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12/03/08, 3:53 PM
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#1426
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Piston Honda
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In the item DB, is there a tag that could be incorporated into the filters that would make what your currently equipping show up? So you can see what ie the best raid drop is in a slot, and see it compared to what your actually wearing, regardless of where the item your wearing came from.
Last edited by cbags : 12/03/08 at 3:56 PM.
Reason: forgotten words
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12/03/08, 4:29 PM
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#1427
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Protector
Ashstorm
Human Paladin
No WoW Account
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Thanks for fixing Rawr.Ret to level 80!
Librams aren't all in. I have been editing librams to give an approx. value.
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12/03/08, 4:30 PM
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#1428
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Rawr
Night Elf Druid
Stormrage
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1. and 2., don't know, Ermad?
3. 2.2 will not include tBC items, for this very reason.
4. Yeah, use the Set Default Gemmings feature in the tools menu, to choose 1+ gemming styles that you prefer, and check the box to remove all others.
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Rawr!
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12/03/08, 5:06 PM
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#1429
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Glass Joe
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I am getting an "overflow error" regularly. It happens once in a while when I am picking enchants, as well as sometimes when I attempt to edit the gems. It also happens whenever I try to select a piece of gear in the enhancement shaman model. Also the coloured bars rating the gear do not show in the enhancement or rogue model. Here is a copy of the error, I get this error on both of my computers.
************** Exception Text **************
System.OverflowException: Overflow error.
at System.Drawing.Graphics.CheckErrorStatus(Int32 status)
at System.Drawing.Graphics.FillRectangle(Brush brush, Int32 x, Int32 y, Int32 width, Int32 height)
at System.Drawing.Graphics.FillRectangle(Brush brush, Rectangle rect)
at Rawr.ItemSelectorItem.get_PrerenderedImage()
at Rawr.ItemSelectorItem.OnPaint(PaintEventArgs e)
at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer, Boolean disposeEventArgs)
at System.Windows.Forms.Control.WmPaint(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.UserControl.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
I know exceptionally little about how this all works, just thought I would bring it up. I couldn't find mention of Overflow errors in any other post in this thread.
And Rawr is awesome thanks Astrylian and everyone else for putting in the work to make this tool.
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12/03/08, 5:36 PM
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#1430
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Rawr
Night Elf Druid
Stormrage
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That's for the report, I'll look into it.
Also, there's no Rogue model currently (old one hasn't been updated for 3.0/80 yet). The Enhance model will work as soon as you select weapons, I believe.
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Rawr!
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12/03/08, 5:47 PM
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#1431
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King Hippo
Blood Elf Paladin
Illidan
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Originally Posted by SeanDamnit
For the tankadin module:
1. Are diminishing returns considered in the calculations?
2. I noticed that the combat table will max out at 100% - is there a way we can see how much block %/rating over the cap we are?
3. This is more general Rawr related - The items are really slow whenever I try to filter/update/fill sockets/pretty much anything. I think part of this is because there are so many items from TBC and so many duplicates of those items. We probably really don't need all those items in there, but I can't find a way to purge them automatically. Any suggestions?
4. Somewhat related to above - is there a way to purge all duplicates for all items? Purging dupes one item at a time is pretty time consuming
Thanks!
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1. Yes they are, you could have just compared the stats in Rawr to in game stats to see if they matched.
2. Yes, I will add something for Block Rating and Defense.
3. No way to delete all TBC items currently.
4. Just set the Default Gems for all items, and check delete others checkbox.
Last edited by Endoscient : 12/03/08 at 6:36 PM.
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12/03/08, 6:18 PM
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#1432
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Glass Joe
Night Elf Druid
Dragonblight
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[Bear] Weapons in 3.0.4 Mode
I'm approaching 80 finally so I was looking at RAWR in Bear mode for the first time since WotLK release. I was looking at weapons in 3.0.4 mode, and was curious to see how some weapons that are currently non-feral match up. For instance [Inevitable Defeat] looks like a good weapon once FAP is removed from the game. I added it to the item cache, but it still does not show up in the comparison window.
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12/03/08, 6:50 PM
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#1433
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Rawr
Night Elf Druid
Stormrage
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The 3.0.4 mode is only for Armor changes. FAP removal isn't considered yet. For weapons to show up in Rawr.Bear, they need to have at least some amount of attack power on them (I think it's like 280 or something, whatever the lowest blue feral staff from tBC has, I think). Just edit Inevitable Defeat, and give it 2084 attack power. (That's how much a same-ilvl feral weapon has)
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Rawr!
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12/03/08, 7:30 PM
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#1434
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Glass Joe
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[Tankadin] Block Rating
Block rating does not seem to convert correctly to block percent. Simply putting in Lavanthor's Talisman to a naked tankadin gives 88.51% block.
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12/03/08, 8:56 PM
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#1435
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King Hippo
Blood Elf Paladin
Illidan
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Block Rating is incorrectly giving 100x more then it should, will be fixed for next version.
Sorry for the bugs, been busy playing at 80, and haven't been prot since WotLK yet.
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12/04/08, 1:03 AM
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#1436
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Glass Joe
Night Elf Druid
Bloodhoof
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V2.1.3 Druid Tree model: It seems to be doubling my haste and crit values under the Basic Stats section. My health and mana are also incorrect. Mana is 2k over what I actually have and health is under about 2k what I actually have. Nothing in the buffs section is checked.
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12/04/08, 5:50 AM
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#1437
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Glass Joe
Human Warlock
Crushridge (EU)
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any news about warlock update?
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12/04/08, 5:52 AM
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#1438
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Rawr
Night Elf Druid
Stormrage
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Development started on an updated Warlock model, just yesterday, actually.
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Rawr!
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12/04/08, 12:06 PM
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#1439
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Glass Joe
Human Warlock
Crushridge (EU)
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thank you!! great job 
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12/04/08, 2:08 PM
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#1440
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Glass Joe
Night Elf Druid
Dragonblight
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Originally Posted by Astrylian
The 3.0.4 mode is only for Armor changes. FAP removal isn't considered yet. For weapons to show up in Rawr.Bear, they need to have at least some amount of attack power on them (I think it's like 280 or something, whatever the lowest blue feral staff from tBC has, I think). Just edit Inevitable Defeat, and give it 2084 attack power. (That's how much a same-ilvl feral weapon has)
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Does 3.0.4 mode ignore the armor on weapons? Or do I need to set that to 0 also?
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12/04/08, 2:22 PM
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#1441
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Rawr
Night Elf Druid
Stormrage
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No, it doesn't ignore armor on weapons, nor should it. The armor on weapons will remain, it just won't get multiplied.
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Rawr!
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12/04/08, 2:25 PM
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#1442
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Von Kaiser
Night Elf Druid
Nordrassil (EU)
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Any numbers on Berserking for Cats? I just got the VH staff and I'd like to get the best enchant on it but am not sure on how it compares to Massacre. Could use an advice in the least, if exact number crunching isn't possible yet (like on Mongoose) 
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12/04/08, 2:41 PM
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#1443
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Rawr
Night Elf Druid
Stormrage
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I don't have any reliable data on Berserking, yet. Going just on wowhead comments on its proc rate (ie, take with a huge grain of salt), it has the same proc rate as Mongoose. That would make the 3 enchants provide, in optimal Naxx25 gear, about... Massacre=59, Mongoose=60, Berserking=76. Again, those are really rough numbers, based on rumors and here-say, so take them for what you will.
That said, even if Berserking is better, I wouldn't put it on Staff of Trickery. It costs 4-5k gold in mats on most servers, whereas Mongoose costs like 200g. Unless you think you'll never do Naxx10 or 25, I wouldn't drop that kind of gold on the VH staff, personally.
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Rawr!
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12/04/08, 2:57 PM
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#1444
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Glass Joe
Night Elf Druid
Dragonblight
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Originally Posted by Astrylian
No, it doesn't ignore armor on weapons, nor should it. The armor on weapons will remain, it just won't get multiplied.
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Thanks. I just saw Ghostcrawler's post on that today and was going to come back and remove my question. For those interested, here is the source
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12/04/08, 3:43 PM
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#1445
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Von Kaiser
Night Elf Druid
Argent Dawn
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I know a few people have gotten close to this idea, but I don't think it's been suggested outright yet. Can/should Rawr.Bear and other tanking modules have a cap for Survivability? I know it's pretty well established that you need X amount of health and Y amount of damage reduction for a particular encounter, after which you should stack mitigation (and threat/dps) because more survivability isn't needed unless your healers die / fall asleep. The current method of deciding you have enough survivability and switching to Mitigation based sorting works, but throwing a cap on total Survivability score would make it more intuitive, allow Overall to sort by both Mitigation and Threat scores, and still accurately penalize the score of an item that would reduce you below your target Survivability.
It would vary by fight like boss armor / fight time / etc, of course, so it'd be an entry in the Options tab, and probably default to turned off. It could have a pull down with named defaults like Threat has, but based on either encounter or raid level (X for Heroics, Y for 10-man Naxx, Z for 25-man Naxx, and onward). I think it would be a pretty useful option to have.
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12/04/08, 3:57 PM
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#1446
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Rawr
Night Elf Druid
Stormrage
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Actually, yes, that's planned for 2.2.
Not a hard cap, though. Even if you've got 40k health, 5k more health is still better than 0.1% dodge, for an extreme example. I'm not sure of the exact calculations yet, but I'm going to include an option to turn on and define a soft cap for Survivability, where the relative value of survivability drops gradually after you pass the cap. Again, this will be optional, for all you 'never get enough stamz zomg!' people, and I'm not sure of exactly how it will be implemented yet, so your feedback is welcome on this.
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Rawr!
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12/04/08, 4:08 PM
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#1447
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Bald Bull
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I'd propose that you do something like a diminishing returns value with a soft and hard cap. Say, set the soft cap to 40k and the hard cap to 45k (user-changeable) and that each point above 40k got worse and worse until hitting the 45k cap, at which point it does become useless.
I'd also strongly recommend this be the default no matter what you end up doing, so that people using Rawr don't think that it's recommending huge stamina right out of the box.
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12/04/08, 4:23 PM
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#1448
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Rawr
Night Elf Druid
Stormrage
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Agreed. As is, I think Rawr.Bear values items quite well, assuming you're fighting challenging content... there just happens to be no such content available at the moment.
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Rawr!
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12/04/08, 5:02 PM
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#1449
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Von Kaiser
Night Elf Druid
Argent Dawn
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Awesome, I'm looking forward to it. The soft cap does sound even better than a hard cap, too, since additional health isn't entirely useless, just unlikely to come into play in most situations.
I originally had the idea of a health cap, which would let armor continue to provide both Survivability and Mitigation score (though the Survivability contribution would be based on the capped health), retaining most of its value even after you had "enough" health. But the survivability contribution of armor really isn't any more valuable than the survivability contribution of health after the cap, it's used entirely for mitigation, so yeah, a survivability cap is the way to go. Plus, the amount of health necessary for a worst case scenario does vary based on your damage reduction (the thought brings to mind a mage trying to tank Gruul).
I can agree with kalbear's suggestion on the default state. It's a balance between two slightly confusing situations ("Why are the Survivability values of all 20 of these gear pieces exactly the same?" vs "I stacked 60,000 health because Rawr kept rating the stamina items the highest, but our healers say I'm the hardest tank in the raid to heal"), but I'm all for defaulting to the more correct of the two.
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12/04/08, 5:19 PM
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#1450
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Rawr
Night Elf Druid
Stormrage
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Do you think there needs to be a hard cap? I was thinking of just a soft cap, and it declining in value continuously after that. The difference between 60k and 61k health is really really minuscule, but it's not 0, after all.
That'd be the easiest to understand/configure for most users, I think too. Just a slider where they can set what 'enough' seems to be for them, for the content they're doing, with their healers. I figure the default will be... 140k Survivability. Does that sound right? That would be 35,000 health, 41,939 armor. Or 39,691 health, 35,000 armor. Or somewhere in-between.
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Rawr!
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