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Old 06/13/09, 5:55 AM   #226
Midnight
Don Flamenco
 
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Night Elf Hunter
 
Ysera (EU)
Update 0.6.4b:
- fixed the hidden frames bug

I didn´t find anything new about the serpent sting bug but I also didn´t get it even a single time during yesterdays complete ulduar10 raid. Maybe it´s somehow related to the hidden frames bug? (Even though I´ve got no idea how or why)

Next thing will be trying to implement all the necessary calculations to get the per shot damage of every shot in preparation for a more advanced priority system.

FaceShooter - a hunter shot recommendation AddOn
The optimism of action is better than the pessimism of thought.
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Old 06/13/09, 3:28 PM   #227
Kharthus
Piston Honda
 
Dwarf Hunter
 
Deathwing
I'm starting to wonder if the Serpent Sting bug is actually on Blizz's side. I've seen the same weird behavior in TellMeWhen that at times it thinks I don't have a sting on the target. Wonder if the logic that reports debuffs is breaking when there are so many debuffs on the target like on a boss fight.

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Old 06/13/09, 3:43 PM   #228
wurmfood
Von Kaiser
 
Night Elf Hunter
 
Farstriders
Something that would probably help is to know what mob is being attacked when this bug appears. There are a number that are immune to serpent sting and so the debuff will not appear on them. This could cause the addon to think it hasn't been cast and so suggest it.

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Old 06/14/09, 10:43 AM   #229
alienangel
Bald Bull
 
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Draenei Hunter
 
Eredar
@Khartus: fwiw I've also noticed both ForteXorcist and PowerAuras get confused about serpent stings on targets, thinking they're there when they're not, or not when they are.

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Old 06/17/09, 2:47 AM   #230
Gaahl
Glass Joe
 
Dwarf Hunter
 
Earthen Ring
Originally Posted by Kharthus View Post
I'm starting to wonder if the Serpent Sting bug is actually on Blizz's side. I've seen the same weird behavior in TellMeWhen that at times it thinks I don't have a sting on the target. Wonder if the logic that reports debuffs is breaking when there are so many debuffs on the target like on a boss fight.
I've always used Need to Know for my serpent sting. I haven't noticed any strange behavior; both as SV and MM it seems to accurately show the duration of my sting and when I have it on. You might try it out and see if it behaves better.

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Old 06/17/09, 1:01 PM   #231
Weierstrass
Glass Joe
 
Night Elf Hunter
 
Thorium Brotherhood
In my 10 man Ulduar last night I noticed that Face Shooter seemed to be showing Serpent Sting needed on elementals and not on any other type of mob. I did some testing out of raid and this seemed to continue to be the case. Absolutely no clue as to why this would be.

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Old 06/17/09, 5:48 PM   #232
Midnight
Don Flamenco
 
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Night Elf Hunter
 
Ysera (EU)
Originally Posted by Weierstrass View Post
In my 10 man Ulduar last night I noticed that Face Shooter seemed to be showing Serpent Sting needed on elementals and not on any other type of mob. I did some testing out of raid and this seemed to continue to be the case. Absolutely no clue as to why this would be.
I´ve got no idea as to why it should do that, there´s no mobtype recognition code whatsoever in the addon. So my guess is it´s propably got something to do with another addon you´re using.
On another note, I´ve updated FS with some rather small fixes. Mostly improvements to the rotating display method with another performance tweak. That beeing said, I didn´t get to test it a lot in a raid environment yet so any feedback is welcome.

FaceShooter - a hunter shot recommendation AddOn
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Old 06/17/09, 9:31 PM   #233
Eric
Glass Joe
 
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Night Elf Druid
 
Sargeras
So, I've been trying to get MSBT to show when FD gets resisted, but I can't find a working combination of events for the trigger.

I've tried using these two events:

Miss Type - Is Equal To - Resist
Skill Name - Is Equal To - Feign Death

along with each of the following:

Recipient Unit Type - Is Equal To - Player
Source Unit Type - Is Equal To - Player

and neither trigger works.

Anybody know what (if anything) works?

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Old 06/18/09, 4:38 PM   #234
Allara
Extra Special
 
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Draenei Hunter
 
Draenor
Originally Posted by Eric View Post
So, I've been trying to get MSBT to show when FD gets resisted, but I can't find a working combination of events for the trigger.
AFAIK, an FD resist can only be captured by looking at the UI error frame (it doesn't appear in the combat log). See FeignResistBell or my own Feign Resist Message for an example. Unfortunately, the resist message has a tendency to get swallowed sometimes if you're spamming keys.

I'd love to be proven wrong on this -- anyone have different information?

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Old 06/19/09, 7:55 AM   #235
Silentcow
Glass Joe
 
Tauren Hunter
 
Frostwolf (EU)
@Eric

I think the Receipient Unit Type is your target. Isn't it.

Afaik the Mob resists the cast. I'm not quite sure but there was a time when you use feign death and 2 of the 12 mobs behind you could resist it and the other 10 where running back ( I think they changed this l long time ago, now all resist or no one).

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Old 06/30/09, 7:26 AM   #236
thesmoosh
Von Kaiser
 
Orc Hunter
 
Detheroc
Originally Posted by Midnight View Post
Next thing will be trying to implement all the necessary calculations to get the per shot damage of every shot in preparation for a more advanced priority system.
From periodically glancing at the drdmg numbers on my action bar, it seems to take into account the hunter's buffs/talents/glyphs as well as the target's debuffs when calculating and showing how much damage each ability would do (it even adds and takes into account damage from the piercing shot contribution of each crit). Would it make your life easier if you were able to somehow just import the calculation functions from drdmg?

I this wouldn't be perfect, but for my own purposes I know that if your addon simply compared the damage done per GCD of abilities (taking into account buffs and debuffs) and displayed the one with the highest amount first, it would be extremely useful.

Taking into account factors like TTL in the case of dots or hunter's mark would be the next step, and I imagine that wouldn't be too complicated. The final step and perhaps the most complicated one, would be to make decisions about how long you should wait for a chimera, ks, or explosive shot CD and when you should simply steadyshot. THe same dynamic calculation would be used to determine what the best rotation is, helping you decide if you should prioritize arcane over aimed or vice versa.

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Old 06/30/09, 8:35 AM   #237
Midnight
Don Flamenco
 
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Night Elf Hunter
 
Ysera (EU)
Originally Posted by thesmoosh View Post
From periodically glancing at the drdmg numbers on my action bar, it seems to take into account the hunter's buffs/talents/glyphs as well as the target's debuffs when calculating and showing how much damage each ability would do (it even adds and takes into account damage from the piercing shot contribution of each crit). Would it make your life easier if you were able to somehow just import the calculation functions from drdmg?

I this wouldn't be perfect, but for my own purposes I know that if your addon simply compared the damage done per GCD of abilities (taking into account buffs and debuffs) and displayed the one with the highest amount first, it would be extremely useful.

Taking into account factors like TTL in the case of dots or hunter's mark would be the next step, and I imagine that wouldn't be too complicated. The final step and perhaps the most complicated one, would be to make decisions about how long you should wait for a chimera, ks, or explosive shot CD and when you should simply steadyshot. THe same dynamic calculation would be used to determine what the best rotation is, helping you decide if you should prioritize arcane over aimed or vice versa.
There´s no need to somehow import drdmg values, I´m already done with shot calculations. Now I just have to finish the HM damage estimation before I can start with the new priority system and upload a new beta version for testing - stay tuned.

Any further steps will have to wait until I´m certain this version works stable and accurate.

FaceShooter - a hunter shot recommendation AddOn
The optimism of action is better than the pessimism of thought.
- Greenpeace UK

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Old 07/01/09, 10:27 AM   #238
Midnight
Don Flamenco
 
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Night Elf Hunter
 
Ysera (EU)
Alright so I´m done with my first usable version of FS with dynamic shot priorities.
FaceShooter 0.7.0b
I didn´t want to upload it to WoWI yet because I´d prefer to get some feedback about possible critical bugs here. I didn´t have the chance to test it in a raid environment or with clients in different languages so if you plan on trying it do yourself a favor and keep the old stable version as fallback solution.

So what´s new:
Basically FaceShooter collects all necessary informations about buffs/debuffs, combatrating etc and calculates the shot damage of all available shots and than recommends the shot with the highest damage. This means that if for example you´ve got an ArP heavy set where steady hits for more than arcane FS will never recommend casting arcane shot.
Hunter's Mark is calculated as the damage equivalent of 0.6 * RAP * num. hunters * expected time on mob. Regardless of the damage value it doesn´t recommend HM at all unless it´s 5s before it runs out.
For the time beeing I also included an overview of the current calculated shot stats which is accessible via /fs debug stats command. Don´t expect a convenient moveable, scalable frame - it´s just a quick and dirty for me to compare the calculated stats with those that really happened in game.
Because FS now has to track many more buffs and debuffs I also revamped that part of the addon which should also fix the old issue with serpent sting.

Known issues:
- spells that are not part of the priority list (like pet rezz) cause a wrong CD and spell interrupts ain´t caught right
- blood frenzy/paladin auras and aspect of the viper damage adjustments ain´t calculated yet. This shouldn´t have any bearing on the priority list though as their relations remain untouched

As always comments, bugreports etc. are welcome. Keep in mind that I didn´t really have the chance to test it a lot and not at all in a raid yet.

edit: reuploaded it because I had erroneously calculated the CS glyph as -2s CD

Last edited by Midnight : 07/01/09 at 10:49 AM.

FaceShooter - a hunter shot recommendation AddOn
The optimism of action is better than the pessimism of thought.
- Greenpeace UK

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Old 07/01/09, 10:43 AM   #239
shania
Glass Joe
 
Night Elf Hunter
 
Wildhammer (EU)
Under 20% addon sugest (only) use kill shot even if on CD (only ability with highter priority is hunter mark).

Tested on heroic dummy with low HP in IF.

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Old 07/01/09, 6:49 PM   #240
Midnight
Don Flamenco
 
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Night Elf Hunter
 
Ysera (EU)
Originally Posted by shania View Post
Under 20% addon sugest (only) use kill shot even if on CD (only ability with highter priority is hunter mark).

Tested on heroic dummy with low HP in IF.
Fixed in v0.7.1b

FaceShooter - a hunter shot recommendation AddOn
The optimism of action is better than the pessimism of thought.
- Greenpeace UK

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Old 07/02/09, 1:09 AM   #241
Bluesfear
Piston Honda
 
Night Elf Hunter
 
Kel'Thuzad
FaceShooter 0.7.0b also keeps telling me to use BA even tho it's on CD, I am not sure if 0.7.1b fixes it. I will report back.

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Old 07/02/09, 2:33 AM   #242
 selece
mew mew pew?
 
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Selece
Orc Hunter
 
No WoW Account
0.71b has a weird bug where it gets stuck on arcane shot sometimes even if it's on CD.

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Old 07/02/09, 3:52 AM   #243
Crydak
Von Kaiser
 
Orc Hunter
 
Mannoroth (EU)
Originally Posted by selece View Post
0.71b has a weird bug where it gets stuck on arcane shot sometimes even if it's on CD.
That bug occurs atleast once in every fight with my other shots aswell(Chimera,Aimed)

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Old 07/02/09, 4:18 AM   #244
Kharthus
Piston Honda
 
Dwarf Hunter
 
Deathwing
It doesn't recognize when Chimera cooldown is reset because of Readiness.

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Old 07/02/09, 4:55 AM   #245
Pijn
Piston Honda
 
Night Elf Hunter
 
Doomhammer (EU)
Originally Posted by Crydak View Post
That bug occurs atleast once in every fight with my other shots aswell(Chimera,Aimed)
I have seen this bug happen before 0.71b as well, mostly on Ignis and Yogg Saron (though i doubt that has got anything to do with it). It would just get 'stuck' on Aimed or Chimera. Haven't downloaded the newest version yet 0.71b, will do soon.

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Old 07/02/09, 7:26 AM   #246
Midnight
Don Flamenco
 
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Night Elf Hunter
 
Ysera (EU)
Can someone with a different Language version confirm that FS works (beside the mentioned problems that is)?

edit: Nevermind that. I found someone to test it for me. Turns out it was a good thing I asked for testing in that matter before releasing it to WoWI because even though it was just a small and easily fixed bug it completely crippled FS for other languages.

Other than that the various cooldown issues should be fixed and overall robustness against those kind of things should be much higher due to regulary synchronizing cooldowns with the server again.

I uploaded v0.7.2b to WoWI so you can update from there again.

Last edited by Midnight : 07/02/09 at 8:16 AM.

FaceShooter - a hunter shot recommendation AddOn
The optimism of action is better than the pessimism of thought.
- Greenpeace UK

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Old 07/02/09, 10:44 PM   #247
Kharthus
Piston Honda
 
Dwarf Hunter
 
Deathwing
Serpent Sting bug is still there (and actually much worse for me than it was before). How are you detecting it being up?

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Old 07/03/09, 1:46 AM   #248
alienangel
Bald Bull
 
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Draenei Hunter
 
Eredar
I haven't run into the serpent bug again, and the animation seems a bit smoother than before (in rotation mode I'd sporadically get some very distracting jumping around of the rotation before).

Might I suggest (perhaps as an optional mode) that while you're in viper it only recommend you fire shots whose mana cost is less than or equal to the amount of mana you get back from hitting your target (ideally including JoW as well)? I know it doesn't change much (usually it's just steady) but if you're going for fastest possible regen it'd be nice for it to not suggest we blow mana on chimera-aimed-serpent while in viper.

Could even suggest the shots that proc replenishment if you have points in hunting party and don't have replenishing on you already.

If you want to get really fancy, it could subtract the expected return on a shot from thrill of the hunt from the cost of the shot


---------------

edit: have been trying out the new dynamic version some more, and am very pleased - had CPU profiling on and its CPU usage is even lower than the initial versions of the program had.

Spent a fair bit of time checking that it could get the decision between arcane shot and steady shot correct (using the spreadsheet to check against), and while the values displayed in the debug frame always seem to be off by a decent amount compared to the spreadsheet, I suspect this may just be the spreadsheet averaging out some effect I didn't find and disable. I thought FS was wrong a number of times, but each time it turned out it was just responding to some effect I hadn't noticed - for instance if I let serpent sting drop, arcane becomes a better shot than steady because I have glyph of steady; if my wolf howls, arcane becomes a better shot since even untalented it seems to be scaling better than steady; if mjolnir procs steady always seems to win regardless - all the above are just averaged into the spreadsheet's expected damage value on the shot rotations tab, so I had to disable them one by one.

Still a little frustrated that I can't get the values listed on the debug screen while shooting a target dummy to match the ones I see in the spreadsheet though, each shot seems to be off by a few percent either plus or minus, and I can't work out why :S

As noted in the spreadsheet thread, it doesn't seem to be predicting my agility and RAP correctly, leading to differences in the RAP and Crit values, so perhaps that's all that's causing the differences

Last edited by alienangel : 07/03/09 at 4:25 AM.

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Old 07/03/09, 4:34 AM   #249
Midnight
Don Flamenco
 
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Night Elf Hunter
 
Ysera (EU)
Originally Posted by Kharthus View Post
Serpent Sting bug is still there (and actually much worse for me than it was before). How are you detecting it being up?
In 0.6.xb I used to request if a debuff named "Serpent Sting" is on the target everytime before evaluation of the next shot. If it was found and it´s also yours it wouldn´t recommend casting it anymore until 3s before running out. The problem with this method was that if there were more Serpent Stings on target and the client returned some other sting than yours first FS wouldn´t look any further and assume yours is not up.
With 0.7.xb I´m not polling for a specific (de)buff but looping through all of them via index. If Serpent Sting is found source, expiration etc are saved and FS continues to loop. If it finds another Serpent Sting it checks wether this one or the old one is yours and always priorizes your own sting. At least that´s the way it´s meant to work...
Having tested this only alone on a target dummy so far It´s quite possible something doesn´t work the way it´s supposed to.

Is the bug still the same (as in it recommends casting Serpent Sting even though it´s up) or is it different like not recommending Serpent Sting even though it should be recommended?

I haven't run into the serpent bug again, and the animation seems a bit smoother than before (in rotation mode I'd sporadically get some very distracting jumping around of the rotation before).

Might I suggest (perhaps as an optional mode) that while you're in viper it only recommend you fire shots whose mana cost is less than or equal to the amount of mana you get back from hitting your target (ideally including JoW as well)? I know it doesn't change much (usually it's just steady) but if you're going for fastest possible regen it'd be nice for it to not suggest we blow mana on chimera-aimed-serpent while in viper.

Could even suggest the shots that proc replenishment if you have points in hunting party and don't have replenishing on you already.

If you want to get really fancy, it could subtract the expected return on a shot from thrill of the hunt from the cost of the shot
One step at a time. As I was afraid there´re still some bugs with my latest update so I´ll concentrate on fixing those first but I´ll keep your suggestions in mind (or rather in my wishlist.txt actually :P).
Concerning the Serpent Sting bug, were you the only hunter in the raid when you didn´t have any problems? That´d further hint at the symptoms above.
The smoother animation is propably due to the precise calculation of Steady Shot casttime whereas I simplified it to 1.5s in the old version.

FaceShooter - a hunter shot recommendation AddOn
The optimism of action is better than the pessimism of thought.
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Old 07/03/09, 5:19 AM   #250
Midnight
Don Flamenco
 
Midnight's Avatar
 
Night Elf Hunter
 
Ysera (EU)
Originally Posted by alienangel View Post
I haven't run into the serpent bug again, and the animation seems a bit smoother than before (in rotation mode I'd sporadically get some very distracting jumping around of the rotation before).

Might I suggest (perhaps as an optional mode) that while you're in viper it only recommend you fire shots whose mana cost is less than or equal to the amount of mana you get back from hitting your target (ideally including JoW as well)? I know it doesn't change much (usually it's just steady) but if you're going for fastest possible regen it'd be nice for it to not suggest we blow mana on chimera-aimed-serpent while in viper.

Could even suggest the shots that proc replenishment if you have points in hunting party and don't have replenishing on you already.

If you want to get really fancy, it could subtract the expected return on a shot from thrill of the hunt from the cost of the shot


---------------

edit: have been trying out the new dynamic version some more, and am very pleased - had CPU profiling on and its CPU usage is even lower than the initial versions of the program had.

Spent a fair bit of time checking that it could get the decision between arcane shot and steady shot correct (using the spreadsheet to check against), and while the values displayed in the debug frame always seem to be off by a decent amount compared to the spreadsheet, I suspect this may just be the spreadsheet averaging out some effect I didn't find and disable. I thought FS was wrong a number of times, but each time it turned out it was just responding to some effect I hadn't noticed - for instance if I let serpent sting drop, arcane becomes a better shot than steady because I have glyph of steady; if my wolf howls, arcane becomes a better shot since even untalented it seems to be scaling better than steady; if mjolnir procs steady always seems to win regardless - all the above are just averaged into the spreadsheet's expected damage value on the shot rotations tab, so I had to disable them one by one.

Still a little frustrated that I can't get the values listed on the debug screen while shooting a target dummy to match the ones I see in the spreadsheet though, each shot seems to be off by a few percent either plus or minus, and I can't work out why :S

As noted in the spreadsheet thread, it doesn't seem to be predicting my agility and RAP correctly, leading to differences in the RAP and Crit values, so perhaps that's all that's causing the differences
I´m glad you confirmed it working for steady/arcane at least on target dummies. I´ve been testing a lot on said target dummies so I´d expect at least those values to be relative close matches. What I didn´t test and what propably is rather complicated to test is if it´s still right for a fully debuffed raid target. With constantly changing debuffs and buffs it´s kind of hard to compare damage done with predicted damge. Having Greatness, Mjolnir and T8 proc already made it somewhat annoying when I was alone at the target dummy.

To make comparing even more complicated in raid situations there´s still the case of paladin auras and blood frenzy. As far as I understand it both the aura and the bleed effects causing blood frenzy themselves don´t differ from unmodified ones. To determine if they give a damage modifier I´d have to check if their source has got the required talents and from my experience with other addons getting talents from other players is very unreliable at best. The same goes for an Improved Hunter's Mark that´s not from you. It´d be much easier if those had at least internally different spellIDs or even different names (e.g. Hunter's Mark beeing called Improved Hunter's Mark in the tooltip if the caster got the talent). So for the time beeing I just ignore those effect as beside IHM they essentially shouldn´t make a difference in priorities anyway (increasing all shots damage by proportionally the same amount).

Compared to the spreadsheet I´ve got the advantage of not having to average out as much because I can just read the values as they are and use those. About the only thing I´m averaging out is normal/crit and weapon damage range. The last number in the line of the debug window shows the value used internally by FS to get it´s priorities.

So you say the spreadsheet got your agi and AP wrong, not FS? I´m getting my values straight from the game with UnitRangedAttackPower and GetRangedCritChance. As far as I could tell those already included all (de)buffs wether it was directly (AotH) or indirectly (Lightning Reflexes). The only thing I had to calculate manually was debuffs on target and crit depression due to level difference. If there´re are other things affecting RAP/crit that don´t show on your paperdoll display - please let me know.

FaceShooter - a hunter shot recommendation AddOn
The optimism of action is better than the pessimism of thought.
- Greenpeace UK

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