Party damage, healing and damage taken — captured passively while you play, grouped into fights automatically, viewable live on any device, and shareable as read-only links. This page explains exactly how the meter decides what a "fight" is, what each number means, and why the whole thing is within the rules.
The capture client reads the same combat numbers your own screen already shows — passively, for you and your party only, with no overlay on the game. Finished encounters are summarized and sent to your account, where the Combat Meter tab shows ranked damage/healing bars, per-second timelines, per-ability and per-target breakdowns, session aggregates and whole-session history. Nothing needs to stay open while you play: the client also writes every fight to logs\combat-encounters-*.jsonl, which you can upload later.
There is no "start fight" button. The meter groups combat events into encounters with a small set of rules, tuned on hundreds of real captured fights. Knowing them explains almost every "why did it split/merge my pull?" question:
| Rule | What it does |
|---|---|
| 3-second out-of-combat grace | When the game reports you left combat, the encounter stays open for 3 more seconds — a kited mob or a re-engage doesn't split one fight into two. |
| 8-second idle cutoff | If no damage, healing or hits are seen for 8 seconds (without a clean out-of-combat signal), the encounter is closed anyway. |
| Zone change ends a fight | Taking an exit or portal finalizes the current encounter immediately. |
| Noise gate | Trivial blips — under 500 damage dealt, under 2,000 taken and under 500 healed — are dropped entirely rather than saved as one-hit "fights". |
| 45-minute session gap | Fights that start within 45 minutes of the previous one belong to the same session; a longer break starts a new session. Sessions are what the "Σ Whole session" view aggregates. |
| Regen & food healing excluded | Passive regeneration and food ticks are not credited as healing — HPS measures what players actually cast. |
| Long-fight downsampling | Fights longer than 15 minutes store their timeline at a coarser resolution (2s, 4s… buckets) so hour-long sieges stay light; totals are unaffected. |
These rules are deliberately ours — they don't chase parity with other meters, so numbers can differ slightly from a tool that splits fights differently. The totals for the same swing are identical; only the grouping differs.
? — too small a sample to trust.logs\combat-encounters-*.jsonl (add the matching loot-events-*.txt to name enemies and mark deaths).The meter is built to sit inside the envelope Sandbox Interactive has consistently tolerated: it reads passively (it never injects into, modifies or automates the game), it draws no overlay on top of the game window, and it shows you only information your own screen already shows you — your party's combat numbers. The same passive-reading category covers the long-standing Albion Online Data Project market tools, whose network our client is a member of.
No, by design. The meter records you and your party only. Strangers are rejected at capture time, before anything is stored or sent. "See everyone in the zone" is exactly the unfair-advantage feature that falls outside the tolerated envelope, so it is a permanent non-goal — not a missing feature.
Nothing here reacts to the game in real time on your behalf. It's a scoreboard for numbers you already generated — the web view exists so you can check it on another device, after the fight, or share it with your group.
Encounter summaries (party member names, damage/healing totals, per-second series, zone, fame) tied to your account, plus the market/price data every AODP-style client contributes. No chat, no inventory, no personal data beyond your character context. You can pause recording at any time, delete any fight, session, or your entire combat history, and uploads from files never leave your browser unless you're logged in and they save.
Only you — unless you create a share link. Shares are read-only snapshots at unguessable URLs, and deleting is always available to the owner.