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GUIDE: Analysis Regulation

Analysis regulation

onRaid uses many different methods to analysis combat records related to raid. In this guide, we’ve like to clarify our analysis regulation for your better understanding and usage. We’ll add frequent asked contents in the future.

RDPS

RDPS(Raid Damage Per Second) = Added damage inflicted by guild / Participation time of guild

Guild Battle Time

From the beginning time of the guild combat to the end of the guild combat.

Start of Battle

When boss’s name appears in the combat record, it will be counted as the beginning time of the combat. Behavior such as player attacking boss or boss attacking player will be included.

End of Battle

1. When there is new combat record indicating that boss is eliminated will count as end time of the combat.
2. When there is no combat record of boss for certain length of time, (basically 40 seconds) we assume
    that the guild has failed to eliminate a boss.

Exception in end of guild battle

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Tanker,Dealer,Healer

1. Tanker : when Dmg.in + reduced Dmg.in (i.e. by dodging or blocking, etc) is bigger than Dmg.out, then it will be grouped as a tanker.
2. Healer : when healing is bigger than Dmg.out, then it will be grouped as a healer.
3. Dealer : Other than case of Tanker and Healer, we assume that the player participated in a combat as a     dealer.

DPS

DPS(Damage Per Second of player) = Added damages inflicted by player / total combat time of raid

Difference with damage meter,and wws

Generally, when there is no combat record for very short length of time, for example, 4 to 5 seconds, damage meter add on or wws assumes that you have not participated in a combat. But since it’s so common to avoid boss combat for 4~5 seconds in raiding, onRaid consider that time as part of player’s strategy and capacity and does not exclude that time in combat participation time. As a result, in some boss combats, onRaid’s DPS could be counted a bit lower.

Reason why onRaid DPS is less than other damage meters

1. When dodging boss’s wide range attacks or being invincible, which stops you from attacking boss constantly.
2. When out of mana and casting evocation during middle of the combat, which kept you from attacking boss for certain length of time.
3. Avoid attacking in the beginning of the combat to confirm tanker gathering enough agro.

Does RDPS increase when succeed in Boss raiding?

Most of the guild members will be dead when the guild fails to eliminate boss. But as onRaid even considers one player’s survival as guild’s combat participation time, RDPS will be measured lower than other guilds with same firepower.

Collecting Mana,Energy, and Anger

Data of Mana, Energy, and Anger will be collected only once in one second. Because we collect data in such a short time, there might be small errors.

Collect threat data

onRaid is set to collect threat data for each player from dealing boss mob once every two second. onRaid continue this process until boss is down. If you use your skill like rogue’s Vanish or rebirth during combat which cause reduce threat levels, the final threat data can be very low. This is not a bug.

Collect talent

If the player’s distance is more than 25m away from onRaid user, the talent data of player may not be collected.

Type of Collected

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Tooltip for magic hits

Full resistance damage reduction (%) = Full resistance amount / (Casted amount)
Full resistance damage reduction (dps) = (Added damage + Added partial resistance amount) × (Full resistance amount / Casted amount) / Combat time
Partial resistance damage reduction (%) = Added partial resistance amount / (Added damage + Added partial resistance amount)
Partial resistance damage reduction (dps) = Added partial resistance damage amount / Combat time

Tooltip for physical hits

Modified added damage = Added damage + Added damage loss by partial defense + Added damage     loss partial absorbed + missed damage
(Full)Defense(%) = Full defense amount / Total tried amounts
Full defense damage loss (dps) = Modified added damage × Full defense(%)
    ((Full)Defense, absorption, avoid, block, immune, reflection)
Defense(Partial)(%) = All added defense(Partial) / Modified added damage
Defense(Partial)(dps) = All added defense(Partial) / Combat time
     (Absorption(Partial), Avoid)

Additional Suggestion

If you want to propose additional, or better method to collect data, please use onRaid develop forum. onRaid is always ready to listen to user’s comments.