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Damage Tracker

A solo DPS meter for build testing. It opens a pinnable side panel that tracks your damage across a fight, broken down by source, so you can A/B two specs or talent allocations without leaving the game. Open it with [dmg or the DAMAGE METER button at the top of your Profile's Stats tab.

This is a single-player tool, not a raid meter. For the party-wide ranked view, see the Party panel.

How to use it

Command What it does
[dmg Open the Damage Tracker panel.
[dmg close Close the panel.
[dmg start Begin capturing damage.
[dmg stop End the current capture and save it to history.
[dmg timed <secs> Begin a timed capture that auto-stops at the given duration (1-3600 seconds).
[dmg rename <id> <name> Rename a sealed session in history.

Bind [dmg to a macro key if you plan to pop the panel between every test pull.

Floating combat numbers

Damage numbers use Lyonspyre's Impact presentation by default. The numbers begin small, grow to their largest size almost immediately, then snap back to a large, readable resting size as they rise and fade. The text is rendered from a smooth typeface at a substantially larger source size, with a dark outline and heavier strokes for clarity. Critical hits and killing blows are larger and red, while melee, magic, follower, incoming, healing, and special attacks keep distinct colors.

The presentation changes only how combat numbers look and move. Damage values and combat calculations are unchanged.

Compare damage styles

Type [dmgstyle to see your current style and the available choices. Selecting a style saves it for that character and plays four harmless sample numbers: normal, special, critical, and finishing. Samples appear over your current combat target when it is nearby, or over your character when no target is selected.

Command Style
[dmgstyle classic Restore the original client numbers exactly.
[dmgstyle smooth The smaller, restrained smooth-edged presentation.
[dmgstyle heavy Nearly double-sized, thick numbers with no grow-and-snap motion.
[dmgstyle impact Large numbers with a quick overshoot and snap. This is the default.
[dmgstyle burst The most dramatic size burst, strongest outline, and widest separation.
[dmgstyle fountain A gentler pop with faster lift and more sideways separation.
[dmgstyle preview Replay the four samples for your current style.

Open Options > Combat & Spells > Customize Combat Numbers to control the presentation:

  • Choose Classic, Impact, Smooth, Heavy, Burst, or Fountain.
  • Scale all enhanced numbers from 70% to 175%.
  • Change the additional size emphasis on critical and finishing hits.
  • Turn critical highlighting, floating healing numbers, and owned-follower damage on or off.
  • Choose separate colors for melee damage, magic damage, follower damage, incoming damage, critical and finishing hits, special attacks, and healing.

Color controls use the client's native hue picker, so the color swatches and combat renderer use the same in-game hue data. Reset Colors restores the high-contrast default palette, and Preview Above Me plays harmless samples using the current settings. Critical and finishing-hit emphasis takes priority over the source color, so an important pet or spell critical still stands out as a critical hit.

New characters also choose between Impact and Classic during the opening setup. Each choice includes looping in-game footage showing how its numbers move and read in combat. This is only a starting preference. Every part of it remains editable in the Combat Numbers panel.

Sessions

A session is one capture from START to STOP. The panel never opens one without you asking. The build-test loop:

  1. Click START (or run [dmg start).
  2. Hit whatever you're testing.
  3. Click STOP when you're done.
  4. The session lands in the history strip with its total damage, DPS, top single hit, and per-source breakdown.

Timed capture

For a hands-off test on a target dummy, type a duration into the seconds field next to START and click BEGIN TIMED. The capture runs for that many seconds, the header counts down the remaining time, and the session auto-saves when the timer expires.

Walk into the dummy room, type 300 for five minutes, hit BEGIN TIMED, and walk away when it's done.

Naming and renaming

Click the live session title to label it ("Bow build no Cripple"). Once a session lands in history, click the pencil icon next to any row to rename it later. Names stick as long as the session is in your history.

Source breakdown

Every hit is credited to one bucket, shown as a horizontal bar in the main pane. Click any bar to expand it into a per-ability breakdown. Buckets holding more than one ability (e.g. Talent with Volley + Rain of Arrows) expand on their own, so that breakdown shows by default. A caret on the left of a bar marks it as expandable.

Bucket What lands here
Melee Sword, mace, fencing, fists - any melee swing.
Ranged Bow, crossbow - any ranged swing.
Spell (direct) The initial impact of any damaging spell - Energy Bolt, Magic Arrow, Fireball.
Spell (over time) Damage-over-time ticks - Searing Harm, Bound Lightning, Detonate, Poison. Tracked separately so a DoT-heavy build's defining damage doesn't vanish inside the direct-spell number.
Bleed Bleed ticks from talents and weapon abilities - Lacerate, Sanguine Pierce, Bloodletting.
Pet Damage from any creature you control or have summoned - dragon breath, hireling swings, Energy Vortex, Blade Spirits.
Talent Damage from your talent abilities. Expand it to see each talent on its own line - Volley, Rain of Arrows, Cleave, Eviscerate, Titan's Crush, and so on - so you can read exactly which one pulled its weight this fight.
Resonance Proc Damage from resonance ultimate procs (e.g. a weapon-slot resonance ultimate firing). Split out from Talent so resonance contribution reads on its own.
Reflected Your own damage bounced back at you - Magic Reflect, Iron Skin returns.
Environment Lava tiles, traps, falls - damage with no attributable source.

Each row shows the bucket's total damage, percent of your session total, hit count, and - on the per-ability tooltip - the ability's crit rate. Bucket colours match the Party panel meter tabs so a build's flavour reads the same in both views.

Pets

Pet damage counts toward your DPS and sits in its own Pet bucket. A tamer's effective DPS is the dragon's breath plus whatever the tamer is doing, so the Pet bar reads as part of your total instead of hiding behind a toggle.

PvP

Damage to and from other players is tracked the same as damage to creatures. To check how your hits land on a player target, start a capture and swing - you'll see the raw numbers. Talents are PvE-gated and won't contribute, so a melee build reads mostly weapon-swing damage in a PvP session.

Top hit

The header shows the biggest single hit of the session - handy for spotting your highest-roll crit, or a proc that hit harder than you thought.

Session history

The panel keeps the last 10 sealed sessions per character in a list at the bottom. Anything older than 10 falls off. Nothing is written to disk - logging out or a server reboot clears the history. Screenshot anything you want to keep.

Viewing, naming, and deleting a session

  • View - click a history row to pin the main pane to that session's breakdown (bars, top hit, per-ability drill-down). The live capture keeps running in the background; click the row again, or Back to Live, to return.
  • Rename - name a session while it's live by typing in the Session field, or click the pencil on any history row to rename it after the fact. Good for labelling "Bow no Cripple" vs "Bow w/ Cripple".
  • Delete - click the delete control on a history row to drop that session from the list.

Build-test loop

Open the panel, walk to a target dummy, hit START, kill the dummy, hit STOP, and rename the session. Respec, then repeat. Click each history row to compare breakdowns and decide whether the swap was worth it.

For a hands-off test, use BEGIN TIMED with a duration matched to the fight (300 seconds for a five-minute dummy beat-down, say) and the panel saves the session when the timer runs out. The elapsed timer in the session row ticks up as it captures.

Not a leaderboard

The Damage Tracker is private to you. It doesn't publish to a leaderboard, it doesn't share with your party, and it doesn't upload anywhere. It only re-presents the same damage events you can already see flying off your character - organised so you can read them.

For who's pulling weight in a group, see the Party panel - its DAMAGE and TAKEN tabs rank everyone in the party in a rolling 60-second window.

Behaviour notes

  • The panel auto-detects fights - there's no "start a parse" step. Just open it and hit something.
  • A spell that hits multiple targets adds each landed hit to the session separately, so cleave and AoE builds correctly read higher on multi-target pulls.
  • Crits count toward total damage at their landed value. Per-ability crit rate is shown on the tooltip when you hover an ability row.
  • Misses, parries, and full-immunity blocks aren't tracked - the DPS denominator is wall-clock seconds in the session, so missed swings simply drag the average down on their own.

Healing

Beneath the damage bars sits a collapsible HEALING section that tracks every heal you land - on yourself, on party members, and on your pets. The header shows your total healed and total overheal (healing that landed on a target already at full HP).

Source What lands here
Bandage Bandage skill heals on self or others.
Heal / Greater Heal The Magery spells.
Potion Heal potions, greater heal potions, restoration potions.
Pet Pet self-heal abilities (Adrenaline Surge, Regenerate).
Talent Heals triggered by talents.

Each row breaks down healed amount, overheal, and hit count. Expand a row to see per-target breakdown - useful for answering "is my Greater Heal landing on the tank or wasted on someone already topped off?"

For party-wide ranked healing (who's pulling weight on the heal-throughput axis), see the Party panel HEALING tab.

Floating heal numbers (opt-in). Apart from this panel, you can show a green +N that floats over whoever you heal - yourself, an ally, or a pet - the same way damage numbers rise over what you hit. It is off by default; turn it on in Options > Combat & Spells > Customize Combat Numbers. Only you see your own heal numbers.

One more time: not a leaderboard

To be clear, since people ask: the Damage Tracker is private to you. It does not publish to a leaderboard. It does not share with your party. It only re-presents the same damage events you can already see flying off your character - organised so you can read them.