EverQuest DPS Meter

A live combat parse that ranks every attacker by DPS as the fight happens, with per-skill breakdowns and a saved history of your recent fights.

The live BasaBots EQL DPS window: header, the fights list, the contribution bar, the per-attacker breakdown, and the icon rail
The live DPS window: fights list up top, the contribution bar, the per-attacker breakdown, and the icon rail.

1. About the tool

The DPS meter ranks every attacker in a fight by damage per second, live, as the fight unfolds. It shows who is carrying the group and exactly how: hit percent, crit percent, max hit, and total damage. One toggle flips the same parse between damage dealt, damage taken, and healing done, so you can see who tops each board. Every fighter can be broken down to the individual ability, and your recent fights are saved so you can compare pulls and prove a trend.

The part that makes those numbers worth comparing is where a fight starts and stops. The meter follows your group's actual combat rather than waiting for the log to go quiet, so a busy camp can't leave your clock running, and a multi-mob pull counts as one fight instead of several undersized ones. There's a picker to split any fight back down to a single enemy when you want it.

2. How it works

The DPS meter reads your EverQuest combat log. Every swing, spell, heal, and miss the game writes to the log is parsed the instant it lands, which is what makes the ranking update live during the fight.

Combat logging must be on for the parse to work. It is the same one-time step the rest of the app uses:

If the meter is blank mid-fight, logging is almost always the cause. Confirm with /log on and the next swing will appear.

Turn on your combat chat filters

This is the step people miss. EverQuest only writes a line to the log if its chat filter is set to show it. If a combat filter is hidden, that damage never reaches the log, so the parse silently undercounts, your group-mates' hits vanish, crits look low, or your pet seems to do nothing.

Rule of thumb: if a number on the parse looks too low, a chat filter is hiding the messages behind it.

Open your filters from the in-game Options → Filters window (or right-click a chat window and choose Filters). Make sure these are set to show, not hide:

The simplest fix is the ALL option at the bottom of the Melee submenu (and the top-level Filters menu): set it to show and every combat line is logged. You can always tidy the non-combat chatter later; the parse only cares that the damage lines are visible.

3. UI overview

Open the meter with the DPS button. With logging on, pull a mob and it fills in immediately, there's nothing to start by hand. The DPS meter is the live window you watch during a fight. It's a master-detail layout: a list of fights up top (the master), and the per-attacker breakdown for whichever fight you've selected below it (the detail). Double-clicking a name opens a second window, the Full Stats window, covered in section 5.

The header

The top line keeps a baseline in view at all times: the πŸ•’ Fights button in the corner, your rolling Avg10 (average DPS over your last 10 fights), your avg/fight (average total damage per fight), and the current fight's elapsed time.

Avg10 only counts fights the meter could cleanly bound, so one runaway parse can't drag your average down. After an update that changes how fights are timed it reads building for a little while, until you've fought enough for a fresh average.

The fights list (master)

The fights list with columns for number, target, duration, DPS, and total

A sortable table of your recent fights, opened with the πŸ•’ Fights button in the window's top-left corner. The live (or last-active) fight is pinned at the top as β–Ά Current. Click a fight to load its breakdown below; click a column header to sort; drag a divider to resize. Columns:

The contribution bar and the enemy picker

Below the fights list sits a single horizontal stacked bar. Each segment is one attacker, and its width is that attacker's share of the fight's total damage. The colors match the # cell of each row in the breakdown below, so you can trace a row to its slice of the bar by color alone.

Just left of that bar is the enemy picker. It sits on All by default and splits the fight by enemy when you pick one, so you can see what a single mob in a multi-mob pull actually took. It turns gold while one enemy is selected, so a smaller number is never mistaken for the whole fight.

The breakdown table (the detail): every column

The per-attacker breakdown row with columns: rank, name, DPS, total, Mix bar, Max, Group percent, Crit percent, Hit percent, and Miss percent

One row per attacker in the selected fight, sortable by any column. Right-click a header to show or hide columns, drag the divider between headers to resize, double-click a name to open that combatant's full stats, and right-click a name to include or hide that player (see section 5). The columns:

Hover any attacker row for a pop-up that breaks their damage down by type (melee / spell / DoT percentages) and, when pets are merged, the pet subtotal.

4. The icon rail: every button

The vertical strip of buttons along the right edge of the live window controls what the parse shows and how the window behaves. A button glows gold when it's on. (The πŸ•’ Fights toggle used to live here; it now sits in the window's top-left corner, so it stops moving as the list it opens slides in and out beneath it.) Top to bottom:

5. Advanced use

Where a fight starts and stops

This is the thing that separates a number you can compare from a number you can't. The meter follows what you and your group are actually fighting, and stops within a couple of seconds of your last enemy dying. It does not wait for the chat log to fall quiet, so a busy camp with other people swinging nearby can no longer keep your fight running for minutes, which used to drag your DPS down: your damage stayed the same while the clock kept counting.

Pull three at once and that's one fight, with the damage added together, because that's the number worth comparing with another player. The fight list names it after the first mob with a count, like a sand scarab +2, and the enemy picker splits it back apart when you want to see one of them on its own.

Right-click a name to include or hide someone

The meter works out who's in your group from the log, which is nearly always right, but not always. Right-click any name in the breakdown for two fixes:

DPS by build

On EverQuest Legends you're running a multiclass build, and the obvious question is which of yours actually parses best. Every completed fight is tagged with the build you were running at the time, and a rolling last-10 average is kept per build. Options & Stats β†’ DPS by build shows the sortable comparison: build, average over its last 10 fights, best fight, and how many fights it's based on. It needs the 🧠 Memory toggle on to know which build you're wearing.

Double-click a name for the full stats window

The Full Stats window for one combatant: averages over the last 10 fights, damage by source, per-skill detail, and recent fight history
The Full Stats window for a combatant: their averages, damage by source, per-skill detail, and recent fights.

Double-click any attacker (or select them and use β€’ Full stats) to open a dedicated window for just that combatant. It holds their whole story, not just the current fight:

Pets and charm pets

By default the 🐾 Pets combined toggle is on, so a pet's damage, including a charmed pet's, merges into its owner's row. Your number then reflects you and your pet together, which is usually what you want when comparing your output to the group. Turn the toggle off and pets split out into their own rows, so you can see exactly how much the pet (or the charmed mob) is contributing on its own. Either way, pet damage also shows up as its own Pet and Pet hit lines in the per-skill detail.

Switch what the parse measures

The βš” View mode button isn't just outgoing damage. Cycle it to rank the same group three ways:

Keeping your log file from swallowing the disk

EverQuest's log grows for as long as logging is on, and on a long-running character it gets very large. Options & Stats β†’ EQ log file handles it: tick Clear the log when it gets large, set the size to act at and how often to check, and the app empties it for you.

Keep a full copy before clearing is on, and should stay on. A complete copy is saved next to your log as an archive file before anything is cleared, so nothing is ever lost, and the app warns you plainly if you switch that off. Clearing the log doesn't interrupt the parse or anything else you're contributing.

Keep more than 300 fights of history

The meter saves your last 300 fights by default, with the oldest dropping off as new ones come in. To keep a longer history, open the Options & Stats tab, find the DPS meter section, and raise "Save up to N fights": anywhere from 10 to 2000. Bump it up if you want a big sample for averaging across a long camp.

Where to next

Questions about reading a parse, or want to compare numbers with other players? The BasaBots Discord is the place. Or jump in:

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