On another note, I updated the AddOn yet again with requested AotV frame which was rather easy to implement considering I could reuse most of the code. FaceShooter 0.6.0b
On a non-hunter I got this error:
Date: 2009-05-31 12:45:40
ID: 1
Error occured in: Global
Count: 1
Message: ..\AddOns\FaceShooter\FaceShooter.lua line 22:
attempt to index global 'FS' (a nil value)
Debug:
[C]: ?
FaceShooter\FaceShooter.lua:22: in main chunk
Also seeing this error sometimes when I leave combat (target dummy) and still have serpent up.
Date: 2009-05-31 14:41:56
ID: 1
Error occured in: Global
Count: 1
Message: ..\AddOns\FaceShooter\FaceShooter.lua line 812:
attempt to index field '?' (a nil value)
Debug:
(tail call): ?
[C]: ?
FaceShooter\FaceShooter.lua:812: SpellFind()
FaceShooter\FaceShooter.lua:1201: Scheduler()
FaceShooter\FaceShooter.lua:1308: OnUpdate()
FaceShooter\FaceShooter.lua:1244:
FaceShooter\FaceShooter.lua:1244
BTW Midnight, this addon is amazing!!! I was using TellMeWhen and this is so much better. I'm still using TellMeWhen for seeing cooldowns and such but FaceShooter just made it a whole lot easier. Good work.
Midnight, I love the addon, replaced a bunch of my power aura setups, my addon "TimeToDie" and fortewarlock. It's simple, easy to configure. Love it.
One thing that gives me a bit of annoyance is when LnL procs and the addon doesn't suggest any filler shots in between to allow the dot to tick, so I just had to do my own thing.
EDIT: after playing around with it, I got some suggestions. First the sniper training, I suggest making the icon gradually change colour from green to red instead of just green at 14s (when it refreshes) and then red at 6s. And for aspect, make the default set at max 90 and min 30 for example, because for me when I started using the addon, I thought aspect wasn't working but it was because both max and min threshold were set at 100%.
Well, you already have half the information at your disposal so calculating how much mana you are using should not be a big issue.
Awww, actually more like a third (not counting hard coded knowledge of bosses that is). But I guess, yeah I might do it just because putting it in another AddOn even that would mean some overhead. It´s not one of my highest priorities though.
Originally Posted by Kharthus
On a non-hunter I got this error:
Date: 2009-05-31 12:45:40
ID: 1
Error occured in: Global
Count: 1
Message: ..\AddOns\FaceShooter\FaceShooter.lua line 22:
attempt to index global 'FS' (a nil value)
Debug:
[C]: ?
FaceShooter\FaceShooter.lua:22: in main chunk
Also seeing this error sometimes when I leave combat (target dummy) and still have serpent up.
Date: 2009-05-31 14:41:56
ID: 1
Error occured in: Global
Count: 1
Message: ..\AddOns\FaceShooter\FaceShooter.lua line 812:
attempt to index field '?' (a nil value)
Debug:
(tail call): ?
[C]: ?
FaceShooter\FaceShooter.lua:812: SpellFind()
FaceShooter\FaceShooter.lua:1201: Scheduler()
FaceShooter\FaceShooter.lua:1308: OnUpdate()
FaceShooter\FaceShooter.lua:1244:
FaceShooter\FaceShooter.lua:1244
BTW Midnight, this addon is amazing!!! I was using TellMeWhen and this is so much better. I'm still using TellMeWhen for seeing cooldowns and such but FaceShooter just made it a whole lot easier. Good work.
Should both be fixed in latest version 0.6.1b. I hope I didn´t introduce some new bugs in return.
Originally Posted by shania
both toggle comands turn off/on sequence window. Can you post creneshoot pls?
There was a bug in my first version posted here that resulted in all those commands affecting only the shots frame. Did you use v0.6.0b?
Originally Posted by Bluesfear
Midnight, I love the addon, replaced a bunch of my power aura setups, my addon "TimeToDie" and fortewarlock. It's simple, easy to configure. Love it.
One thing that gives me a bit of annoyance is when LnL procs and the addon doesn't suggest any filler shots in between to allow the dot to tick, so I just had to do my own thing.
EDIT: after playing around with it, I got some suggestions. First the sniper training, I suggest making the icon gradually change colour from green to red instead of just green at 14s (when it refreshes) and then red at 6s. And for aspect, make the default set at max 90 and min 30 for example, because for me when I started using the addon, I thought aspect wasn't working but it was because both max and min threshold were set at 100%.
Actually, I prefer it this way.
green = now would be the best time to start moving
normal = you can move now without loosing sniper training, but you may not have very much time before it turns red
red = you´ll have to stop moving or sniper training will fall off
none = sniper training has fallen off
If I made the icon change gradually you may be able to tell roughly how long until you have to stop moving but it´d be more difficult to tell when exactly it´s reached it´s "full red" state.
Anyway as it´s propably rather easy to code I might add it as an optional way to display the icon.
FaceShooter - a hunter shot recommendation AddOn
The optimism of action is better than the pessimism of thought.
- Greenpeace UK
Did you try it on actual mobs or just on target dummies? Unlike most damage meters FS measures dps not by parsing the chatlog for outgoing dps but rather via targets healthloss over time. So if the target doesn´t loose any hp it can´t evaluate dps either.
Last edited by Midnight : 06/01/09 at 2:25 PM.
FaceShooter - a hunter shot recommendation AddOn
The optimism of action is better than the pessimism of thought.
- Greenpeace UK
What do you think about a darken red feature when out of range?
Is there any wait time for Kill Shot coded in FS? I know wait time has already been discussed, but I was hoping this particular shot might be easier to calculate. In my experience it does often come down to a tight diff in cool down between KS and ES so .. hm
I like how the Aimed icon switches to Multi-Shot when I fire it as it rotates off in cascade mode.
Great add-on Mid i replaced my Watcher with it. Working greatly for SV but for MM i noticed something:
1) when starting shooting at a mob it gives as 1st priority chimera instead of serpent (it's not a real problem)
2) while shooting if aimed shot goes off CD it doesn't appear on shot priority square it still gives steady shot.
I´ve uploaded the new version 0.6.2b of FaceShooter on WoWInterface.
Changes since 0.6.1b:
- Serpent sting gets priority over chimera shot if the DoT isn´t yet on target.
- FaceShooter doesn´t recommend to cast Serpent Sting if another sting is already running on target.
- Frames are automatically hidden when mounted/in a vehicle and frames can be hidden when solo, in party and/or in raid.
Also some minor bugs should be fixed now. If you encounter any bugs, please report them here and - if possible - try to describe when/how they happened.
Things on my to-do-list I might include in future versions:
- options via gui
- gradual colorchange for sniper training or similar approach
- improved AotV algorithm taking mana consumption/mana gain/ttl into account
- reminder frame for haste effects
- reminder frame for BW/trinkets similar short time boosts
Last edited by Midnight : 06/06/09 at 8:22 PM.
FaceShooter - a hunter shot recommendation AddOn
The optimism of action is better than the pessimism of thought.
- Greenpeace UK
Immediately after I logged in, I went out and tab-target a mob. I immediately got the following error:
Date: 2009-06-06 21:41:36
ID: 1
Error occured in: Global
Count: 1
Message: ..\AddOns\FaceShooter\FaceShooter.lua line 1129:
attempt to perform arithmetic on local 'duration' (a nil value)
Debug:
(tail call): ?
[C]: ?
FaceShooter\FaceShooter.lua:1129: CollectData()
FaceShooter\FaceShooter.lua:1265: Scheduler()
FaceShooter\FaceShooter.lua:706: ChangeFrameVisibility()
FaceShooter\FaceShooter.lua:1495: ?()
FaceShooter\FaceShooter.lua:14:
FaceShooter\FaceShooter.lua:14
[C]: TargetNearestEnemy()
[string "TARGETNEARESTENEMY"]:1:
[string "TARGETNEARESTENEMY"]:1
That´s because at lvl 70 you don´t have Kill Shot yet. The AddOn isn´t really meant for leveling so it doesn´t consider rotations for lower levels where important skills are still missing. I should implement a check though.
FaceShooter - a hunter shot recommendation AddOn
The optimism of action is better than the pessimism of thought.
- Greenpeace UK
That´s because at lvl 70 you don´t have Kill Shot yet. The AddOn isn´t really meant for leveling so it doesn´t consider rotations for lower levels where important skills are still missing. I should implement a check though.
Good enough. I was wondering if my level had anything to do with it. Thanks for getting back to me.
I recently made a lightweight Lock and Load proc warning addon. It's posted in the Hunter PvE DPS thread, but I figured I'd put it here too for those that don't check the Think Tank.
- if you have sniper training up and switch specs to MM, the sniper training frame keep showing the sniper training icon, even after the buff finally fades. This is a little annoying - reloading ui without the buff up seems to fix it though.
- the mod doesn't seem to take much processing power (turning on CPU profiling seems to peg it at around 6% of my moderate load, which is higher than a lot of mods, but a lot less than my worst cpu hogging mods) however it seems to take quite a bit of memory: over 4 megs. This doesn't really matter since afaik the amount of memory consumed by a mod has no real impact on performace, but it seems odd that it would take that much
edit: ok looked at it more, its memory used when out of combat is only 100kb which seems much more reasonable, however this climbs very very rapidly while shooting, around 100kb per shot (or perhaps per second). I haven't tried it in a raid, but that sounds like it could get unpleasant on a long fight if it keeps going past 4 megs - is this something to do with the TTL calculation?
- does the hunter's mark recommendation taking into account TTL? that would be the best use of it imo "is this trash mob going to live long enough for it to be worth a gcd for me to mark it (considering the damage from Marked for Death if I have the talent, and just the AP from the mark itself). I notice that with 0.62b it's recommending I mark dummies while I'm already in combat with them, even though it can't have a TTL calculation for them?
edit #2: ah, I looked at the code and apparently I misunderstood what the mod was doing - it looks like it's just works through a static priority list of abilities, it's not trying to decide dynamically which one is best.
Are you planning at some point to make it actually calculate how much your chimera shot does compared to your steady shot, and based on that recommend whether to wait on chimera or just fire a steady shot now? This would tie into my aimed shot calculation above too, since that depends on knowing how much damage a GCD used on HM costs you, and how much damage you'd gain from HM given your current DPS and the target's current TTL.
As it stands the current static priority list is something I think most of us can remember anyway (and it has the priorities wrong for some us too, spreadsheet shows me gaining dps by putting arcane before aimed as MM), so the mod seems a little excessive (but full of promise!)
edit #3!: if you do make the Aspect switch calculations smarter, it would be nice if they incorporated logic like "if I'm in viper but have mana to chimera + arcane and aimed, and all are off cooldown, switch to hawk, fire all 3 shots, then switch back to viper and keep steadying". Right now it seems to be just "hey I'm oom, switch to viper... oh i'm full switch to hawk" which like edit #2 seems a simple enough thing that a mod for it isn't needed.
The code for each priority list is neatly laid out enough though that if you just found a way to provide expected damage for a shot and current dps, a user could add the above logic into their own priority file very easily, making this an amazingly useful mod.
- if you have sniper training up and switch specs to MM, the sniper training frame keep showing the sniper training icon, even after the buff finally fades. This is a little annoying - reloading ui without the buff up seems to fix it though.
Ahh right I didn´t think about catching that one yet. It should be easily fixed though.
- the mod doesn't seem to take much processing power (turning on CPU profiling seems to peg it at around 6% of my moderate load, which is higher than a lot of mods, but a lot less than my worst cpu hogging mods) however it seems to take quite a bit of memory: over 4 megs. This doesn't really matter since afaik the amount of memory consumed by a mod has no real impact on performace, but it seems odd that it would take that much
edit: ok looked at it more, its memory used when out of combat is only 100kb which seems much more reasonable, however this climbs very very rapidly while shooting, around 100kb per shot (or perhaps per second). I haven't tried it in a raid, but that sounds like it could get unpleasant on a long fight if it keeps going past 4 megs - is this something to do with the TTL calculation?
Mhh, that seems wrong indeed and you´re propably also right in that it has something to do with the TTL calculations. I´m going to look into it.
- does the hunter's mark recommendation taking into account TTL? that would be the best use of it imo "is this trash mob going to live long enough for it to be worth a gcd for me to mark it (considering the damage from Marked for Death if I have the talent, and just the AP from the mark itself). I notice that with 0.62b it's recommending I mark dummies while I'm already in combat with them, even though it can't have a TTL calculation for them?
edit #2: ah, I looked at the code and apparently I misunderstood what the mod was doing - it looks like it's just works through a static priority list of abilities, it's not trying to decide dynamically which one is best.
It does take TTL into account but so far it´s static too in that the required TTL of the mob isn´t calculated dynamic but a flat 1m duration. I think I could get all the relevant data like talents, glyphs and number of hunters in the group, what I do need is a formula to derive the resulting TTL threshold from those.
Are you planning at some point to make it actually calculate how much your chimera shot does compared to your steady shot, and based on that recommend whether to wait on chimera or just fire a steady shot now? This would tie into my aimed shot calculation above too, since that depends on knowing how much damage a GCD used on HM costs you, and how much damage you'd gain from HM given your current DPS and the target's current TTL.
As it stands the current static priority list is something I think most of us can remember anyway (and it has the priorities wrong for some us too, spreadsheet shows me gaining dps by putting arcane before aimed as MM), so the mod seems a little excessive (but full of promise!)
Same problem as with HM, while I could propably provide most of the necessary informations I´ve got no idea how to derive a dynamic priority list from those. I´ve been trying to encourage a discussion about this topic here several times already. The only somewhat helpful reply so far has been the formula for the explosive shot delay (see page 3 of this thread). Other than that the only thing I know is that it´s not as easy as "use the highest dps shot first". Idealy there´d be a deterministic formula I can plug in all the necessary information like cooldown, shot damage, casttime etc. and get a priority list as result.
The direction the spreadsheet evolves into currently as well as SimCraft could prove to be very useful for some quality resarch by the way.
edit #3!: if you do make the Aspect switch calculations smarter, it would be nice if they incorporated logic like "if I'm in viper but have mana to chimera + arcane and aimed, and all are off cooldown, switch to hawk, fire all 3 shots, then switch back to viper and keep steadying". Right now it seems to be just "hey I'm oom, switch to viper... oh i'm full switch to hawk" which like edit #2 seems a simple enough thing that a mod for it isn't needed.
The first step will be making it dynamic in the way Whitemane suggested. When that´s done I can start thinking about further steps. But I guess before I go any further with this I´ll propably opt to spending my time improving the actual shot recommendation first. I´ll keep it in mind (or rather on my suggestion list) though.
The code for each priority list is neatly laid out enough though that if you just found a way to provide expected damage for a shot and current dps, a user could add the above logic into their own priority file very easily, making this an amazingly useful mod.
I think I you lost me here - the user brings his/her own priority file? What´s that supposed to be?
All in all I´ve still got a lot of ideas and improvements on my to-do list but between working, studying and raiding there´s not a whole lot of time left implementing all of them (may improve by the time we´re done with the hard modes and start clearing ulduar in one day ).
FaceShooter - a hunter shot recommendation AddOn
The optimism of action is better than the pessimism of thought.
- Greenpeace UK
I think I you lost me here - the user brings his/her own priority file? What´s that supposed to be?
Not quite, the user just edits your provided priority file, either inside faceshooter.lua or a separate lua file. It's not ideal from a UI point of view, but a lot of mods have similar configuration, and your FS:SpellFind() is neat enough that most people should be able to do it without trouble - I changed the priority for arcane and aimed for instance for myself, and the way your treating conditions involving cooldowns and TTL are easy to understand and edit - would just need similarly easy to call functions for expected damage (but of course writing those functions themselves is the hard part).
Also, I just tried out the "rotation" display mode, and it's amazing I wasn't going to use the mod in its current state for raiding since the normal display mode didn't seem to add anything beyond what my current ui already does for a priority list (i.e. just have my shots on a bar in priority order from left to right, and hit the right-most one that's off cooldown), but the rotation mode is a cool enough display of upcoming cooldowns that I think i'll use it anyway.
That´s because at lvl 70 you don´t have Kill Shot yet. The AddOn isn´t really meant for leveling so it doesn´t consider rotations for lower levels where important skills are still missing. I should implement a check though.
Just wanted you to know that since I got Kill Shot at 71, the mod no longer crashes at all and is providing indicators as to shot sequences perfectly. I had been working to modify S.H.I.T. (for pallies) to do something similar to what you are doing with this mod, but once I saw your work, I stopped. There was no need.
That still doesn't work for me (using 0.6.2b with saved variables cleaned up)
Did you try it on actual mobs or on target dummies? On target dummies the TTL calculation is somewhat broken. It should behave as if the target had infinite TTL after 5s of combat though. So if you open up with just auto shot for 5s the recommendation should change from CS to SpS.
FaceShooter - a hunter shot recommendation AddOn
The optimism of action is better than the pessimism of thought.
- Greenpeace UK