It's not really possible to reliably determine whether or not everyone in the target's party are in range, as there is no API to get the distance from Player A to Player B unless YOU are one of those two. You could do a check to see if all party members are within visible range, but other than that there's not much that can be done.
The range check has been removed because, with the change to PoH, it is simply not feasible to do the it anymore, without adding a lot of extra complexity. It is easy to determine if anyone is within range of *you*, but determining the range between arbitrary other people is not possible without adding extra communication, because there is no functionality in the Blizzard API for retrieving this information remotely. I will consider different simpler sanity checks (like the targets are in the same zone), although it will not have much impact, as the crucial out of range situations are impossible to detect remotely (i.e. when one party member is 31- yards away from the target of the PoH, but really is participating in the encounter).
I don't know if its possible to get exact numbers for the range, but you could use an estimated range of 50 or 60 yards from the caster of PoH which will mostly be ok I guess.
Targets can be up to 70 yards away (40 + 30), so just assuming they are within 50-60 yards is not going to work. Besides, as far as i know, there is no way of determining range over 40 yards, as there are no spells with such long range.
I'm thinking it would be useful to also track HoTs, and basically count the next tick about to happen as the "incoming heal"... That's at most 3 seconds away (regrowth ticks), and more commonly at most 1-2 seconds away, which is in the same time frame as your average healing cast time.
Am I off my rockers? =)
Edit: for lifebloom you'd probably only want to look at the tick, not the bloom. it tends to be refreshed before the bloom.
Yeah, a lot of people (including myself) have wondered if that might be useful, and perhaps it is. However, there's an awful lot of work involved, and i'm not sure it'll add anything but confusion to the current way of displaying heals (VisualHeal and/or unitframes). I'm thinking about adding it as part of the buff scanning (which is already taking place on UNIT_AURA events) to avoid listening to the combat log (which it currently doesn't). I want a solid and bullet-proof concept before i implement anything, and i'm not sure whether or not UNIT_AURA and UnitBuff() can provide that alone, and i don't like the prospect of starting to listen to the combat log (performance). HoT support has been "planned" for a long time, but more important stuff has gotten higher priority (both RL stuff and addon stuff!). Currently i'm investigating if Beacon of Light should be added, when 3.2 hits, where it is more predictable (overheal counts, so the the healing of one target does not depend on the health deficit of some other target), and i believe that is more useful (to some) than HoT support is, so that is where my current focus is.
Currently i'm investigating if Beacon of Light should be added, when 3.2 hits, where it is more predictable (overheal counts, so the the healing of one target does not depend on the health deficit of some other target), and i believe that is more useful (to some) than HoT support is, so that is where my current focus is.
I'm thinking about adding it as part of the buff scanning (which is already taking place on UNIT_AURA events) to avoid listening to the combat log (which it currently doesn't).
Hm, yeah, scanning the buffs should be an excellent way of determining what's up and its timers. But it doesn't really say anything about the HoT's strength :<
(Unless something's changed radically since I last looked)
As for visual display... well.. the only one I use personally is the one in grid - i.e. a bar showing incoming heals tacked onto the current health of the target, so personally I'd be less confused rather than more :>
The plan was that the information that could be gathered by buff scanning alone would be amended by addon communication (by the library). I believe that it would be sufficient if the caster just transmits the hot strength along with some kind of information to pair that with an existing record of a hot on a target (which does not contain the hot strength). Of course it will all be wrapped in a nice API, so addons don't need to know about all this.
The plan was that the information that could be gathered by buff scanning alone would be amended by addon communication (by the library).
Something just struck me. To cut down on addon comms, couldn't it make sense to keep a list of Known Caster:Spell(Rank) = strength, and when you find an unknown hot strength, you temporarily start listening to combatlog events until you learn it?
Though I guess that could be affected by temporary trinkets and stuff.. Hrm..
I'm thinking it would be useful to also track HoTs, and basically count the next tick about to happen as the "incoming heal"... That's at most 3 seconds away (regrowth ticks), and more commonly at most 1-2 seconds away, which is in the same time frame as your average healing cast time.
Am I off my rockers? =)
Edit: for lifebloom you'd probably only want to look at the tick, not the bloom. it tends to be refreshed before the bloom.
I would absolutely love this feature. When you have 5k/s of hots rolling on the tank, that's a significant change in how you'll be healing than when you have 1k/sec. This information is quite useful, and this seems to be the appropriate mod to track it.
It could be a toggle ('Show hots that will tick in the next x.x seconds') for backwards compatibility with existing mods. Or it could be added as a second piece of data that mods can retrieve; this would require mods to update to the new format before they could display hots. Personally, I'd be quite happy with the first (and simpler) option.
Future possibilities (which could not be backwards compatible) could include estimating the amount of shielding remaining on a player, the amount of reactive healing (PoM, Blood Draining) currently active.
The negative to this is that it's outside the original purpose for LHC. It was designed to provide information simply unavailable to a typical mod... specifically, how much healing are other people about to do. But a mod COULD track hots if it wanted to.
On the other hand, I don't know of any mods that DO, and a lot of the supporting code necessary to do this kind of tracking already exists in LHC... the HoT extension would be particularly easy to tack on, and while other mods can track the buffs on a player to get the same information, providing a single source for this data is a big time saver for other mod authors.
Penance (Priest) Support is the one i miss -.- Is it possible to add this channeled Spell as a Direct Cast Spell like Greater Heal? Our Paladins blame me (Disciple Priest) that they dont see many Heals from me ;)
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I'm thinking it would be useful to also track HoTs, and basically count the next tick about to happen as the "incoming heal"... That's at most 3 seconds away (regrowth ticks), and more commonly at most 1-2 seconds away, which is in the same time frame as your average healing cast time.
Am I off my rockers? =)
Edit: for lifebloom you'd probably only want to look at the tick, not the bloom. it tends to be refreshed before the bloom.
Oh yes, BoL support for 3.2 would be great! :)
Hm, yeah, scanning the buffs should be an excellent way of determining what's up and its timers. But it doesn't really say anything about the HoT's strength :<
(Unless something's changed radically since I last looked)
As for visual display... well.. the only one I use personally is the one in grid - i.e. a bar showing incoming heals tacked onto the current health of the target, so personally I'd be less confused rather than more :>
Something just struck me. To cut down on addon comms, couldn't it make sense to keep a list of Known Caster:Spell(Rank) = strength, and when you find an unknown hot strength, you temporarily start listening to combatlog events until you learn it?
Though I guess that could be affected by temporary trinkets and stuff.. Hrm..
I would absolutely love this feature. When you have 5k/s of hots rolling on the tank, that's a significant change in how you'll be healing than when you have 1k/sec. This information is quite useful, and this seems to be the appropriate mod to track it.
It could be a toggle ('Show hots that will tick in the next x.x seconds') for backwards compatibility with existing mods. Or it could be added as a second piece of data that mods can retrieve; this would require mods to update to the new format before they could display hots. Personally, I'd be quite happy with the first (and simpler) option.
Future possibilities (which could not be backwards compatible) could include estimating the amount of shielding remaining on a player, the amount of reactive healing (PoM, Blood Draining) currently active.
The negative to this is that it's outside the original purpose for LHC. It was designed to provide information simply unavailable to a typical mod... specifically, how much healing are other people about to do. But a mod COULD track hots if it wanted to.
On the other hand, I don't know of any mods that DO, and a lot of the supporting code necessary to do this kind of tracking already exists in LHC... the HoT extension would be particularly easy to tack on, and while other mods can track the buffs on a player to get the same information, providing a single source for this data is a big time saver for other mod authors.