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09-02-15, 12:49 PM   #10
Resike
A Pyroguard Emberseer
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Join Date: Mar 2010
Posts: 1,290
Originally Posted by Blazeflack View Post
The only way is to use the UnitHealthMax API when you mouse over a nameplate, then cache that value so you can use it later. Multiply the return from healthBar:GetValue() with the cached MaxHealth to get a guesstimate of the current exact health value.

This will obviously lead to examples where the exact value isn't 100% correct, as a player could receive or lose a health buff right after you cached his MaxHealth. In that case you would need to mouse over that player once more to grab the new MaxHealth.

Suffice to say, the current implementation is not ideal. Hopefully Blizzard will correct it sooner rather than later (and preferrably sooner than Soon™)
This is retarded. Why the heck they had to do this? How hard is it to calculate the percentages by themselfs?