To fix it in an ever so 'hacky' way, find 'function Chronometer:SPELL_FADE' and replace this block:
Code:
if info.type == "fade" then
if info.victim == ParserLib_SELF then
return self:KillBar(info.skill)
else
return self:KillBar(info.skill, info.victim)
end
With this ...
Code:
if info.type == "fade" then
if info.victim == ParserLib_SELF then
return self:KillBar(info.skill)
elseif info.source == ParserLib_SELF then
return self:KillBar(info.skill, info.victim)
end
You'll notice the only thing that has changed is the else, which attempts to determine the source/owner of the debuff that is fading. As I described earlier, this is impossible, so the bars are never killed. The only problem with changing it in this way is that if your DOT is *genuinely* knocked off, the bar will not disappear. This is problematic with stuff like warlocks improved shadowbolt, Shadow Vunlnerability, that sometimes will have it's charges used before the duration is up. One way to address this is to add a new option definition when you create a spell/dot/etc, that when enabled, will have it's functionality returned to how Chronometer worked originally.
From wow-ace.com.
Happy dotting

.