Maybe if you could add like boxes that UF could use (like Pitbull) that can be put up beisde the MT and the MT targets so you can see who is close to take aggro on those? This would however probobly require a pretty big scale but still it could be doable.
And I could not find the known bugs but if I misdirect it normally makes alot of errors.
Also I echo perhaps considering some of the logic that DoTimer uses to distinguish between targets by raid symbol (although it's imperfect, it's pretty darn useful if you just march through symbols rather than re-symbol'ing each time to mark the new kill target.)
Unfortunatly, the combot log doesn't display sex/level/raidicon and just name. You can compare known debuffs to find out what you're targetting but that corruption tick in the combat log isn't necessarily damaging what you're targetting.
I don't know if you want bug reports here, but last night while soloing with my hunter I noticed that several times my pets threat wouldn't display, all I would see is my own. I think that the issues only arose if combat was initiated while I was mounted (so my mount wasn't present), then as I dismounted it failed register the presence of my pet.
After poking around in the Threat-1.0 code for a bit, I'm pretty impressed. It's somewhat amazing how little code it actually takes to implement with a decent design, and it looks fairly easy to write a client for it -- it took somewhere under 5 minutes to write the attached (almost) minimal threat broadcaster, which is something that was "not worth the time" with KTM (although I'm not sure if was even worth the time in this case, as Omen's performance impact is pretty close to zero).
I don't know if you want bug reports here, but last night while soloing with my hunter I noticed that several times my pets threat wouldn't display, all I would see is my own. I think that the issues only arose if combat was initiated while I was mounted (so my mount wasn't present), then as I dismounted it failed register the presence of my pet.
Yeah, I had someone else report the same issue. I'll hijack my wife's hunter tonight and see if I can solve some of those problems
Originally Posted by Shalas
After poking around in the Threat-1.0 code for a bit, I'm pretty impressed. It's somewhat amazing how little code it actually takes to implement with a decent design, and it looks fairly easy to write a client for it -- it took somewhere under 5 minutes to write the attached (almost) minimal threat broadcaster, which is something that was "not worth the time" with KTM (although I'm not sure if was even worth the time in this case, as Omen's performance impact is pretty close to zero).
Hm - is the zip missing something? ThreatBroadcast.lua only contains four lines.
Edit: Aha, I see. You don't need an addon to just broadcast - just install Threat-1.0 from the Ace repository as a disembedded lib and you get broadcasting for free.
Hm - is the zip missing something? ThreatBroadcast.lua only contains four lines.
Unless I'm missing something significant about Threat, that's all it takes (almost -- it needs one more line to actually associate the Threat instance with the addon for AceDB's magic). Merely initializing Threat does everything you need to if you just want to send your threat numbers and don't care about ever actually displaying them.
Originally Posted by Antiarc
Edit: Aha, I see. You don't need an addon to just broadcast - just install Threat-1.0 from the Ace repository as a disembedded lib and you get broadcasting for free.
Ah, I somehow missed that while trying to find it in the code because I ignored what I assumed was boilerplate code at the top.
Ive been taking a look at the priest module code and have a question.
It does not appear that Vamp Embrace is handled with any of the threat modifiers contained within the priest module. My understanding of VE was that it was now only affected by shadow affinity and not by both shadow affinity and Silent Resolve.
The skill description of Shadow Affinity implies that it does effect VE threat although not directly.
Shadow Affinity
Rank 3
"Reduces the threat generated by your Shadow spells by 25%."
Is this a simple overlook for spells or is it intentional?
If Vamp Embrace causes threat on-cast, I'll need to handle that specifically. However, Vamp Embrace's threat generation through health gains is already handled in the general case as a heal. If Shadow Affinity does in fact reduce the threat of heals from VE (making each point healed from VE cause 0.375 threat), then I can add that in pretty easily. I'd like to have that verified before I do add it, though.
Ah, I somehow missed that while trying to find it in the code because I ignored what I assumed was boilerplate code at the top.
The Threat class core monitors in/out of combat status and automatically broadcasts threat levels while in combat; the intent is that mod authors don't need to worry about any kind of comms or anything outside of simply listening to and handling Threat_ThreatUpdated events.
it was my understanding that every spell cast gives a particular amount of threat (although for VE it is most likely not significant). i was just wondering if you didn't include VE because there was no specific way to know how much threat the spell cast cost.
I suppose at the end of the day the threat produced by casting VE is minimal and can not be calculated. i was just wondering if you left it out on purpose is all.
Im not talking about the heals number that VE heals for just the casting of VE on a mob. (thinking about it again it really makes me feel as if it doesn't need to be included however i was toilet trained at gunpoint so)
I'm not sure if I'm doing something wrong, but a warrior's taunt is not crediting the warrior with the threat of the mob's target prior to the taunt. In fact, it seems to be just giving the warrior a static (and small ~couple hundred) amount of threat.
Edit: Instead of creating another post, figure I'd edit with an additional question: what is the meaning behind the different textures of the bars? I was running KZ with Omen yesterday (around 6 of us had Omen running) and of the 5 bars up on the GUI, 2 had rounded textures (like bubble buttons) and 3 were flat. Is this giving me information that I'm not enterpreting yet?
I'm not sure if I'm doing something wrong, but a warrior's taunt is not crediting the warrior with the threat of the mob's target prior to the taunt. In fact, it seems to be just giving the warrior a static (and small ~couple hundred) amount of threat.
There was a problem with Taunt that I just fixed. It wasn't actually adding anything due to its using a depricated API method - the few hundred was from you smacking the mob
Edit: Instead of creating another post, figure I'd edit with an additional question: what is the meaning behind the different textures of the bars? I was running KZ with Omen yesterday (around 6 of us had Omen running) and of the 5 bars up on the GUI, 2 had rounded textures (like bubble buttons) and 3 were flat. Is this giving me information that I'm not enterpreting yet?
The textures should be the same. Very odd that they wouldn't be. I'll be doing more GUI work soon, so hopefully I can track that down and nail it.
I haven't done anything in that direction yet, chase. My gut instinct is that it's something that should be in the GUI, but if we can work out a good method of range detection (BigWigs does some stuff like that for Gruul...) then perhaps I can incorporate general methods into the library for all to use.
Edit: I just added ThreatLib:UnitInMeleeRange(unitID) to the trunk. It's drycoded and untested, but it's something.
Is it possible to have an option for limiting the bar count of the threat meter? We managed to get a lot of people in our guild to use Omen and now I'm seeing 12+ people on the list. It's actually bugged at that number, name texts overlap each other at the bottom line. I would like to see the top 7 people on the list and filter out non tanking classes like Priests, Warlocks, Rogues, Shamans, Paladins. An option for adding names to the filter would be even better if I want to see the tank druids and not the healer/dps ones.
I really like this addon and hope to see it's getting bigger and better
There was a problem with Taunt that I just fixed. It wasn't actually adding anything due to its using a depricated API method - the few hundred was from you smacking the mob
...might seem like a normal taunt with some special abilities, however they do NOT work like a normal taunt and do not give you the same threat as the mobs current target. They just add the taunt debuff (forces the mob to attack you for X seconds) and add a static amount of threat, which needs to be tested.
Vampiric Embrace:
Combat log states "X's Vampiric Embrace heals you for Y" and since Vampiric Embrace is classified as a Shadow Spell aka. a Shadow Resistance based debuff, its therefore safe to assume its affected by Shadow Affinity and not affected by Silent Resolve.
Vampiric Touch:
I did some calculations on Vampiric Touch. Assuming Vampiric Touch works like other power gains, aka. 5 threat per point restored, a Shadow Priest would with Shadow Affinity and Salvation do over 1500 TPS with VE and VT assuming 1000 DPS. Since this is not feasable (we are having Shadowpriests without Salvation doing 1k DPS and still not pulling agro) its safe to assume that the mana restoration component on Vampiric Touch either has a modifier or has no threat. This needs to be tested out.