I am going to try to make a quick addon that displays in a box somewhere how many stacks of scorpid poison are active. I'll try to watch what happens with the stacks then, and see if I can compare the numbers to DoT ticks in my combat log via time stamps.
Quartz (WowAce mod) will display a minibar showing your current stack of Scorpid Poison, for those looking for a way to keep track of it. (Not to mention it's the best castbar mod out there I've seen.)
Quartz (WowAce mod) will display a minibar showing your current stack of Scorpid Poison, for those looking for a way to keep track of it. (Not to mention it's the best castbar mod out there I've seen.)
bah... right after I finish writing my own addon to do it. oh well, that one is probably better.
"Ace is a lightweight and powerful system for building World of Warcraft addons. Ace provides developers with the tools needed by most addons, freeing them from repeating common tasks and allowing them to jump right into the creative part of building their addons. New and experienced addon coders alike can benefit from Ace's features."
All very experimental as all addons are, but work really nice.
95 = base Hit Chance
54/15.77 = Hit Chance gained from Hit Rating
3 = Hit Chance gained from Surefooted
(9 - 15)*0.24 = Hit Chance based on Level difference.
I see why this can be slightly confusing, due to the way I set it up in the previous post.
I'm having a hard time following this or at least finding the value for everything. Perhaps you could give me an example using my current armory.
95 = base hit
84/15.77 = 5.33
0 = No sure footed.
Since i have scaled greaves the last part would be (16-15)*0.24 but where is the 15, and 0.24 coming from?
95+5.33+0+.0576=100.38%
Does this mean i have 100.38% chance to hit a level 73 mob given those numbers or is there something more i am missing because it seems to me 16 skill rating should be >.05. But then again i am probably doing somthing wrong here.
can someone explain what is meant by wowace mod? I don't use any and from my experience with some they are more complicated then I care for.
WoWace is a library of functions that make themselves available to various mods. For example, rather than having 5 mods that all calculate threat independently for their own purposes, ACE has a library that contains functions to calculate threat. These functions can be called by mods to do their bidding without creating multiple instances of doing the same work. I'm not a programmer (well, I am, but a very poor one), so I hope that explanation makes a little sense.
Generally speaking (not universally true, however) ACE mods CAN use fewer resources than non-ACE mods. Again, that's not gospel, but it seems to be the prevailing opinion of many. Of course, the quality of the coding has just as big an impact (if not more so) than whether or not the mod uses ACE libraries.
95 = Base Chance to Hit
84/15.77 = Chance to Hit gained from Hit Rating
0.24 = Chance to Hit gained per Weapon Skill
0.24*floor(16/3.94) = Chance to Hit gained from Weapon Skill Rating
0.24*15 = Chance to Hit penalty due to 3 level difference, 5 Skill per level
Look, Lactose, we'd rather you didn't eradicate the whole human race.
- Sam & Max
95 = Base Chance to Hit
84/15.77 = Chance to Hit gained from Hit Rating
0.24 = Chance to Hit gained per Weapon Skill
0.24*floor(16/3.94) = Chance to Hit gained from Weapon Skill Rating
0.24*15 = Chance to Hit penalty due to 3 level difference, 5 Skill per level
I must be having a bad day or something because i cant follow that at all....
I follow the 95 base chance
I follow the 84/15.77
I follow the .24% / Weaponskill
I follow the 0.24*15 = Chance to Hit penalty due to 3 level difference, 5 Skill per level which would be 0.24*10 on a 72 mob right?
But what i don't follow is 0.24*floor(16/3.94) Where is the 3.94 coming from and what is "floor" Are you saying to calculate 16/3.94 then round down to 0.97 then multiply it by 0.24?
I follow the math however if i increase my hit rating to 100 it would be as follows
But what i don't follow is 0.24*floor(16/3.94) Where is the 3.94 coming from and what is "floor" Are you saying to calculate 16/3.94 then round down to 0.97 then multiply it by 0.24?
To get the amount of Hit gained from Weapon Skill Rating, we first have to figure out how much Weapon Skill said Weapon Skill Rating gives us.
At Level 70, we need 3.94 Weapon Skill Rating per Weapon Skill.
Floor() is a common math function (or, at least I believe it's common), rounding down the value inside the parenthesis. I do this because we do not seem to get partial Weapon Skill, that is, we don't have 8.6 Weapon Skill, we have 8.
floor(16/3.94) = floor(4.06) = 4
Thus, we gain 4 Weapon Skill from 16 Weapon Skill Rating, and we gain 4*0.24 = 0.96% Chance to Hit from 16 Weapon Skill Rating.
Hope that cleared it up.
Look, Lactose, we'd rather you didn't eradicate the whole human race.
- Sam & Max
Floor() is a common math function (or, at least I believe it's common), rounding down the value inside the parenthesis.
Floor() in its various forms (most languages and scripts have it) is a truncation and not a rounding. So 1.99 becomes 1.0 under fx(1.99) where the function is Floor. A small thing but important to remember.
As I think someone else has noted somewhere on these boards, it takes a while after you pop your Bloodlust Brooch trinket until your scorpid pet gets the increase in spell damage. If you start stacking the scorpid poison before the increase in pet spell damage happens you don't get the benefit. You can have the pet window open to observe this but I was wondering if there was some light standalone addon that could monitor this?
I have a question about this :
My scorpid's spelldamage (in its window) remains at 0, no matter what trinket or ability I use.
I can see the effects of said trinket or ability, by the increase on the poison's ticks, but the spelldamage value doesn't change at all.
It is not a big deal, because I got used to starting applying scorpid poison after the buffs have been active for a couple of seconds, but I'm just wondering why.
Jerem, how can the spelldamage be 0? Your RAP should scale the pet's spell damage, meaning that even without trinkets you ought to have some. Consider disabling your UI (rename your WTF and Interface folders to something else, such as WTFold) and seeing if its a display bug. If that doesn't work, try consulting a GM. I would guess its a UI error, though, maybe some mod that is changing your pet window for easier viewing?
I'll give it a try tonight.
As you said, it might be only a graphical bug, because I have results similar to those posted in this thread with my scorpid.
With that setup, which seems fairly average in regards to weapon speed, I, if my feebcalculations are correct, end up with an attack speed of 2,023. With five points in IAotH I go down to 1.72. If any other haste rating is used that'll mean I'll fall below the 1.5 speed line. Without IAotH the Abacus of Violent Odds will put me at 1.5, while most others, bloodlust, rapid fire, etc. will put me below.
Does this mean IAotH should be avoided and that haste trinkets and abilities are fairly usless for BM hunters, or is IAotH useful, as long as no other abilites are used?
With that setup, which seems fairly average in regards to weapon speed, I, if my feebcalculations are correct, end up with an attack speed of 2,023. With five points in IAotH I go down to 1.72. If any other haste rating is used that'll mean I'll fall below the 1.5 speed line. Without IAotH the Abacus of Violent Odds will put me at 1.5, while most others, bloodlust, rapid fire, etc. will put me below.
Does this mean IAotH should be avoided and that haste trinkets and abilities are fairly usless for BM hunters, or is IAotH useful, as long as no other abilites are used?
Honestly, keeping IAotH will be a boost in damage output if you can cope with varying attack speed. The only time you're going to have serious issues is (as you noted) when stacking haste - and you can switch to every other steady to avoid clipping autos in that case. It's very much dependent upon how much haste you think you can handle before you clobber shots. For me, it's not very much (and I don't have IAotH for that reason). For others, they have the skill/latency to handle varying attack speed without issues and use IAotH. It may just take some testing to determine if you can handle the varying haste - if you can, use IAotH for a damage boost. If not, using IAotH will probably lower your damage (or at least not boost it very much) due to clipping shots.
As of now I usually stick to spamming SS and supplementing them for MS or AS when cooldowns are up and mana allows for it. I don't feel skilled enought to try and slip two specials between autos with my BM spec on a regular basis. So speccing into IAtoH and just spam a SS/KC macro when it procs might be a workable idea.
For anyone who wants a lightweight Scorpid Poison Tracker that you don't need to configure or anything, I uploaded mine to curse last night, you can find it here.
It displays how many stacks are currently active on your pet's target, and how long until the debuff will fall off without a reapplication. This is nice on fights where your pet is DPSing a main target while you DPS adds (phase 3 vashj!)
For anyone who wants a lightweight Scorpid Poison Tracker that you don't need to configure or anything, I uploaded mine to curse last night, you can find it here.
It displays how many stacks are currently active on your pet's target, and how long until the debuff will fall off without a reapplication. This is nice on fights where your pet is DPSing a main target while you DPS adds (phase 3 vashj!)
I can't check that at work (Curse's site is blocked because it's a "gaming" site...), but does that also display the damage? I tried to set up a chat box to show what it's ticking for, but when I found the combat log option that displays Scoprid Poison damage, it turns out that it displays all DoT affects...kinda hard to read in a 25-man with how fast it scrolls...
I can't check that at work (Curse's site is blocked because it's a "gaming" site...), but does that also display the damage? I tried to set up a chat box to show what it's ticking for, but when I found the combat log option that displays Scoprid Poison damage, it turns out that it displays all DoT affects...kinda hard to read in a 25-man with how fast it scrolls...
It doesn't, but I could add that pretty easily. I'll do that later tonight and upload a new version. Also will implement a small fix so that if you hide the panel, it doesn't show up again next time you log on or reloadui.