The concept is that, in a normal raid scenario, your have to repeatedly look back and forth between the fight at hand and your SnD buff timer so that you don't refresh slice and dice too early, which wastes combo points and energy, or possibly having it run out for a few seconds not running at all.
So, I wanted to move the buff timer. Instead, after one thing leading to another, it led me to write a channeling bar, so to speak, that shows the time left on slice and dice. This way you can internalize the Slice and Dice info using just your peripheral vision, while maintaining focus on the rest of the fight. Below is a screenshot of it "in action", where the blue bar is counting down (the "1" in the middle is how many combo points I currently have on the target - this text can be toggled to show the number of seconds left on Slice and Dice).
So, if Wodin or any other rogue would be interested, I hope you'll take a minute to download it and check it out. Please put any feature requests and/or bug reports on the wow-forum thread here: http://forums.worldofwarcraft.com/thread.a...e&T=1089129&P=1
Thanks in advance for any comments/questions,
Discopfeand
Very cool, thanks Wodin. Also, for quick reference since I'm not sure it was obvious on the mod page ( i just edited the page so for future visitors they are there), here are the commands:
/discodice and /ddice are interchangeable.
/ddice show shows the bar and lets you move it.
/ddice hide returns the bar to its hidden state until you next use Slice and Dice.
/ddice display [combo/timer] toggles between the bar text being combo points or seconds left.
(actually, on this one, you choose 'combo' or {anything else} if it doesn't see 'combo',
it's going to display the time remaining)
/ddice talent [0/1/2/3] [i]registers you as having that many points in improved Slice and Dice.
example: '/ddice talent 2' would tell it that you have 2 out of 3 points in improved SnD.
/ddice scale [put number from 0.5 to 3 here] scales the size of the bar on your screen.
/ddice status tells the current status of DiscoDice
/ddice on turns on the mod (default)
/ddice off now why would you ever want to do this...? :)
Minor bug report: reapplying when your buff hasn't expired doesn't always reset the timer. I had one instance where the blue bar vanished but I had 10s left on my SnD buff.
alright, thanks much, i'll have to figure out why that would happen. I haven't seen that yet, but i'm sure there's a corner case somewhere I didn't think about which would have made the behavior you saw possible.
oh, nm, i just got in game and found it.
Example:
you do a 5 pt SnD (with 3/3 talent), you get 27 seconds on it.
you cast a 1 point SnD 10 seconds later.
the bar refreshes to 10, even though your actual buff doesn't get overwritten by the smaller value. So, the bar will dissappear in 10 seconds, but slice and dice will go another 7 seconds beyond that because of the initial 5 point SnD's time encompassing those.
So, i'll have to modify the code for that scenario. thanks so much!
I'd actually been looking for something like this for a while. I'll let you know how it works for me.
Melador> Incidentally, these last few pages are why people hate lawyers.
Viator> I really don't want to go all Kalman here.
Bury> Just imagine what the world would be like if you used your powers for good.
I've had something similar to this set up using THFlextimers, and an annoyingly long macro (i also use flextimers for a rupture timer, although the only time i really use rupture is ony phase 2...), and it makes life so much easier than constantly watching the timer on the buff icon. But having it as a complete dedicated mod is definitely more convenient.
I had this idea a few days ago as well, and I ended up modifying AceTimer a bit to make it work. Keeping track of my Ruptures and Kicks was an added bonus.
Originally Posted by Demi9OD,April 29th, 2006 @ 8:31PM
That's hot poke. I've been using a little mod to the same thing called Chef Bar. A friend made it and never posted it anywhere else, needed a wierd version of Timex or something to get it working.
Any chance you could host your mod somewhere poke? The UI looks excellent.
Sure. I think this should be all you need to get what I have.
I can't take any credit for the look; my contribution was just fixing AceTimer's handling of percentage-based duration increases from talents and adding a couple functions. If you check the AceTimerRogue.lua file, you'll see that I also commented out the timers for the stuns, since StunWatch does that better already. You can edit them back in if you want.
A couple things to note: this is an older version of AceTimer that I never updated because it never gave me problems. If you do get errors, I'll try and make the same changes to the newest version. Also, discofiend's version is probably much more lightweight than AceTimer, so consider using it for performance's sake.
hey Poke, that's pretty interesting. I have a question though, as the answer isn't readily apparently to me. How is that addon detecting that rupture has been "cast".
the only combatlog entry for it that I know of is "{target} is afflicted by rupture"
I don't see how you can tell when your rupture was cast, especially in a raid scenario (take the emps, for example), when you might have 5 ruptures on the same mod. For the combat log, all of them will report the exact same information.
Similarly, I'm thinking that you'd want the rupture (and expose armor if you had it) bars to vanish and reset if a mob dies. If you're farming around other people, and someone kills "mob x", and you're also fighting mob x, then wouldn't that clear your timer as well if you hooked it on mob alive/dead state?
the beautiful things about SnD I've found so far, that I didn't even know I should be appreciating before I started this are:
1) It has an official "you perform" message so you'll never get yours confused with someone else's
2) It's not dependant on mob alive/dead state to be active
Any insight you have into these issues would be *greatly* apreciated. I already have the Expose Armor and Rupture bars working and pretty, but until I feel like there's a good solution to their timing without ambiguity, I'm going to keep the mod the way it is.
I cheesed my way around the "casting" part of it by attaching a macro that does:
/cast rupture
/ddice ruptureGo
and putting it in place on my hotbars instead of the normal rupture, but a) that's cheesy and B) it doesn't solve the multiple mob-deaths issue.
thanks again for the ace-based mod - it's nice to look through others' work.
Just thought I'd throw this in. Doesn't CCWatch do similar functions? I know it keeps track of whatever type of CC I use on the mob. Along with duration dots like garrote, rend, and rupture. It even had a nice timer up today for when I was fighting rag, I could see when he was going to submerge and when the ae knockback was coming.
I don't mention this to undermine disco. This is a good idea. If you need another mod as a good comparison for working out bugs, CCWatch is a good place to start.
I think that's SpellBars or Carnival Enemy Castbar you're talking about. Carnival is great but can be irritating on raid aoe packs because you get a hundred VOLLEY windows from those fucking hunters. >:(
Originally Posted by discofiend,April 30th, 2006 @ 12:02AM
addon design questions
Combat log parsing isn't the only way to determine that the player has cast a spell. In fact, most addons like this don't work that way for the exact reason you've just described. You can test this by Frostbolting something with the addon active: the bar will appear the second the cast finishes, even though the effect isn't applied nor the combat log message generated until it strikes the mob. In fact, they hook various events that fire anytime you use an action and grab the information about the spell or ability straight from there. AceTimer also checks the combat log for messages indicating that the ability failed ("Your ____ is ____ by ____") and kills the bar as soon as it's created if it finds anything.
There's no getting around the "kill bar on death" issue, though. WoW provides the client with no way to differentiate between mobs of the same name and level. I guess this is an anti-botting measure. MAing would be a lot easier if it were possible.
And yeah, CCWatch has such functionality as well for debuffs; I just use AceTimer because I prefer its look. I didn't know CCWatch timed mob abilities, though. Tahlia is probably right that you saw Carnival there.
Poke, that's some excellent information there. Do you by chance have a reference for how to hook on to a spell being cast, regardless of the combat log? I'll be looking on my own as well, but literally everything is new to me, this being my first mod, so a head start would be greatly appreciated.
edit: i found out "all about hooking". however, this has not provided an easy way for me to determine if rupture or expose armor has been cast. This is getting frustrating ;-)
Disco, my two quick comments after using your mod for Chromie and ZG tonight.
One option I personally would like is the option to shift from a fixed width bar to a "width per time" bar - instead of having the bar filled when you SnD, have the width of the bar represent a full 5 CP SnD and fill the bar appropriately no matter what number of CP you actually use. This would work better with the way my head works. I.E. (here'sagrafroflolzshootmenow):
Bar
[----------------------]
[--------|................] - bar immediately after firing a 1 CP SnD
[----------------------] - bar immediately after firing a 5 CP SnD
So on, so forth.
Second option is just because I am *obsessive* about form sometimes: an option to set prefix and postfix text (I'd like it to say "Slice and Dice: Ns" on the bar) would make me happy. I guess I could just hack that in on my own, though.
Melador> Incidentally, these last few pages are why people hate lawyers.
Viator> I really don't want to go all Kalman here.
Bury> Just imagine what the world would be like if you used your powers for good.
Its funny, that's exactly how i planned it for my original implementation Kalman ;-) It might be showing up in a version soon. When/if i do that, there's another feature i plan on adding that should be very cool (in my opinion), but is dependent on creating the bars the way you suggest.!
Originally Posted by discofiend,April 30th, 2006 @ 11:34AM
Its funny, that's exactly how i planned it for my original implementation Kalman ;-) It might be showing up in a version soon. When/if i do that, there's another feature i plan on adding that should be very cool (in my opinion), but is dependent on creating the bars the way you suggest.!
Is it... A secondary texture used to show the amount of SnD time your current number of CP would reward you with? ;)
Seriously though, I really, really like the mod. Thanks for taking the time to write it, and remember: it's not a bug, it's an undocumented feature!
Melador> Incidentally, these last few pages are why people hate lawyers.
Viator> I really don't want to go all Kalman here.
Bury> Just imagine what the world would be like if you used your powers for good.
Originally Posted by Poke,April 30th, 2006 @ 2:01AM
There's no getting around the "kill bar on death" issue, though. WoW provides the client with no way to differentiate between mobs of the same name and level. I guess this is an anti-botting measure. MAing would be a lot easier if it were possible.
Something I've always wondered about this: how does CTRA's "Target Management" system work?
Before I discovered /tm, the only way to check whether people were uniquely targeted was to assist each person in turn and check which mob lit up. I just can't figure out how they do that convenient color-coding.