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TomoDamageMeter

A damage meter that tells you why, not just who. Click any bar for a spell breakdown, any death for a recap, and get a full group scorecard when the key ends: interrupts, deaths and avoidable damage, not just DPS.
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TomoDamageMeter-2.0.9.zip

File nameTomoDamageMeter-2.0.9.zip
Uploader
TomoAnikiTomoAniki
Uploaded
Aug 10, 2026
Downloads
157
Size
138.1 KB
Flavors
Retail
File ID
8619276
Type
R
Release
Supported game versions
  • 12.1.0
  • 12.0.7

What's new

2.0.9 — Slider & Localization Housekeeping

  • Fixed — Some settings sliders could sit at a wrong default value on open; they now initialize to the correct value reliably.
  • Fixed — Seven languages (German, Spanish, Italian, Portuguese, Russian, Simplified and Traditional Chinese) were each missing 13 strings added since the run recap and diagnostics features landed, and were falling back to English. They're translated now — all nine languages carry the same set of keys.

2.0.8 — Report to Chat Fixed

  • Fixed — Clicking Report threw a burst of blocked-action errors and only part of the report reached chat, because the default channel was Say — which the game rate-limits to one message per click, so only the header got through. Reports now default to an Auto channel that picks the right group channel (instance / raid / party, or printed to yourself when solo), so the whole report always arrives. Anyone still on Say is moved over automatically.
  • Changed — The channel dropdown drops Say and adds Auto (group), Instance and Print to self.

2.0.7 — A /reload in a Dungeon No Longer Wipes the Run

  • Fixed — Reloading the UI inside a party, raid or scenario instance erased every combat session, so a mid-key /reload cost the entire run so far. The addon was discarding data the game had actually kept across the reload; it now correctly holds onto the run, and only resets when you genuinely enter a different instance. Walking out and back into the same dungeon still resets, as before.
  • Fixed — The end-of-run scoreboard was lost on the same reload, coming back empty or restarting from zero. The in-progress run is now kept safely across a reload, so /tdm recap and the scoreboard still have every player and every pull afterwards. A run left behind by a reload is also properly finalized when you leave the dungeon instead of being dropped.

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