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.

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.
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:
- In EverQuest, type
/log onand press Enter. - Logging then stays on across sessions. If it is off, the app shows a banner and the parse stays empty.
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:
- Melee: and inside it, the ones that matter most for a group parse: Your Hits, Others Hits, Others Hits (Critical), Critical Hits, Pet messages, and Pet Criticals. Hiding "Others Hits" is the classic reason a group-mate shows zero damage.
- Spells: so nukes, DoTs, and procs are counted.
- Damage Shields: otherwise damage-shield ticks go missing.
- Pet Responses and the Melee pet lines above: so pet (and charm-pet) damage is captured.
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: 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.
The fights list (master)

A sortable table of your recent fights. The live (or last-active) fight is pinned at the top as ▶ Current. Click a fight to load its breakdown below; click a column header to sort; drag a divider to resize. Columns:
- #: the fight number (▶ Current for the live one).
- Target: the mob you fought.
- Dur: how long the fight lasted.
- DPS: damage per second for that fight.
- Total: total damage dealt in that fight.
The contribution bar
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.
The breakdown table (the detail): every column

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, and double-click a name to open that combatant's full stats. The columns:
- #: rank in the fight, on a colored chip that matches this attacker's segment in the contribution bar.
- Name: the attacker (you, a group member, or a pet).
- DPS: that attacker's damage per second this fight.
- Total: their total damage this fight.
- Mix: a tiny stacked bar showing how their damage splits across Melee, Spells, DoT, and Pet, so you see at a glance whether someone is mostly swinging or mostly casting.
- Max: their single biggest hit.
- Group%: their share of the group's total damage this fight. Always 100% solo; in a group it's how you spot the top contributor.
- Crit%: crit rate (crit hits ÷ hits).
- Hit%: hit rate (hits ÷ (hits + misses)).
- Miss%: miss rate.
- Active (optional, right-click a header to add): the span from their first hit to their last hit, i.e. how long they were actually swinging, not how long the fight ran.
- Avg (optional): average damage per hit.
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. Top to bottom:
- 🕒Fights list: show or hide the past-fights list. Turn it off for lean mode: just the current fight's DPS, nothing else.
- 🐾Pets combined (on by default): when on, a pet's damage merges into its owner's row. Turn it off to give pets their own rows and see each one's individual contribution. (More on pets and charm pets below.)
- ⚔View mode: click to cycle what the parse measures: Damage Done (⚔), then Damage Taken (🛡), then Healing (✚). The button lights up when you're not on the default Damage Done.
- ☠End on kill: when on, a fight session closes the instant a mob dies and nothing else has been hit recently. Off by default, where a session closes after 10 seconds of idle instead. Turn it on for clean single-pull parses.
- 📌Always-on-top (on by default): keeps the DPS window above everything else, including EQ in windowed or borderless mode.
- αBackground transparency: opens a slider; drag left to make the window's background more see-through so it sits lightly over the game. The text stays fully opaque.
- ↻Reset: reset the live session and clear the saved history.
- 📄Log path: pops out the path of the log file the parse is reading, so you can confirm it's watching the right one.
5. Advanced use
Double-click a name for the full stats window

Double-click any attacker (or select them and use ⤢ Full stats) to open a dedicated window for just that combatant. It holds their whole story, not just the current fight:
- Averages · last 10 fights: their rolling Avg DPS, Avg hit, Avg hits, Avg misses, Crit %, Hit %, and Miss %, so one lucky pull doesn't skew the read.
- Damage by source · all fights: a stacked bar splitting their damage across Melee, Spells, DoT, and Pet, each with its total and share.
- Detail by skill: every ability they used (slash, bash, a nuke, a pet hit, and so on) with its damage, share, hits, misses, miss %, average hit, max hit, and crit %. This is where you learn whether a parse came from steady output or one lucky crit.
- Recent fights (newest first): their per-fight history: mob, duration, DPS, total, and max hit.
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 ⚔ View mode button isn't just outgoing damage. Cycle it to rank the same group three ways:
- Damage Done (⚔): the default: who's putting out the most.
- Damage Taken (🛡): who's eating the most, for spotting aggro problems.
- Healing (✚): who's keeping the group up, ranked the same way.
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: