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Damage Tracker

A solo DPS meter for build testing. Opens a pinnable side panel that tracks your damage output across a fight, broken down by source, so you can A/B two specs or talent allocations without leaving the game.

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.

Sessions

A session is one capture from START to STOP, and 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 on.
  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 shows the remaining time, and the session auto-saves when the timer expires.

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

Naming and renaming

Click the live session title to label it ("Bow build no Cripple"). After a session lands in history, click the pencil icon next to any history row to rename it later. Names persist 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 with more than one ability (e.g. Talent with Volley + Rain of Arrows) expand on their own so the 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 hide inside the direct-spell number.
Bleed Bleed ticks from talents and weapon abilities — Lacerate, Sanguine Pierce, Bloodletting.
Pet Damage dealt by any creature you currently 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 see exactly which talent 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 themselves, so the Pet bar is shown as part of your total instead of hidden behind a toggle.

PvP

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

Top hit

The header surfaces the biggest single hit of the session — useful for spotting your highest-roll crit or the proc you didn't realise was as bursty as it was.

Session history

The panel keeps the last 10 sealed sessions per character in a list at the bottom. Sessions older than 10 fall off. There's no on-disk persistence — 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. Useful for labelling "Bow no Cripple" vs "Bow w/ Cripple".
  • Delete — click the 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 + STOP, and rename the session. Respec, then repeat. Click each history row to compare their 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, etc.) and the panel saves the session automatically 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 does not publish to a leaderboard, it does not share with your party, and it does not 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-is-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.
Close Wounds The Chivalry spell.
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). Separately 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's off by default; turn it on in Options → Combat & Spells → "Show healing numbers." Only you see your own heal numbers.

Not a leaderboard, redux

Worth restating: 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.