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Known limitations

dpooley edited this page Sep 2, 2026 · 8 revisions

Known limitations

Things the plugin does not do, or does imperfectly, that are already understood. If you hit one of these there is no need to file an issue.

Bars and numbers

  • Other players' bars are percent-only. The game never sends another player's max HP.
  • An NPC missing from the bundled max HP table shows a percentage. Missing NPCs are worth reporting.
  • Scaled minions show a percentage in a team, because their scaling is not documented. Bosses keep their number.
  • Aggression is one answer per monster, so one aggressive in a single location is marked everywhere.
  • The Ironman grey-out is inferred from another player's hitsplats and the game's no-loot message, so it can lag a moment behind.

Positioning and stacking

  • Bars bob during some attack animations, because they anchor to the actor's model height.
  • Stacking only covers actors on literally the same tile, so bars on adjacent tiles can still overlap at low camera angles.
  • A bar jumps when its tile starts or stops being shared. That is stacking engaging or releasing.
  • A stack can sit as a slightly staggered column rather than a perfectly aligned one.
  • Stack limits drop an arbitrary actor, not the furthest or the newest.

Overhead redraw

See Overhead replacement for why these exist.

  • The status-effect icon row can overlap overhead chat text when both are showing.
  • A hitsplat can change slot in the diamond when an older splat expires, where the game keeps each splat in its slot.
  • Only one set of overhead icons is drawn per tile, so in a crowd only the tile owner's icons show. Your own always do.

Shields and charges

  • A shield's strength is sometimes derived from damage, because the game does not always transmit it, so a missed hitsplat leaves the number reading high until the next shield.
  • Only encounters with built-in support get these bars. Any other boss draws a normal HP bar and keeps the game's own bar for the mechanic.

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