interface DamageEvent {
    ability: null | Ability;
    absorbed: number;
    absorbedDamage: number;
    absorbedHealing: number;
    amount: number;
    blocked: number;
    effectiveDamage: number;
    effectiveHealing: number;
    hitType: DamageHitType;
    isAoE: boolean;
    isCriticalHit: number;
    isCrushingBlow: boolean;
    isGlancingBlow: boolean;
    isMiss: boolean;
    isMultiStrike: boolean;
    isTick: boolean;
    mitigated: number;
    overkill: null | number;
    resisted: number;
    source: null | Actor;
    sourceDisposition: ActorDisposition;
    sourceInstanceId: number;
    sourceRaidMarker: number;
    sourceResources: null | ResourceData;
    subtractsFromSupportedActor: boolean;
    supportedActor: null | Actor;
    target: null | Actor;
    targetDisposition: ActorDisposition;
    targetInstanceId: number;
    targetRaidMarker: number;
    targetResources: null | ResourceData;
    timestamp: number;
    type: "damage";
    unmitigatedAmount: number;
}

Hierarchy (view full)

Properties

ability: null | Ability

The ability used by the source on the target. Null if no ability is set.

absorbed: number

The amount absorbed by the shield.

absorbedDamage: number

The amount of damage absorbed for this event.

absorbedHealing: number

The amount of healing done via absorbs for this event.

amount: number

The amount of damage done excluding absorbs and overkill.

blocked: number

The amount of damage blocked.

effectiveDamage: number

The amount of effective damage done by the event.

effectiveHealing: number

The amount of effective healing done by the event.

hitType: DamageHitType

The hit type of the event.

isAoE: boolean

Whether or not the event was an AoE

isCriticalHit: number

Whether or not the event is a critical hit.

isCrushingBlow: boolean

Whether or not the event was a crushing blow.

isGlancingBlow: boolean

Whether or not the event was a glancing blow.

isMiss: boolean

Whether or not the event was a miss.

isMultiStrike: boolean

Whether or not the event was a multistrike

isTick: boolean

Whether or not the event is a tick (DoT).

mitigated: number

The amount of mitigated damage. Excludes absorbs, but does include mitigation from blocking, armor and damage reductions.

overkill: null | number

The amount of overkill, null if no overkill exists.

resisted: number

For partial resists, the amount of damage resisted.

source: null | Actor

The source actor. Null if no source is set.

sourceDisposition: ActorDisposition

The raw disposition of the source. Use the isFriendlyParticipant and isEnemyParticipant methods to obtain the overall single disposition for this actor. This field should be used with caution as it could flip if the logger or the unit get mind controlled.

sourceInstanceId: number

The instance id of the source.

sourceRaidMarker: number

The raid marker on this source unit. 0 if no raid marker is set.

sourceResources: null | ResourceData

Resource data for the source. Null if no resource information is available.

subtractsFromSupportedActor: boolean

Whether the damage needs to also be subtracted from the supportedActor.

supportedActor: null | Actor

If the event was changed to be attributed to a supporting actor, the original supported actor will be included here.

target: null | Actor

The target actor. Null if no target is set.

targetDisposition: ActorDisposition

The raw disposition of the target. Use the isFriendlyParticipant and isEnemyParticipant methods on Fight to obtain the overall single disposition for this actor. This field should be used with caution as it could flip if the logger or the unit get mind controlled.

targetInstanceId: number

The instance id of the target.

targetRaidMarker: number

The raid marker on this source unit. 0 if no raid marker is set.

targetResources: null | ResourceData

Resource data for the target. Null if no resource information is available.

timestamp: number

The time offset of the event in milliseconds from the start of the report.

type

The type of the event.

unmitigatedAmount: number

The raw unmitigated damage. Not supported by every game.