installing libbabble-boss-3.0 seems one alternative. another one using the WoWAce-Updater it should install the missing library. maybe you should click on the reinstall button there.
Dependencies were changed recently
You're right , someone you met, runs a very old version of threat ( it even rhymes ;) )
Edited (to avoid doubleposting ;) )
I read the "supposed and unofficial "patchnotes for 2.3.0 and had an idea.
Inspect distance has been increased to 30 yards.
When you inspect another player, you can now see their talent choices as well as their equipment.
Could that solve the problem of calculating the threat of people that DONT have ktm or Threat running?
Major problem has been that talents affected threat-calculation.. Now we can see their items AND the talents.
I know and already mentioned some oldworld-modules are missing.
Therefore i searched a bit and found some things. I can't code them in myself and therefore didn't check them , but maybe it helps :)
quotes are taken from ktm-source, blizz-forum, and wowwiki
All ranged DPS (Mages, Hunters, Warlocks) should keep in mind that it is impossible for them to pull aggro from the MT. Ragnaros will always attack players who are in melee range first, regardless of their position on his hatelist (so don't hold back on DPS).
He casts flamewrath, which reduces threat and is knockback
phase 2,the sub-merge is , if i understood correctly, a threat-whipe.
Blink - About every 45 seconds Shazzrah will blink to random target causing a wipe of the hate list."
All adds have initial aggro on the Razorgore controller.
It is a good idea to have the MT or at least some "hard" class (warrior, paladin or feral druid) control him, because Razorgore will have an infinite amount of aggro on his former controller in Phase 3.
lashlayer: The trickiest part of Broodlord is a single target knockback that he will do on whomever is highest on his threat list. After he knocks a target back, that target's aggro is reduced by 50%. Over the course of this fight, he will do this repeatedly on all of your tanks.
firemaw: As with all BWL fights, it is important to manage aggro heavily here as wing buffet reduces the aggro on the tank who is hit by it.
ebonroc: Like Firemaw, he does a wing buffet every now and then. Use an offtank to taunt him away from the MT so that he does not get the buffet (50% threat reduction).
flamegor: wingbuffet as well, 50% reduction of the people affected is suggested.
chromaggus: The one difference to this tactic is the Time Lapse breath. Commonly called 'hard mode' Chromaggus, Time Lapse is a breath attack that stuns. The stun is a binary spell which can be resisted with arcane resistance. Much like Onyxia when she does her fear attack, Chromaggus will target the person highest on his aggro list who is not stunned.
Time Lapse : Bronze - Stun for 6 seconds, reduces maximum health points to half. This ability used to permanently reduce threat, but does not do so as of patch 2.0.1. As with all stuns, Chromaggus will attack non-stunned characters first. THIS BREATH WILL EFFECTIVELY HEAL YOU WHEN IT WEARS OFF.
Quote: "Warriors, I know you can hit harder than that! Let's see it!"
Effect: Stuck in Berserker Stance plus an additional 30% damage taken for duration of the call.
Solution: Extra heals for the MT. The MT also needs to make sure that Stance Sets is not enabled or he'll likely unequip his shield. At the end of the debuff Warriors must manually return to their desired stance. The raid should also watch its damage output, as the main tank will not be generating the extra threat ordinarily caused by defensive stance.
Thekal: l. Once Thekal does his AoE punch he'll lose aggro on the main tank.
rajaxxignore = "You are not worth my time,? (%s)!",
customhandler = function(speechresult)
local match = string.match(speechresult.message, speechresult.localtext)
if match == UnitName("player") then
ayamiss: The start of Phase 2 is a complete aggro wipe.
buru: t. He also has a standard aggro list (although Phase 2 is an aggro wipe,) however, it is not advisable you try to tank him.
ossirian: Enveloping Winds - 8s stun on the person who has aggro. Ossirian will not target a player under this effect(though all threat is preserved). This effect cannot be dispelled, but can be resisted(nature).
, Yauj has a ranged AOE fear that wipes aggro even if mitigated with Fear Ward, Berserker Rage or Will of the Forsaken.
sartura: You have 10 minutes, starting from the pull, before Sartura goes into "supreme mode" Enrage. (Similar to hakkar in ZG) Sartura has extremely low HP, so as long as DPSers are alive this is easy. DPS can go all out at all times, as there is no aggro on Sartura or her adds.
Sartura's guards need to be burned down as fast as possible with focused DPS. Since they have no aggro list at all, you can DPS them as hard as you can.
Viscidus has a nasty tendency to aggro someone right as he reforms and run off after them. Since he is not chilled at all at this point, and he is untauntable, it is very difficult for the MT to catch up and get him back. Unless he is picked up and tanked very quickly, he will likely run around killing healers until the raid wipes. There are various theories as to what makes this happen, but it sometimes seems as mysterious as Onyxia's Deep Breath.
Some people say that DPSing blobs without killing them (especially with AoEs and Multishot) causes transition aggro. This seems rather unlikely, as healers get transition aggro as often as DPSers.
Some people say that players standing too far away from Viscidus will pull aggro. In any case, it is not a good idea to run out of the room too early after a transition; if he aggroes someone out of the room he will instantly reset to 100%.
Some people say that Viscidus has a limited-radius aggro wipe, or an aggro wipe on a limited number of the closest players, and that the players standing further away from him should not do any healing or curing for 5 seconds during each transition.
Twin Teleport - Every 30-40 seconds, the two twins will switch places, visible by a blue glow around their feet. The twins will be rooted for about 2 seconds after they teleport before they start attacking again. There is a complete aggro wipe, and the Emperors will attack the closest player to them, who will receive a large amount of threat after the 2 second root runs out.
Sweep: 1k-2.5k physical damage (with AoE knockback, often result in temporary switch aggro to ranged group and sandblast ranged group). Keep in mind, usually after a sweep, a tank will lose aggro and a new tank will be on Ouro's aggro list. It is crucial that the tank who was swept not go in melee range, as Ouro will return to that warrior, and chances are that warrior will not be full health.
Sand Blast: 3.5k - 4.5k nature damage. Frontal breath affecting 180 degrees. You can fully resist it or not, damage is not reduced/blocked because it has an incapacitating effect that makes it a binary spell. Ouro sandblasts in the direction of the person in the raid with the highest threat and being hit by the sandblast clears all threat for that person. Sand Blast is every 20-25 seconds. It has 45 yards range and can be easily outranged.
Teleporting himself and all players within 30' range a short distance, wiping the aggro table. Azuregos will still have aggro for those players who were out of range of teleport. After the teleport, all affected players will be underneath the dragon and should run out.
Onyxia: fireball =
hitsonly = true,
multiplier = 0.75,
Onyxia is immune to all abilities which cause a monster to instantly target the caster. So, abilities such as Taunt, Challenging Shout, and Mocking Blow don't work as usual on her. Other threat-generating abilities such as Sunder Armor do work as usual.
Engulfing Flames (Fireball)
While in flight Onyxia will breathe fireballs down on random players. This hits as a main hit and a splash damage hit. It does up to 3000 damage to the player it hits and can do up to 1500 to anyone nearby. Note: Research in November 2006 strongly indicates that these fireballs target whoever is highest on Onyxia's threat list, and impose a large (probably complete) threat wipe for the characters targeted.
6,000 health, hit for 400 physical damage.
If coming from a Crypt Guard, ~10 will spawn. A player death will cause 5 to spawn.
Susceptible to all forms of crowd control, Frost Nova is most effective at controlling them.
NOTE: Aggro seems to work differently than normal mobs. Once the add is on a target, dps alone will most likely kill it before aggro is transfered to the DPSer. This can lead to a wipe if several loose bugs aggro the hunter or tank shortly before locust swarm.
Blink - He blinks periodically throughout the fight, causing a complete Aggro wipe. Cooldown is around 25 seconds when he is in the room, and he only travels a short distance, maybe 20 yards.
heigan: Aggro does NOT reset between phases.
loatheb: Fungal Bloom Critical-hit chance increased by 50%. Spell critical-hit chance increased by 60%. Spells and abilities cause no threat. Get from environment, you can control who gets it. 90 secs duration, spawns every 12 secs, every time only 5 people can get it.
Deathknight Understudy auto attack hits for roughly 4K damage on Razuvious, generating significant threat. If Razuvious is properly sundered or improved expose armor is used, understudies hit around 6k. Against tanks, they hit for a little over 1.5k, and, once the Instructor dies, take massive damage (4 and 5 digit damage is common, 6 digit damage has been SS'ed)
Gothik the Harvester
Gothik is tauntable and keeps aggro through teleports.
It pretty much confirmed that every 12 sec when Marks hit, all players' aggros on horsemen are reduced by 50%, which means you need to stay easy on DPS when tank transition. If such a check wasn't in place, by the end of the fight, the tanks would have such a huge amount of aggro it would be impossible to lose aggro.
The main part of the fight is to heal through his Hateful Strike ability; It works like this:
Hateful Strike hits the person in range with the most hitpoints primed by aggro. (It will hit a rogue if your Tanks arent healed up fast enough)
Hateful Strike hits for between 22100 and 29900 damage before mitigation (= avg 26000 non-mitigated damage). This means it is roughly 7500 average damage after mitigation on tier-2 warriors. The maximum hit will deal 29900*(damage modifier by armor); this means that, with 70% damage reduction, for example, a tank needs 29900*30%=8970 HP at all times.
Hateful Strike can never crit or be a crushing blow.
Hateful Strike hits roughly every 1.2 seconds
Hateful Strike does NOT try to reapply upon a dodge/parry/miss. This is a common misconception (if the person with the highest health dodges/etc and nobody else has been healed to higher health, then the same person will also take the next HS, which leads to this misconception). This means that dodge/parry is extremely important because it gives healers 1.2 more seconds to top off tanks.
This fight will generally require your Hateful Strike tanks to be buffed using Flasks of the Titans and Stoneshield Potions and possibly to be specced in Protection.
Several guilds have successfully utilised feral druids as Hateful Strike tanks as they are able to attain very high damage mitigation and hitpoints, and are often able to survive Hateful Strikes without the use of Flasks and Stoneshield Potions. A druid's normal weakness, his lack of Defense to reduce crits and crushing blows, does not apply in this fight. The downside is, they are less able to avoid the Hateful Strikes due to their lack of the Parry ability. If a druid must be used for Hateful Strikes, they should have close to 75% damage mitigation or more, plenty of stamina gear, and an appropriate spec.
Use the Hateful Strike Damage Calculator to determine if your tanks are geared with sufficient armor and hit points to survive Hateful Strikes.
As noted above, the belief that aggro remains locked to the main tank is questionable, since off tanks (and insanely over-dpsing mages Mage Pulls Aggro with Insane Ignites) can become the main tank if they create too much threat. It is viable to either use one, or numerous offtanks in the fight. The best seems to be 3, It allows you plenty of time to heal up the OTs without spreading out healing too much. There is no gimmick otherwise, it's all about survival and DPS.
Chains of Kel'Thuzad Kel'Thuzad can MC 4 people at once. Size increased by 200%. Charmed. Damage increased by 200%. Healing increased by 500%. They will buff and heal Kel'Thuzad. Can be sheeped or stunned. This ability will wipe all aggro, DPS should slow when it occurs.
Guardian of Icecrown - These have tons of health with the ability: Blood Tap Which is a self buff that does +15% all damage, + 10% size and can stack up to 99 times, gain upon switching aggro target. These mobs will despawn when Kel'Thuzad dies. Can be shackled, but NOT frost nova'd and slowed. Only 3 targets can be shackled at one time, if a fourth shackle is cast, every shackle will break simultaneously.
There are other events ,that may require special-treatment ;)
Here some examples
Dragons of Nightmare:
Eranikus, Tyrant of the Dream
Lieutenant General Nokhor
Others - Outland
I just browsed through the threat-code . There are a few npc-modules for "old" content like zg and aq , but it's not complete. I'm missing Onyxia for example. Maybe people who visit these old places already know how to handle the fight without aggrometer, but i think threat should have all raidbosses and the worldbosses . And YES, i know this library is still under development ;)