understand any option on the second tab. And I'm probably as dumb as any other player, not more ;-).
    Couldn't there be an option to not record anything in cities? And never record in PVP-Areas (Wintergrasp, BG)? And only damage done by somebody in your group? That I would understand.

    And I have "Automatically save boss fights" enabled (this was something I understood^^) but I still want to get permanently rid of all that Dalaran and PVP spam.

    Reply Report Permalink
  • kaimon said 

    And btw: I tried other addons but yours is still best^^

    Reply Report Permalink
  • Hawksy said 

    These two settings refer to what you will see when you have the Fights panel open.

    You can hide non-group combatants ("Hide Other Combatants"). Those who are hidden by this setting are allies (not in your group), neutrals, and foes.

    Or you can hide combatants who are in your group, except for you and your pets ("Hide Group"). So if you are in a 25-person raid, the numbers for the other 24 people will not be visible when you open the Fights panel.

    Or you can select both settings to hide everything except you and your pets.

    Those two settings only affect what is visible in an open Fights panel. All combatants are still tracked, just not shown. So if you actually want to see what the boss did, you can turn off the "Hide Other Combatants" setting, look at the boss, then turn the setting on again.

    If you do not want to even store the combatants who are not visible, then also turn on the setting "Store Only Displayed Combatants". With all three settings on, if anyone other than you attacks a rat, that will not be tracked. If you personally attack the rat, your attack will be tracked but the rat will not be stored.

    If you only want to track combat related information relating to somebody in your group, then turn on both "Hide Other Combatants" and "Store Only Displayed Combatants". You'll just track your group.

    Other possibilities using different options:

    If you don't want to record fights that your group is not involved in, you could turn on the setting "Limit Fights to Combat". This will stop recording rats in Dalaran that are not attacked by someone in your group, but might also fail to record something that happens in a fight before your character actually enters combat (so it is not recommended if your primary use of Recap is for dungeons and raids).

    You could turn on "Pause Outside Instances". This will record only while you are in an instance, so it would not record in Wintergrasp or Dalaran (or in Dragonblight).

    Recap does not have an option to automatically pause while you are in an instance BG (such as Alterac Valley). You will have to pause Recap manually if you don't want to record in this situation.

    There is a setting to put up a reminder dialog when you enter or leave an instance. If you enable this, there will be a dialog pop up when you enter an instance BG, and you could then pause Recap. Another dialog when you leave the instance reminds you that you are leaving, and you can resume Recap.

    Hawksy

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  • Hawksy said 

    Blizzard has still not addressed the "block too big" error.

    I have noticed that while per-character saved variable files in the range 20-30 Mbytes may trigger this error on logging in, the main Recap saved variable file (which can contain a large number of saved data sets) appears to be able to be larger without causing problems.

    Geek talk:

    The per-character combatant data has a large number of tables, sub-tables, and sub-sub-tables with lots of integers and short strings. The saved data sets have a smaller number of tables with many fewer entries, and all of the entries are long strings.

    An individual saved data set is compressed relative to the normal combatant data. The LUA interpreter seems to be able to deal better with large saved variables files that contain mostly saved data sets.

    In testing:

    Accordingly, I'm testing a version of Recap that will save the per-character combatant data in the saved data set format upon logging out, and then convert from that format to a standard in-memory table on logging back in.

    The advantages are that the per-character saved variables file will be smaller, and may be able to grow to a larger size than 20-30 Mbytes before triggering the Blizzard error.

    The disadvantage is that logging in and logging out will take longer due to the time required to compress and decompress the data.

    Additionally, unlike the current combatant data, the compressed format is not human-readable. This second drawback is mostly a problem for me, not for the general Recap user.

    Hawksy

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  • Hawksy said 

    painstorm, shadowrm:

    Okay, I have an explanation that will account for some fights not ending when expected.

    As I entered the Hodir chamber in Ulduar I noticed my green light go on. I checked the combat log and found that there were Captured Mercenary Soldiers fighting Jormungar Behemoths somewhere within combat log range. I retreated out of the room a little way, and the green light went off again. Into the room again, and the light went on again.

    At the end of the Hodir fight the green light did not go out, because of course those fights were still happening 'off-stage' within range.

    It was necessary to do a quick pause/resume to get the boss fight to auto-save.

    For the moment, at least, you will have to remember to do this manually after any boss fight that you want to have saved and where due to combat continuing within range, normal end of fight is not reached.

    I will try to work out if there is a good way to deal with this.


    Hawksy

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  • I just wondered if the "End fight if idle" could be changed to something like "End fight if out of combat".
    Meaning that when I go out of combat, the "last fight" is calculated after X seconds.
    Especially during trash groups, there really aren't any "idle" time since hots/dots are ticking somewhere on a raid member constantly until the next pull.
    It's fine that Recap is still recording after fight ended, but with regards to "last fight", it seems that it would be better if out of combat was the trigger.

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  • Braesyn said 

    That's a great idea! I hope it's workable... :)

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  • Hawksy said 

    painstorm:

    What I am currently testing is a version that will trigger end of fight when nothing involving the group is happening. Recap will continue to record as long as there is damage or healing happening to group members. It may take a number of seconds for these to finish.

    When the last of these has finished, even if there is other combat happening within range but not involving the group, the new version will trigger end of fight -- then immediately begin recording again for that other combat. Last fight will then be available for the boss fight just finished.

    In the past it was possible to go "out of combat" during the middle of a boss fight, so basing end of fight on going out of combat could lead to a boss fight being split into two. I'm not prepared to risk that.

    If you complete a boss fight and almost immediately begin a trash fight, Recap will not separate those two. When an end of fight is eventually triggered, the "last fight" will include both the boss fight and the subsequent trash fights.

    Hawksy

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  • Raederle said 

    By the way, I'd not said this previously but your stats mod is imo still the best in the business. I use recount on my raiding main by request of the guild, but recap for all other characters.

    The only feature I miss from recount is the "events that lead to death". For all else, analyzing what is and is not effective in my output, and comparing it to that of others, Recap is by far the better data mod. Finding so and so has 20% more dps would mean nothing if I could not also see exactly which abilities used how many times his is coming from and his average hits and % of crits etc. And for checking mitigation on incoming, Recount doesnt even begin to try. For all of that that Recap is excellent.

    Thank you.

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  • Hawksy said 

    Thank you for your compliments.

    Hawksy

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  • Raederle said 

    3449 paragraph had to be commented out again in recap.lua. 3384 in recapaux.lua. Its still an issue of wanting to set Lib Data Broker fields when I'm not using that mod.

    Regards, Raederle

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  • Hawksy said 

    Dayum, I had hoped I'd figured out why that was happening and fixed it. Back to the salt mines.

    Hawksy

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  • Anyone else having problems with Recap not detecting end of combat?
    Ever since version 4.27, I've had this problem that Recap just keeps recording long after I'm out of combat. I've set the delay to 6 sec, but 30 sec later all the green lights are still on and Recap is still recording.
    So the "last fight" details are pretty much useless unless I manually stop/start Recap after each fight.

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  • shadowrm said 

    Aye I've had a similar issue, sometimes it'll work as it should and others it just kind of ... continues. Nothing I do seems to shorten it. Its regular calculations that usually were 1/2 an encounter's actual length are now taking 6-7 times the amount to finish. I thought it was just something weird on my end.

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  • Hawksy said 

    painstorm, shadowrm:

    I've not experienced this myself.

    Can you tell me your settings under "Fight Options"? This might help me try to recreate the problem. Let me know what kind of fights these are. If there is anything else unusual happening at the time, let me know.

    Recap will keep its green light on after the apparent end of fight for several reasons.

    1) If you are still "in combat" due to a Blizzard bug, even if you have "Limit Fights to Combat" checked.

    2) If you have "Limit Fights to Combat" turned off (this is the recommended setting) and combat activity of any kind (including healing), whether it involves you and your group or not, is happening within combat log range. If there has been a boss fight, and if combat activity is continuing nearby, then you are correct that you will need to pause/resume to get Recap to automatically save the fight.

    3) Recap normally has a delay after apparent end of fight just in case there is a short gap. This is to prevent a fight ending prematurely. You can set this delay ("End Fight Delay", default four seconds) to zero if you like.

    4) If you have synchronization turned on, Recap will wait until synchronization is complete. This can take many seconds under some circumstances. The blue sync light will be blinking. Recap will wait an additional short time (same as "End Fight Delay", but never less than one second) after the last synchronization message is received, just to be sure no more sync messages are incoming.

    5) The regular calculations that Recap does at the end of a fight should be much less than a second, so you should not be experiencing any delay due to that. Recap does these regular calculations after all the delays mentioned above have happened.

    Let me know more.

    Hawksy

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