Assessment
An Ace2 Tag Based Combat Monitoring Addon
What is Assessment?
 
Assessment is a tag based combat monitoring addon for World of Warcraft. It collects a plethora of combat information; how it is displayed depends on the user interface chosen and the display set configuration used. At this time, BarInterface is the only user interface option.
 
By default, Assessment comes pre-configured as a fully featured combat monitoring addon with display sets that provide information on Critical Hit Rates, Damage Dealt and Taken, Healing Done, Raw Healing Done, Threat and others. While these should be sufficient for many users, power users with knowledge of the tags available and data structures can customize Assessment to an unprecedented level.
 
The user interface of Assessment is hopefully intuitive to the new user - so the remainder of this manual is written with power users as the target audience.
Creating Display Sets
Choosing what to show, how to show it, how to sort it, how to filter it, and more.
 
Display sets are collections of data the define what the user interface shows. A summary of how display sets are used is written in pseudo code below
 
for each element in the ListType list
  evalute BarValue tag
  if FilterTag permits then
    Add this to our list of displayed elements.
  end
end
 
for each element to display
  evaluate SortTag
end
 
Sort
Display
 
The starting point is to choose the List Type. Lists provide two things - a key and a value. The key is generally a name - or the primary result of the list type. The value is the secondary result of the list type and generally contains associated information for the particular key. For example, List Type Damage Dealers will provide the name of the damage dealer as the key, and the value will allow associated information tags such as Amount, Count and others to be used.
List Type
Key
Value
Notes
Current Group Members
Name of group member
None
 
Damage Dealers
Damage Dealer’s Name
Associated Damage Data
 
Damage Takers
Damage Taker’s Name
Associated Damage Data
 
Deaths List
Unit name that died
Associated Death Data
 
Dispellers List
Dispeller’s name
Associated Dispel Data
 
Display Set List
Display Set name
None
 
Enumerate Data
Elements in fight data specified by list data.
None
Requires List Data.
Enumerate Parameter List
Elements in List Data
 
Requires List Data
Fight Data List
Fight Data indices
None
 
Group Members
Group Member’s name
None
 
Guild Members
Guild Member’s name
None
 
Heal/Overheal
“Heal” or “Overheal”
 
Convenience list type used for Raw Healing display set. This could be achieved with an Enumerate Data, but built in internally for efficiency.
Healers List
Healer’s name
   
Threat List
Aggro gain name if relevant, and all player names that has threat
   
 
... TODO..
Tags by Category
Associated Data
Tag Name
Notes
Amount
 
Count
 
Value
 
OverhealAmount
 
AbsorbAmount
 
BlockAmount
 
ResistAmount
 
MaximumAmount
 
MaximumAmountAttack
 
 
Boolean Tags
Tag Name
Notes
IsAltKeyDown
 
IsControlKeyDown
 
IsShiftKeyDown
 
IsPlayerInCombat
 
IsReport
 
IsInCombat
 
IsGroupMember
 
IsUsingForeignThreatSource
 
 
Tags when a player name is provided as a key
Tag Name
Notes
DamageDealt
Includes all damage done by a player
EnemyDamageDealt
 
FriendlyDamageDealt
 
MaximumDamageDealt
 
MaximumDamageDealtAttack
 
DamageTaken
 
FriendlyDamageTaken
 
MaximumDamageTaken
 
MaximumDamageTakenAttack
 
AuraCount
 
CrowdControlCount
 
CrowdControlBreakCount
 
Deaths
 
DispelCount
 
GainAmount
 
GainCount
 
HealingDone
 
OverhealingDone
 
HealingTaken
 
OverhealingTaken
 
InterruptCount
 
OfflineDuration
 
OfflineCount
 
TargetThreat
 
MaximumTargetThreat
 
AggroGainTargetThreat
 
Threat
 
ThreatVersion
 
Health
 
MaximumHealth
 
HealthFraction
 
Power
 
MaximumPower
 
PowerFraction
 
PowerType
0 = Mana, 1 = rage, 2 = Focus, 3 = Energy, 4 = Happiness
 
Formatters
Tag Name
Notes
Decimal1
[1.234:Decimal1] = “1.2”
Format(“formatString”)
[1.234:Format(“%d”)] = “1”
HideIf(condition)
 
HideZero
 
Integer
[1.234:Integer] = 1
Lower
[“Test”:Lower] = “test”
Upper
[“Test”:Upper] = “TEST”
Percent
[0.1234:Percent] = “12%”
Percent1
[0.1234:Percent1] = “12.3%”
Prefix
 
Surround
 
Suffix
 
Short
 
FormatDate
 
FormatDuration
 
FormatTime
 
 
Color Formatters
Tag Name
Notes
HexColor(rgba)
[“Test”:HexColor(“ff00ff”)]
HexColorIf(condition, rgba)
 
RGB(r, g, b)
 
RGBIf(condition, r, g, b)
 
White
 
Red
 
Green
 
Blue
 
Cyan
 
Fuchsia
 
Yellow
 
Gray
 
 
Generic Data Access
Tag Name
Notes
CountField
 
CountValueField
 
GetField
 
GetValueField
 
GetKeyField
 
SumField
 
SumGroupField
 
SumGroupValueField
 
SumValueField
 
MaximumField
 
MaximumValueField
 
 
Data Tree
All Fight Information
0: Total Fight Data
1: Current Fight Data  (1)
2: Previous Fight Data (2)
3: Fight History #3
4: Fight History #4
....
“Saved Fight Data”: Saved Fight data
 
Fight Data Information
damageDealt
damageTaken
deaths
dispel
healingDone
healingTaken
 
damageDealt Information
\<damageDealerName>
   -count, amount, maximumAmount, maximumAmountAttack
   \damageTypeDetails
      \<damageTypeLocal>
         -count, amount
   \attackDetails
      \<attackName>
         -count, amount, maximumAmount, damageType
         \hitDetails
            \<attackType> -- eg. Hit, Critical Hit, Dodge, etc.
              -count, amount
 
damageTaken Information
\<damageTakerName>
   -count, amount, maximumAmount, maximumAmountAttack
   \damageTypeDetails
      \<damageTypeLocal>
         -count, amount
   \attackDetails
      \<attackName>
         -count, amount, maximumAmount, damageType
         \hitDetails
            \<attackType> -- eg. Hit, Critical Hit, Dodge, etc.
              -count, amount
 
healingDone Information
\healingDone
   \<healerName>
      -count, amount, overhealAmount
      \healDetails
         \<healName>
            -count, amount, overhealAmount
            \hitDetails
               \<healType> -- one of Heal, Critical Heal, Tick
                  -count, amount, overhealAmount
 
healingTaken Information
\healingTaken
   \<healTargetName>
      -count, amount, overhealAmount
      \healDetails
         \<healName>
            -count, amount, overhealAmount
            \hitDetails
               \<healType> -- one of Heal, Critical Heal, Tick
                  -count, amount, overhealAmount