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noctilucentgames-DpsMeter-0.7.0 icon

DpsMeter

Damage meter with a per-skill and per-item breakdown, split between mobs, bosses and damage taken. Works in multiplayer.

Date uploaded a day ago
Version 0.7.0
Download link noctilucentgames-DpsMeter-0.7.0.zip
Downloads 355
Dependency string noctilucentgames-DpsMeter-0.7.0

This mod requires the following mods to function

bbepis-BepInExPack-5.4.2122 icon
bbepis-BepInExPack

Unified BepInEx all-in-one modding pack - plugin framework, detour library

Preferred version: 5.4.2122

README

DPS Meter

Built to settle two questions that come up every single run: what on earth is dealing all my damage? and what on earth just killed me?

Damage broken down per skill and per item, for mobs, bosses, and the damage you took.

DPS · BOSS  [S4]   0:34                    Σ 77.2k
                                   CUR   PEAK    AVG
Player                            1.2k   3.4k    890
  Special (Desperado)    26.7%                 2.29k
  Ceremonial Dagger      24.7%                 2.11k
  Primary (Burst)        20.2%                 1.73k
  AtG Missile Mk. 1       8.1%                   485

Controls

Key
F8 show / hide
F7 cycle mobs → boss → damage taken
F6 expand / collapse the breakdown
F11 full detail: hits, crit rate, average hit

Rebindable in the config.

Behaviour

  • Follows the fight — switches to boss damage when one starts, back to mobs on a new stage.
  • Multi-phase bosses like Mithrix stay one fight instead of resetting per phase.
  • Damage taken is a log, newest first, so whatever killed you is the top line.
  • Hides itself whenever the game hides its own HUD.
  • Damage it cannot trace gets its own row rather than vanishing, so the numbers always add up.

Multiplayer

The host needs the mod or nobody sees numbers. Players without it see nothing and are otherwise unaffected. Mismatched versions detect each other instead of showing nonsense.

Files

Settings in BepInEx/config. A breakdown is written to BepInEx/DpsMeter at every stage, boss kill and run end, with the loadout that produced it.

Sets Risk of Rain 2's modded flag, as mods do — separate matchmaking queue, no Prismatic Trials. Does not affect playing with friends.

CHANGELOG

Changelog

0.7.0

Everyone in a lobby needs 0.7.0: it does not talk to 0.6.0 or older (the meter switches itself off).

  • Far less unattributed damage. Will-o'-the-wisp, Shatterspleen, Kjaro's Band, Ritual Helmet, Headstompers, Infernal Mark infighting, Enforcer's parry and several item hits built in code now get their own rows.
  • Names you see in-game instead of internal ones: Hemorrhage, Collapse, Helfire Tincture, Burn (Ignition Tank), Runald's Band, Overloading and Gilded elite attacks, tidier enemy attack names.
  • Skill names stay after a death instead of falling back to bare "Primary" / "Secondary".
  • Every boss counts as boss damage, including the Shrine of Descent's extra boss.
  • A boss fought in a hidden realm (e.g. Gilded Coast) no longer merges into the next stage's boss fight.
  • Damage taken keeps per-stage totals.
  • Less work per hit and per refresh, so the meter stays light in big fights.