AccuracyFrom packet to screen
What the number on screen is worth.
What the meter adds up, where each hit comes from and where it can get it wrong. No rounding in our favor.
First fight checked on the game's Combat Analysis screen: one player against Faded Papis.
- fights checked against the game
- 2
- of damage dealt, same as the game
- 1,330
- of healing, same as the game
- 604
- of damage taken, same as the game
- 1,757
Station legend
- Exact
- Not measured
- Being validated
The meter reads a copy of what the game already receives.
- Npcap delivers a copy of what the game already receives. The meter sends nothing to the game.
- It does not look at the game's screen or its memory: anything that does not arrive over the network is left out of the total.
- Not measuredTargets far from youOutside network range, the game does not send the event.
- Not measuredDamage before opening the appThe meter starts counting when it turns on.
- Last signal from the game
- How long ago the last signal from the game arrived. With the game open, it stays near zero; if it only grows, the meter is not hearing the game.
- Frames read
- How many game messages the meter read. It keeps going up while you play.
- Hits accepted / rejected
- Accepted: hits that went into the meter. Rejected: hits it read but could not link to a class, such as a new skill from a game update.
- Heals, shields and hits taken
- How many heals, shields and hits taken the meter read.
- TCP gaps (bytes lost)
- Stretches of the game's traffic that got lost on the way to the meter. Whatever was in them is left out of the total; it should be zero.
- Packet types seen / without reader / new
- How many types of game message showed up and how many the meter does not know yet. New types usually appear after a game update.
Every game message has its own reader.
In the packet
- Who hitthe player’s row
- Whomthe target and its health, at the top
- SkillDetails › Skills
- How muchthe row’s total and DPS
- Critthe Crit column
On screen
- ExactDirect damage and critsEach hit is read with the value the game calculated.
- ExactDamage per skillTotal, number of uses and crit rate per skill.
- ExactBoss healthComes from the same packet the game uses for the bar. When the maximum health is missing, the meter estimates it and marks it with ~.
- Being validatedShield absorbedComes from the game's shield packet and has not been checked against the game screen yet.
- game message readers: hits, healing and shields, deaths, guard bar, dungeon, party, map and pets
- 51
- ProofSiteFactsTests, game message readers
- server ids with a name in the game’s table
- 716
- ProofServerTableTests, the 716 ids
- recognized healing skill families
- 61
- ProofSiteFactsTests, healing families
- languages in the interface
- 6
- ProofSiteFactsTests, published languages
ProofEach of these numbers is checked by an automated test of the meter.
DPS is damage divided by the time the party fought.
- DPS is the damage divided by the fight's duration, from the first to the last hit on the target. The number is the same in the meter and in the history.
- The clock starts at the first hit and stops at the last hit on the target or at the end of the target's combat, depending on the rule chosen in Settings. Pauses are not removed from the calculation: the idle time shows separately, as information only.
- Being validatedBoss timers: the “Kill in” estimate, based on the boss's falling health, and the “Enrage in” of the registered bosses.
- Fight duration
- from the first to the last hit
- Idle time
- information only
- DPS
- damage ÷ duration
What reaches the screen.
What the meter already reads and shows today. Items with the tag exist in the app and have tests, but have not yet been checked in a real fight.
- DPS and Taken tabs Exact Each player’s damage dealt and damage taken: both matched the game’s screen.
- HPS tab Being validated Each player’s healing. Healing on teammates has not yet been checked against the game.
- Fight summary Party DPS, each player, the DPS curve and your skills. One click copies the summary to paste in chat.
- History Your fights, filtered by type, target and date, plus boss runs (back-to-back bosses) with the total time.
- Compare fights The difference per player, in numbers.
- Export fights JSON, CSV for spreadsheets and PNG images. An exported fight opens in the History of any other AionCore.
- Ranking with the Verified badge When another account uploads the same fight with the same numbers, the fight earns the badge.
- Guard bar breaks Being validated When the bar breaks, pauses and comes back, and each player’s damage during the break.
- Who held the aggro Being validated How long the boss stayed on each player and how many times it switched targets.
- Cause of death Being validated The fatal hit and what you took in the seconds before, in Details › Taken.
- Dungeon time Being validated How long it took to finish and the deaths the game counted, in the summary row.
- “Enrage in”, by the server clock Being validated The exact enrage time of the bosses in the meter’s table, without the ~.
ProofDamage dealt, healing and damage taken: the three totals are compared with the game’s screen at the last station.
Your fights only leave your PC with a connected account and uploading turned on.
- Your PCAionCore MeterDamage, history and settings stay in your own folder. On the internet, the meter only fetches skill icons (NCSOFT) and updates (GitHub), and sends anonymous technical reports, which can be turned off.
- Upload fight only after you sign in with Discord
- The boss, the duration, and each player's damage and skills
- Your character's name; the other players' names are left out
- No files from your PC
- AionCore serveron CloudflareStores the fight and compares the numbers with other accounts’: that is where the Verified badge comes from.
- Fight page the fight link, the ranking board and your profile
- Websitefight page and rankingBy boss, class and region. Each person shows with their class and combat power, and with their name only if they show it.
The meter’s anonymous technical reports, which you can turn off, are described in the Privacy Policy.
- A button in the meter uploads the fight and generates the link, with the fight summary and each player's skills. When you connect the meter to an account, uploading boss fights starts on, and you turn it off whenever you like.
- Cloudflare: hosts the site, the AionCore server and the storage of the account, the fights and the praise ranking; it receives the IP address and the technical data of each visit and handles all of it under its own policy.
- The installer the site offers comes from a signed manifest on the public update channel, the same one the AionCore updater checks. The signature is verified every time the site is generated.
What the ranking measures and how it verifies
The ranking uses the same DPS as the meter: the fight's damage divided by its duration. That number includes the party bonuses each player received, so it is not a neutral measure of skill. That is why the board shows each fight's party size and lets you filter by it.
What counts
- Only fights against catalog bosses, with the boss killed.
- Only meters from version 1.2.0 on, the ranking's minimum.
- Anyone who did less than 3% of the party's damage in the fight is left out.
- A fight whose numbers do not add up is set to Under review, and only the player who uploaded it sees it until it is reviewed.
How the ranking verifies
- When other accounts upload the same fight and the numbers agree, the fight earns the Verified by N badge, where N counts the uploader and the witnesses, who do not need to take part in the ranking. The badge shows that the fight existed with those numbers, not who played each slot: each meter says which slot is the uploader's. If two accounts mark the same slot as theirs, neither verifies the other and both are set to Under review.
- Only a Discord account that is 30 days old or more, with no upload block, counts as a witness. The same rule applies to appearing on the public board: a Discord account under 30 days old takes part, but only appears on the board once it is 30 days old.
- Verification is a snapshot of the moment of upload: if a witness deletes the fight later, the badge of whoever was already verified stays.
- Two colluding accounts can fool the badge, with altered meters or by marking someone else's slot. The defenses are the review of unusual numbers, the disputed slot and reports.
Against the game's own Combat Analysis screen.
| In the fight | In the game | In the meter |
|---|---|---|
| Damage dealt | 1,330 23 hits | 1,330 23 hits same |
| Healing | 604 | 604 same |
| Damage taken | 1,757 17 hits | 1,757 17 hits same |
Being validated In the second fight, damage and damage taken matched, but the meter's healing total came out higher than the game's. A fix is being validated.
First fight: about 25 s, one player, against Faded Papis, recorded on Oct 4, 2026. It became an automated test of the meter, which runs on every build and checks these numbers (last checked on Oct 15, 2026).
Where we lose: the game adds up damage on targets far from you that never reach your PC. If your party spreads out, AionCore shows less. Party fights, healing on other players and multi-hit at high level have not been checked against the game yet.
Being validated
Features that are already in the app, with automated tests, but not yet confirmed in a real fight in the game.
- Being validatedHistory of all fights: regular monsters and dummies, not just bosses.
- Being validatedBoss timers: the “Kill in” estimate, based on the boss's falling health, and the “Enrage in” of the registered bosses.
- Being validatedBlind meter warning: a yellow strip when hits arrive and none is read, a sign that the game changed.