Equip/Unequip a pair of gloves with +15 agi (http://www.thottbot.com/?sp=23794) triggers an UNIT_AURA event.
Equip/Unequip unenchanted shoulders, 2nd piece of dreadnaught doesn't trigger an UNIT_AURA event even though I gain/lose the 2 piece bonus (http://www.thottbot.com/?sp=28844).
Also, items with "Equip:" don't trigger aura events either.
Could you link the mod or whatever you used to check that? Also, check with weapons that have an enchant proc on them, with a +dmg, and with a +ability, if possible. Sounds right with what's going on, I just want to confirm how weapons work.
:edit: Notice also that Glodsson's SS shows the +stat Librams as '+' Equip: buffs that don't stack on each other the way that his Agility does, and the Crusader enchants are also seperate buffs similiar to my Freezing Bands showing that they can seperately proc and stack, which (without ever having had a character with Crusader) I believe is how the enchant actually functions. Good news about Crusader that didn't require extensive fighting to determine (though presumably the actual proc buffs take additional buff space instead of temporarily rewriting those invisibuffs, SOMEONE TEST!), and bad news about Librams.
Additionally, his Berserker Stance buff is only one slot on here, as opposed to the fear from some that it would be several: one for -threat, one for +crit, one for extra damage taken.
:re-edit: Glodsson, just noticed a couple of the odd points that you mentioned in your post, re: how some enchants stack or don't. My MP5 on bracer and Spell Power on sword stacked with their respective buff stacks, but I notice that your +9Str bracer enchant shows as Equip: instead of the icon that would be used by simply having extra strength, which would presumably be simply, '+ Strength'. It seems that NO Equip: buffs stack on each other, but they're chosen seemingly at random which are Equip: and which are + (Stat). My +int, +spi, and +sta enchants all worked as + (Stat), but they were all old pieces with +5 or +7, so it seems only some of the strongest (req. skill ~300?) enchants are the presumably unfortunate Equip: sort. How did your +str gloves show?
Thanks for testing the max buffs that the addon showed, were you keeping careful track of your stats to make sure stuff like Enchants weren't falling off when you passed 32 buffs? Couple of people have said that's the one that falls off first (or warrior stances, which mages can't really test)
Crusader stacks in 2 seperate buffs, each adding 100 str, I do it heaps, and checked it with that mod, it just added 2 seperate buffs.
When I equipped the 7str enchanted gloves they came up as an "equip +7 str" too, didn't stack with the bracer enchant, or the librams.
As for strongest enchants, note the 15 agi gloves on mine stacked with the 3 agi cloak (which is a lower level enchant).
Nothing Wins the Justice: http://nwtj.boardsxp.com/
Thunder Down Under: http://www.tdua.net
I assume you can change the max buffs to be displayed, by editing the line
CB_Settings.maxbuffs = 35
in CrepBuffs.lua.
Don't know if it actually works though, haven't tested it.
Is there an option menu for this addon?
If not, setting
CB_Settings.showpassive = false
to true might as well be an interesting option.
Open the .lua file, go to onload and onevent functions and remove the comments (--). Should be 6 lines commented.
(the mod checks when you get salvation and pops up a remove button, don't use it if you need salvation in raids :p)
Thanks for testing the max buffs that the addon showed, were you keeping careful track of your stats to make sure stuff like Enchants weren't falling off when you passed 32 buffs? Couple of people have said that's the one that falls off first (or warrior stances, which mages can't really test)
I took several screenshots over the course of the buffs, my HP/MP didn't change, nor did the buffs that the mod was reading. Whether or not I may have lost some +dmg, +resists or such, I can't say but I would expect not.
sp00n, editing that maxbuffs line unfortunately did nothing. I would expect that there's some other spot in the code that also limits it, or there's an actual (game-related) reason for that limit. As for the second line, I think all that does is expand the Passive buff list to show them in the way that the above screenshots do, same as just clicking the word 'Passive.'
While editing that line, I noticed a number of .BLP files, which broke my heart. I was assuming that the icon textures that were used by the addon were actually defined in-game for those buffs, and that analyzing them could lead to useful information (hence the rambling on about '+' Equip: buffs versus others), but it seems that the author simply took the time to define the buffs that he could and left some difficult ones be. It seems this is going to be much tougher to investigate than I'd hoped/expected.
:edit: I've really got to make sure I've covered everything that I want to before posting :( Burghy, that link's dead to me. "Invalid Key or in use or Missing File."
These lines occur 2 times, once in a commented out section and once in a function. Obviously you would have to change them in the function. But I'm sure you did.
Just looked through the file again and although I don't know much about LUA, there are a few loops with for i=1,30 do and for i=2,30 do in the code. Now you could try to change them to 35 instead of 30, but I don't really know what these loops do exactly. Might work, might screw up the addon, might have no effect at all.
Oh hi. I'm the author for the listed mod. Thanks for the interest.
The passive list is derived from the tooltips of all your armor, in the numerical order as explained here: http://www.wowwiki.com/InventorySlotId The basic formula is that if its green, its going on the list. Unless the aura was speifically picked out to stack with another, it will retain its own slot. any i=1,30 loop is referring to reading the tooltips and increasing the number will simply cause it to refer to non-existance fontstrings. CB_Settings.maxbuffs indeed controls the max number of listed buffs, however the mod will only accept a new default number on a version change. If you want to play around with the number of listed buffs, change "version" to a new value, like "1.7e"
Whether I'm right on defining these buffs is open to discussion. I haven't had the time to test the limit yet thanks to Naxx coding. I did add in strength/all resistances for the next version, so just ignore those for now =)
Oh hi. I'm the author for the listed mod. Thanks for the interest.
The passive list is derived from the tooltips of all your armor, in the numerical order as explained here: http://www.wowwiki.com/InventorySlotId The basic formula is that if its green, its going on the list. Unless the aura was speifically picked out to stack with another, it will retain its own slot. any i=1,30 loop is referring to reading the tooltips and increasing the number will simply cause it to refer to non-existance fontstrings. CB_Settings.maxbuffs indeed controls the max number of listed buffs, however the mod will only accept a new default number on a version change. If you want to play around with the number of listed buffs, change "version" to a new value, like "1.7e"
Whether I'm right on defining these buffs is open to discussion. I haven't had the time to test the limit yet thanks to Naxx coding. I did add in strength/all resistances for the next version, so just ignore those for now =)
Wut?
However and why ever you did that, but wouldn't deleting the saved variable lua file also help?
Can confirm that the 1.12 changes made flasks stay. Tried it myself on Noth last night with all kinds of pots, and noticed after the fight that 7 defense 15 shield block and 105hp(tauren) was gone, a relog solved it. Couldnt identify if any other enchantment/buff was gone except the ZG Enchant.
Can confirm that the 1.12 changes made flasks stay. Tried it myself on Noth last night with all kinds of pots, and noticed after the fight that 7 defense 15 shield block and 105hp(tauren) was gone, a relog solved it. Couldnt identify if any other enchantment/buff was gone except the ZG Enchant.
Was the first buff to fall off the enchantment, ahead of any of the visible buffs? I have to assume so looking at your post, as you'd notice losing any of the long term buffs like fortitude pretty easily.
It's interesting that an enchant would be the first to be lost. That would make checking to see if something got knocked off really annoying if it's along the lines of just stam or agility and easily overlooked. Also, if possible, could you say what the age of the enchant was versus the rest of your enchanted gear?
Can confirm that the 1.12 changes made flasks stay. Tried it myself on Noth last night with all kinds of pots, and noticed after the fight that 7 defense 15 shield block and 105hp(tauren) was gone, a relog solved it. Couldnt identify if any other enchantment/buff was gone except the ZG Enchant.
Was the first buff to fall off the enchantment, ahead of any of the visible buffs?
The ZG enchantment was the only buff i could find that was knocked off. So yes.
From 1.12.1
* Most enchantments on items are no longer counted against the maximum limit of effects a player can have on them, so it should be much harder for a player to exceed their max limit on effects and have one be removed involuntarily.
From 1.12.1
* Most enchantments on items are no longer counted against the maximum limit of effects a player can have on them, so it should be much harder for a player to exceed their max limit on effects and have one be removed involuntarily.
Every warrior I know is /cheering this like crazy right now. Finally!
From 1.12.1
* Most enchantments on items are no longer counted against the maximum limit of effects a player can have on them, so it should be much harder for a player to exceed their max limit on effects and have one be removed involuntarily.
Hmm, where did you get this info ?
Originally Posted by zeidrich
Women's breasts can be modeled as a cone and measured as V = (Db^2*h*.785)/3 and since breasts can be thought of as an amorphous fluid, you just have to worry about containing the volume of the breast.
Crusader? For shame. Also flasks shouldn't be knocked off now anyway.
Agi will still take up a buff slot, just not the proc of crusader... but its mostly to outaggro our mages :) 15 agi is nice I suppose... but aggro can't be beat on crusader (and i don't mean for loatheb obviously...).