Hey guys, as a just grown tree I want to make my life a bit easier and what I can't decide is if Wild Growth is worth casting or not. It heals 5 targets that are in 15 yard range of the *target* it is casted on. I.e. is there a way to check the range from target to other players? Bandages work for 15 yards checking, but only from me to other players... it looks like every tree out there is just casting Wild Growth blindly hoping there will be enough around
it looks like every tree out there is just casting Wild Growth blindly hoping there will be enough around
I think most do.
In 5-man, I move and cast Wild Growth on myself so I have a chance to catch the whole party. In raid, I cast Wild Growth and let Cenarius decides who will be saved. :p
Hehe I though it is impossible after turned upside down several range addons and checked the api, but there was always chance ;)
It is badly designed spell then in my book, but oh well, I have to live with that... or... others have to live with that :D
It's just like any other AoE heal. Two best tactics are 1) cast on yourself and position yourself strategically or 2) cast on the melee/ranged group, try to aim for the middle person. In general I either cast on the tank (to get the melee people) or myself (for ranged group or targeted areas)
This is actually possible - if your current zone has a map. If the zone has a map, you can work out a ratio* for game-world-yards to map-percentages (or just check something like QuestHelper and see if you can lift the number from that). Then you can GetPlayerMapPosition for the relevant unit IDs (raid1 - raid25, probably, although you could omit whichever one your target is), convert them to yards, and then compare each of the other 24 positions against your target and run the differences through Pythagoras, and display some cheery feedback thing to the user if at least five of those final results are within the range of Wild Growth.
* Actually getting this ratio, if you can't find it elsewhere, will require a partner who's willing to stand around and do next to nothing while you inch in and out of some known range. There are also a few fiddly bits: The map is 1.5 times as wide as it is tall, so one vertical percentage point is 1.5 horizontal ones; depending on what you attempt to use as your known range, you might be measuring between the edges of your hitboxes, or between their centers. And, this ratio varies from map to map, sometimes greatly so. Checking some work I did along these lines earlier this year, the ratio for the entry to Ulduar is about 2192, while the ratio for the Coliseum is about 246.
Corveroth, you just described how all addons that add icons to the world map (and minimap) work. :)
The idea isn't new, its more of a matter of who actually wants to spend time doing it.
One small problem is that the calculated distance is only accurate on the X-Y plane, and doesn't take into account the Z plane.
The map to yards ratio of each map can be obtained from the MPQ files directly from one of the .dbc files to about 6 decimal places.
Heh. I'm considerably less-than-surprised that it's been done before. And back when I was thinking about this originally, I had an idea for charting out Z-distances: basically, collect the time, position, and velocity of your character at every step, and exploit the difference between how far you would've gone if you were moving horizontal and what you actually moved with a vertical component. Unfortunately, the first major issue is distinguishing whether that vertical movement was up or down. But hey, you just have to find some monotonic increasing/decreasing path to chart out in order to solve that... and store a massive value of tables, interpolate to fill the table unless you really want to carefully visit a few thousand points, sample frequently enough that you can treat your character's movement as a straight line...
This is actually possible - if your current zone has a map.
Even so, latency makes it impossible to achieve 100% reliability (where someone appears to be in your client may differ from where they appear to be in their client may differ from where they actually are according to the server), and the system resource cost of constantly performing so many calculations really doesn't justify (IMO) the very marginal benefit of having an addon tell you where to aim your AoE heal.
I've played a resto shaman for over four years, and I've never found it that difficult to simply maintain some awareness of where people are around me. Situational awareness not only benefits AoE healers, but also translates into better overall performance. There are tons of encounters where you need to be aware of what is going on and where people are around you.
Heh. I'm considerably less-than-surprised that it's been done before. And back when I was thinking about this originally, I had an idea for charting out Z-distances: basically, collect the time, position, and velocity of your character at every step, and exploit the difference between how far you would've gone if you were moving horizontal and what you actually moved with a vertical component. Unfortunately, the first major issue is distinguishing whether that vertical movement was up or down. But hey, you just have to find some monotonic increasing/decreasing path to chart out in order to solve that... and store a massive value of tables, interpolate to fill the table unless you really want to carefully visit a few thousand points, sample frequently enough that you can treat your character's movement as a straight line...
This is complicated by the fact that if your feet is touching the floor, your X-Y plane speed is a constant. That is, if you are on a ground mount and moving forward, you would be travelling at 200% speed on flat ground, and also 200% speed (on XY plane) on sloping ground. Yes, you end up travelling at a faster 3D speed because the 2D-XY plane speed is constant.
If you were flying though (feet not on the ground), then the 3D speed is a constant. 380% or 410% in this case, depending on your mount.
I think most do.
In 5-man, I move and cast Wild Growth on myself so I have a chance to catch the whole party. In raid, I cast Wild Growth and let Cenarius decides who will be saved. :p
It is badly designed spell then in my book, but oh well, I have to live with that... or... others have to live with that :D
* Actually getting this ratio, if you can't find it elsewhere, will require a partner who's willing to stand around and do next to nothing while you inch in and out of some known range. There are also a few fiddly bits: The map is 1.5 times as wide as it is tall, so one vertical percentage point is 1.5 horizontal ones; depending on what you attempt to use as your known range, you might be measuring between the edges of your hitboxes, or between their centers. And, this ratio varies from map to map, sometimes greatly so. Checking some work I did along these lines earlier this year, the ratio for the entry to Ulduar is about 2192, while the ratio for the Coliseum is about 246.
The idea isn't new, its more of a matter of who actually wants to spend time doing it.
One small problem is that the calculated distance is only accurate on the X-Y plane, and doesn't take into account the Z plane.
The map to yards ratio of each map can be obtained from the MPQ files directly from one of the .dbc files to about 6 decimal places.
Including (LK) instance maps ? If yes, we should tell a word to TomTomPing author, because range estimation is quite bad inside instances.
Should be included. Lazy to check myself.
Heh. I'm considerably less-than-surprised that it's been done before. And back when I was thinking about this originally, I had an idea for charting out Z-distances: basically, collect the time, position, and velocity of your character at every step, and exploit the difference between how far you would've gone if you were moving horizontal and what you actually moved with a vertical component. Unfortunately, the first major issue is distinguishing whether that vertical movement was up or down. But hey, you just have to find some monotonic increasing/decreasing path to chart out in order to solve that... and store a massive value of tables, interpolate to fill the table unless you really want to carefully visit a few thousand points, sample frequently enough that you can treat your character's movement as a straight line...
Even so, latency makes it impossible to achieve 100% reliability (where someone appears to be in your client may differ from where they appear to be in their client may differ from where they actually are according to the server), and the system resource cost of constantly performing so many calculations really doesn't justify (IMO) the very marginal benefit of having an addon tell you where to aim your AoE heal.
I've played a resto shaman for over four years, and I've never found it that difficult to simply maintain some awareness of where people are around me. Situational awareness not only benefits AoE healers, but also translates into better overall performance. There are tons of encounters where you need to be aware of what is going on and where people are around you.
This is complicated by the fact that if your feet is touching the floor, your X-Y plane speed is a constant. That is, if you are on a ground mount and moving forward, you would be travelling at 200% speed on flat ground, and also 200% speed (on XY plane) on sloping ground. Yes, you end up travelling at a faster 3D speed because the 2D-XY plane speed is constant.
If you were flying though (feet not on the ground), then the 3D speed is a constant. 380% or 410% in this case, depending on your mount.
o.0 wat
Damnit Blizzard. Why do you make things so wierd?