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Known limitations
waitstepbro edited this page Sep 2, 2026
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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.
- 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.
- 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.
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.
- 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.