Yes, it's ignored. (edit: Ignore what was written here before, it wasn't correct)
And about overhealing: Because Beacon of Light only heals for "real" healing (no overhealing), you might want to check if the initial heal will contain overhealing and remove that from the Beacon of Light healing.
I don't know if that's the best solution for it (because other healers might cancel their heal or the target may get damage), but I think it's better if LibHealComm reports too little expected healing instead of too much expected healing.
What is the best way to contribute new code to this project? I have fixed up the Shaman code to handle the effects of Tidal Waves, Riptide, and Glyph of Lesser Healing Wave on the Shaman healing spells. Is it possible to commit directly to the SVN repository?
What is the best way to contribute new code to this project? I have fixed up the Shaman code to handle the effects of Tidal Waves, Riptide, and Glyph of Lesser Healing Wave on the Shaman healing spells. Is it possible to commit directly to the SVN repository?
Yes, you can commit directly to the repository, but ask for permission first from any of the listed authors.
What is the best way to contribute new code to this project? I have fixed up the Shaman code to handle the effects of Tidal Waves, Riptide, and Glyph of Lesser Healing Wave on the Shaman healing spells. Is it possible to commit directly to the SVN repository?
Please, go ahead and submit, the repository is open. Submits are tagged as alpha and do not go directly to Curse, so I'll just review the modifications and tag it as a release if it looks good.
Yes, you can commit directly to the repository, but ask for permission first from any of the listed authors.
To Add:
Also please join IRC to avoid the wrath from you friendly wowace mod. I'd also recommend you indicate in the commit note that you did so with permission. Always CYA vs getting it bitten off :D
apart from the missing glyphs i think we missed something else.
If you have herbalism you get a healing over time spell called lifeblood with 6 different ranks.
I haven't had time to implement BoL. The fact that the extra heal doesn't heal for a fixed amount and that the actual amount depends on the health of a completely different target makes the handling flaky and just doesn't fit into the existing framework as well as i initially thought, which means API and communication changes, so I've put it on ice for now. I may revisit it at a later time though.
I have rev 16 running and somehow the amount lhc calculates and displays differs from the amount that i really heal for.
grid&vh display 2.3k for example, but my pally heals for 2670-2740 with a flash of light.
holy light 8.4k instead of the displayed 7.9k
What information do you need and how can we reduce the difference between the amount healed and the one displayed?
to be very clear.. LHC straight out guesses how much your heal will hit for.. There is a method to the instanity but you will not know what the heal will hit for till it hits. The math behind that guess gets refined all the time.. but is in the end is still a guess.
I thought it was very clear from his post that he knows the number displayed by LHC is a guess. The last part of his post even asks, "what information can I provide to help LHC guess more accurately in the future?"
I have rev 16 running and somehow the amount lhc calculates and displays differs from the amount that i really heal for.
grid&vh display 2.3k for example, but my pally heals for 2670-2740 with a flash of light.
holy light 8.4k instead of the displayed 7.9k
What information do you need and how can we reduce the difference between the amount healed and the one displayed?
If you list the effects that affect the heal when you cast it, i can compare it to the effects that are supported by LHC. Perhaps there are some mechanics/buffs/talents that are not accounted for. If you know Lua, you can also have a look at the paladin code inside the library to see how the heal is calculated, and which effects are checked. Beware that some effects (like spell power, and certain effects that add a flat amount to spell power) are automatically accounted for though.
EDIT: I'm in Vietnam at the moment, so I'll not be able to follow up on this until the begninning of january. I may drop by to comment if i happen to come by some internet though.
(1) Fix Tidal Waves calculation as it's a passive bonus, not a buff bonus.
(2) Add new totems (relics) from WotLK.
I notice that the druid "Tree of Life" buff isn't accounted for, which increases healing effects by 6%. I will add this after some testing with a resto druid.
Rollback Post to RevisionRollBack
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And about overhealing: Because Beacon of Light only heals for "real" healing (no overhealing), you might want to check if the initial heal will contain overhealing and remove that from the Beacon of Light healing.
I don't know if that's the best solution for it (because other healers might cancel their heal or the target may get damage), but I think it's better if LibHealComm reports too little expected healing instead of too much expected healing.
Yes, you can commit directly to the repository, but ask for permission first from any of the listed authors.
Please, go ahead and submit, the repository is open. Submits are tagged as alpha and do not go directly to Curse, so I'll just review the modifications and tag it as a release if it looks good.
To Add:
Also please join IRC to avoid the wrath from you friendly wowace mod. I'd also recommend you indicate in the commit note that you did so with permission. Always CYA vs getting it bitten off :D
If you have herbalism you get a healing over time spell called lifeblood with 6 different ranks.
http://www.wowhead.com/?spell=55428 rank 1 300hp in 5sec
to
http://www.wowhead.com/?spell=55503 2000 over 5 sec.
the combatlogevents look like this
Or do you need more combatlogs?
yoshimo: heal over time spells are not supported
Fel Armor
Demon Armor
The 20% extra healing is now on Demon Armor, and not on Fel Armor (as it was in 2.4).
grid&vh display 2.3k for example, but my pally heals for 2670-2740 with a flash of light.
holy light 8.4k instead of the displayed 7.9k
What information do you need and how can we reduce the difference between the amount healed and the one displayed?
If you list the effects that affect the heal when you cast it, i can compare it to the effects that are supported by LHC. Perhaps there are some mechanics/buffs/talents that are not accounted for. If you know Lua, you can also have a look at the paladin code inside the library to see how the heal is calculated, and which effects are checked. Beware that some effects (like spell power, and certain effects that add a flat amount to spell power) are automatically accounted for though.
EDIT: I'm in Vietnam at the moment, so I'll not be able to follow up on this until the begninning of january. I may drop by to comment if i happen to come by some internet though.
(1) Fix Tidal Waves calculation as it's a passive bonus, not a buff bonus.
(2) Add new totems (relics) from WotLK.
I notice that the druid "Tree of Life" buff isn't accounted for, which increases healing effects by 6%. I will add this after some testing with a resto druid.