Because EQ now uses %'s instead of actual numerics,
it's impossible get an accurate reading of hps for a
mob directly from the server. A small yet feasable
idea to get an semi-accurate reading for a mob's hp
would be to do something extremely simaler to what log
parsers are doing now. And that is to count the dmg
that melee's are doing to the mob. A new colum could
be added to show "approx hps via melee" max and
remaining via simple math of percentages.
Example: if you have done 1000 dmg to a mob and it is
at 10% less health, the mob has approx 10,000 hps and
now has 9000 left. In a more complex example, If the
mob has had 4982234 total dmg done, and his current hp
left is 94% (100 minus 6), then this mob has has
approx 468,329,996 hps left and approx 473,312,230
total. It could be put into a seperate colum for on
the fly "guestimates". Sure, this doesn't take into
account for dmg shields or nukes, but at least you can
get the GENERAL idea on how many hps that mob has that
you are facing. (melee are doing the majority of the
dmg in the end game). After the mob is dead, it could
store the final total for another column, then average
it on the next encounter of the same name. If you
really wanted to, you could add seperate parsers for
spell effects ie, a-mob is bathed in starfire, you can
assume thats 612 dmg and not be far off.