Feedback: Damage Meter

Hi, I just had a quick look at the damage meter on beta… It is a good start but hardly enough to replace Details or anything similar. Right now crucial things are missing…

  • Ability to see which targets were damaged and damage done to target
  • No damage breakdown window
  • Tracking the duration of buffs or auras on self or target
  • Crowd Control option
  • Cosmetic settings like fonts, colors, themes etc (I know this point is really minor)
  • Persistence of data, data does not persist through reloads, logout, loading screen of any sort
  • Death counter
  • Buff uptime
  • Damage and DPS in the same window (Thanks to the reply in this post below)
  • Damage breakdown maybe should be on mouse-over rather than on-click, also the click does not seem to function very well in combat
  • Maybe something to add for multi-phase fights, like Details has it, damage breakdown per phase

To be fair, if you talked with guys from Details and somehow implemented the addon into the game itself, it could have saved a lot of time.

5 Likes

right clicking on the damage bar shows the damage of the individual skills in detail, but the open window appears on the left and cannot be moved in any way making it impossible to read that data unless you place the damage meter itself in totally inconvenient and central places

Why i cant see Damage Done + DPS in ONE window? Or Healing done + HPS in ONE window, not in 2 another windows

5 Likes

Yep, that is something I noticed as well..

Some things I feel like I am missing from the in-game DPS meter:

Being able to squish numbers in the meter window, for example: 25 876 DPS into 25.8k DPS. As a optional toggle.

Damage Breakdown window. I can see I am doing damage, but I want a option to closer inspect HOW much damage my individual spells did, trinket damage, external buffs and such. Would be good for healing and closer inspect tanking mitigation.

Buff Uptime window or an option to closer inspect buff uptime in a breakdown window.

Being able to put two trackers into one window, as a way to track damage and healing, or perhaps damage and interrupts made etc

A big one for me: Instead of class icons in the Meter, I would love to have a option to see Spec icons instead. Can be a optional toggle

2 Likes

Hello! We have some thoughts for those of you who are testing the damage meters function. This is something we consider to be in heavy ongoing development, and we rolled it out when we did because we didn’t want to do endgame testing without it.

The damage meters in the Beta today are far from their final form.

There’s a lot of custom handling that damage meter addons and sites like WarcraftLogs use to consolidate damage sources from player spells like Whirlwind or Immolation Aura into a single event, and we will have similar handling in place in a few weeks.

Currently, several encounter mechanics and self-damage sources are being picked up by damage meters. These are bugs and are being fixed.

Based on feedback, we’re going to adjust how damage from pets and guardians is sorted, with the goal of those being intermingled in the list from most to least damage dealt, instead of always sorting to the bottom.

There are a lot of display settings already available in options, but we’re iterating on and improving the formatting of your defaults. An example of this-- in a future Beta update, the ‘default damage done’ view will show both total damage and DPS side-by-side.

We’re working on an ‘enemy damage taken’ breakdown, so you can see how much damage each enemy in an encounter took from each player. This is several weeks out. We’re also working on death recap functionality, because it’s important to have a clear understanding of what caused a death.

Over the next few weeks, we’ll implement many updates to damage meters, always considering that cosmetic or readability changes are a lower priority than basic functionality.

And again, we turned on the damage meters in the Beta before implementing all of the above to get early feedback! This feedback is super useful, and we want to prioritize our work based on what’s going to be most important/impactful to players, so thank you very much and keep it coming!

1 Like

What about buffs, debuffs, shield damage, etc? Being able to press each ability and get a breakdown of the avg dmg, avg crit, and so on? Adding enemy damage taken and death recap is a good first step. But there are tons more to do if you want to be remotely close to “replacing” Details.

I’ve been running M+ on the beta. The main issues for me are:

  • Reset when leaving the dungeon. I would like to be able to go through the dungeon run after the dungeon is finished. So please remove the reset, make it manual or make it a popup with a question.
  • With all the class changes I need to know where things come from. For example with my holy paladin I want to see a break down of with the average healing per spell during the run. So what was the average healing of Holy Shock, Holy Light and Flash of Light.
  • If I make the screen smaller so it only shows 4 people and I’m the healer, my bar will be shown at the same spot as the 4th person on the dps chart. Information should not overlap each other.
  • Anker. If I add a second window I would like to anker it to the first window.

The only advice I can give to make the new built-in damage meter optimal is to reproduce exactly the functioning and peculiarities of Details

Even at the smallest size I can make the Damage Meter window (via Edit Mode), it still feels too big. Would be great if Edit Mode allowed us to make the window smaller still or an option to reduce the scale % like other windows do in Edit Mode?

1 Like

:pushpin: Additional Suggestion Regarding Death Recap Clarity

Thank you for the transparency and ongoing work on damage meters and the upcoming death recap improvements.

Since you mentioned that having a clear understanding of what caused a death is important, I’d like to suggest an additional enhancement that could significantly improve clarity and reduce group friction:

When displaying death recap data, it would be extremely helpful if the system could identify and flag instances of avoidable damage.

For example:

  • Adding a small “(Avoidable Damage)” tag next to mechanics that are categorized as preventable.

  • Highlighting repeated avoidable hits that contributed heavily to the death.

In many group environments, especially Mythic+, deaths are often misattributed to healers when they were actually caused by avoidable mechanics or personal positioning errors.

Providing clearer contextual information would:

  • Promote personal accountability.

  • Reduce unnecessary blame.

  • Improve overall group awareness and learning.

  • Make the death recap system a more educational tool rather than just a damage summary.

Since this system is still evolving, this could be a great opportunity to integrate that level of clarity from the beginning.

Augmentation Evokers’ real contributed damage should be reflected properly in in-game damage meters, the same way it is already calculated and displayed correctly in combat logs.

In logs, Augmentation Evokers can sometimes appear at the top of overall damage because their real impact (damage copied or amplified through effects like Prescience and other buffs) is being attributed correctly.

Previously, even if addons like Details couldn’t fully rank Augmentation Evokers properly, the game at least displayed a faded/secondary contribution bar showing their effective damage.

Now that the built-in WoW damage meter has been introduced, this contribution is no longer represented at all — Augmentation Evokers stay at the bottom of the meter, even though their real damage impact is significant and clearly visible in logs.

This makes in-game performance feedback misleading compared to combat log data.