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Calculates battle segment duration.
Segment start is first damage packet time.
Segment end is last damage packet time, which is defined when 5 seconds have elapsed with no damage packets.
DPS is calculated using total damage divided by accumulated battle segment duration.
Should work in sc splits. If battles take place out of compass range, you won't get those packets, and won't accumulate battle time.
(1)
Sources aren't tracked. It tracks total damage done by condition regardless of source, assuming that -10 pips isn't hit.
Here's the method:
When packet is sent to client telling it to apply a condition to an enemy, track that enemy.
When packet is sent to client telling it to remove a condition, that enemy died, or enemy despawned/out of range, remove the tracking, and calculate total damage done by that condition by multiplying degen by time affected by condition.
(2)
I'm happy to edit the tracking if you can think of a better method. Or remove it entirely, but a good amount of people have expressed that they want dot tracking in toolbox.
(3)
I could also cap the degen at -10 pips per enemy, and split the damage between the conditions. I.e. if enemy has poison+disease+burning for -15 pips, I would do 4/15, 4/15, 7/15. It seems a bit complicated and overkill to do that though.
(4)
If you agree with this, I could also track hex degens. I don't think there are that many hex degens in this game that manually inputting the pips would be a lot of work. Deep Wound could also be tracked (20% or 100 damage if enemy dies with deep wound). I just don't want to do extra work if you think this is unviable.
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Calculates battle segment duration.
Segment start is first damage packet time.
Segment end is last damage packet time, which is defined when 5 seconds have elapsed with no damage packets.
DPS is calculated using total damage divided by accumulated battle segment duration.
Should work in sc splits. If battles take place out of compass range, you won't get those packets, and won't accumulate battle time.