Thanks for your report. This is exactly what I wanted to see.
So far, I can see that :
_ The Gem Bonus line is detected, but the bonus is not added. This needs further investigation, but I suspect the color matching to require some room.
_ Line scanning stops after the gem bonus line. This is a bug in my code.
_ As a side note, Armor is not counted indeed.
Is it possible to get information about enchants and gems seperately? Currently got an age old addon that calculates a single value for an item with a ripped version of BonusScanner so it detects enchants. Need that so you can compare 2 items. Problem is gems and problem is I don't want to keep updating it when there's a perfect library for it. Can understand if it's too much work ofc :) But if you manage to fix this I'm gonna redo the addon and include other stats so it will be really cool! Else I'm not gonna bother too much work haha :D
No. IBL (and BonusScanner) do not diferentiate between what comes from an enchantment or from the object. I see no reason to add this, besides, it is technically non trivial (I got gem support for free). IBL gives you the bonus of item.
If you want to remove enchantments and or gems, you can remove the corresponding part from the itemlink and get the bonus of the base object.
Latest revision should correctly scan gem bonus and scan bonus past the gem bonus. What I call the gem bonus here is the bonus that you get when having all socket filled with gems of the expected color.
I'm waiting for input from bashui concerning ARMOR.
a lot of the "cool" gems have more than 1 effect, e.g. "+7 Healing Spells & +1 Mana per 5 Seconds", to match this we would need to apply the "same" pattern twice to first fetch healing spells and add it to the healing effect, then fetch the mp/5 to add it to the manaregen effect, unless there is a way to add multiple effects in one pattern :)
Anyway the one line i've supplied there is not accounted for :)
Anyway the one line i've supplied there is not accounted for :)
Yes. I'll look into it.
i'm making a list now out of sheer boredom:P
This is the gems I could find
Agility +5 and Hit Rating +4
Agility +5 and Defense Rating +4
+4 Agility and +6 Stamina
Attack Power 10 and Stamina +6
Attack Power 10 and Resilience Rating +4
Attack Power +8 and Critical Rating +5
Attack Power +10 and Hit Rating +4
+10 Attack Power, +5 Critical Strike Rating
Dodge Rating +5 and Resilience Rating +4
Dodge Rating +5 and Hit Rating +4
Dodge Rating +5 and Stamina +6
Healing +11 and 2 mana per 5 sec.
Healing +11 and Stamina +6
Healing +11 and Intellect +4
Healing +11 and Resilience Rating +4
Healing +11 and Spell Critical Rating +4
+1 Mana every 5 Sec and 3 Intellect
+7 Healing Spells & +1 Mana per 5 Seconds
+9 Healing Spells & +4 Intellect
Stamina +6 and Defense Rating +5
Stamina +6 and Crit Rating +5
Stamina +6 and Spell Crit Rating +5
Stamina +6 and Resilience Rating +5
+3 Stamina, +4 Critical Strike Rating
Strength +5 and Agility +4
Strength +5 and Stamina +6
Strength +5 and Defense +4
Strength +5 and Critical Rating +5
Strength +5 and Hit Rating +4
Strength +5 and Resilience Rating +4
+4 Strength and +6 Stamina
Spell Damage +6 and Spirit +4
Spell Damage +6 and Stamina +6
Spell Damage +6 and Spell Penetration +5
Spell Damage +6 and Spell Critical Rating +4
Spell Damage +6 and Spell Hit Rating +5
+6 Spell Damage, +5 Spell Crit Rating
+5 Spell Damage and +6 Stamina
Spell Critical Rating +5 and Spell Penetration +5
Spell Critical Rating +5 and 2 mana per 5 sec.
+4 Spell Critical Rating and +5 Spell Damage
+4 Spell Critical Rating and +5 Spell Penetration
Critical Rating +6 and Dodge Rating +5
Critical Rating +6 and 2 mana per 5 sec.
+4 Critical Strike Rating and +4 Strength
+4 Critical Strike Rating and +6 Stamina
Spirit +5 and Healing +9
Intellect +5 and 2 mana per 5 sec.
Intellect +5 and Spirit +5
Intellect +5 and Stamina +6
Parry Rating +5 and Stamina +6
Parry Rating +5 and Resilience Rating +4
Parry Rating +5 and Defense Rating +4
Defense Rating +5 and 2 mana per 5 sec.
Defense Rating +5 and Dodge Rating +4
+4 Defense Rating and +6 Stamina
Spell Hit Rating +5 and 2 mana per 5 sec.
Spell Hit Rating +5 and Stamina +6
+4 Hit Rating and +4 Agility
-- Fancy Gems
+26 healing Spells & 2% Reduced Threat
+3 Melee Damage & Chance to Stun Target
+14 Spell Crit Rating and 1% Spell Reflect
+12 Critical Strike Rating & 5% Snare and Root Resist
+12 Intellect & Chance to restore mana on spellcast
2% on spellcast - next spell instant cast.
+18 Stamina & 5% Stun Resist
+24 Attack Power and Minor Run Speed Increase
+12 Spell Damage and Minor Run Speed Increase
+20 Attack Power and Minor Run Speed Increase
+12 Defense Rating & Chance to Restor Health on hit
-- guess this is accounted for in the generic patterns
-- Not sure though
--[[
+20 Attack Power
+10 Spell Critical Strike Rating
+12 Spell Damage
+10 Critical Strike Rating
+10 Resilience
+4 Resist All
+3 Mana every 5 seconds
]]--
I have modified the lib to allow generic bonuses to be detected when between separators (like "/", "&", "," or " and "). This with a few extra pattern allows to handle all gems presented so far (expect a few specific meta-gem bonus, like proc or threat reduction).
It possible to add some features to do something like Pawn http://ui.worldofwar.net/ui.php?id=3999
Item Armor Value
Weapon Average damage adjusted for any special abilities that grant extra damage or extra attacks
Weapon DPS adjusted for any special abilities that grant extra damage or extra attacks
Weapon Speed http://www.shadowpanther.net/
Weapon Average damage adjusted for any special abilities that grant extra damage or extra attacks
Weapon DPS adjusted for any special abilities that grant extra damage or extra attacks
Weapon Speed
"adjusted for any special abilities" is a definite NO. The base damage might be added.
Weapon Average damage adjusted for any special abilities that grant extra damage or extra attacks
Weapon DPS adjusted for any special abilities that grant extra damage or extra attacks
Weapon Speed
"adjusted for any special abilities" is a definite NO. The base damage might be added.
I think that you are right, the mod can adjusted the values itself but would be very nice if ItemBonusLib can retrieve the three values.
It possible to add some features to do something like Pawn http://ui.worldofwar.net/ui.php?id=3999
Item Armor Value
Weapon Average damage adjusted for any special abilities that grant extra damage or extra attacks
Weapon DPS adjusted for any special abilities that grant extra damage or extra attacks
Weapon Speed http://www.shadowpanther.net/
I don't know how tough it would be, or if it would make sense in the spirit of this library to add, but what about simply adding a table of all "Chance on hit:" and all "Use:" bonuses, leaving the details of what that would mean to the client addon.
Clearly interpreting what these things mean is beyond the scope of this library (though it is a good idea for a client addon that would take your abilities and the stat bonuses into account and show you the adjusted DPS).
I appreciate all the work you are putting into this Jerry, so don't take it the wrong way when I say that I hope blizzard makes it obsolete and gives us an api for getting these things directly :)
Weapon Average damage adjusted for any special abilities that grant extra damage or extra attacks
Weapon DPS adjusted for any special abilities that grant extra damage or extra attacks
Weapon Speed
After rethinking about it. I don't think it make sense to provide this information in the library. If you think in term of a dual handling character, you can't give him a WEAPONDMGMIN equal to the sum of left and right hand. That does not make sense. So you would need WEAPONDMGMIN, WEAPONDMGMAX, WEAPONSPEED, WEAPONDMGMIN_OFFHAND, WEAPONDMGMAX_OFFHAND, WEAPONSPEED_OFFHAND. Dps can be infered from these, so you don't need to keep it.
To get the same value directly using gratuity and deformat is something like :
Gratuity:SetInventoryItem("player", 16)
local min, max = Deformat(Gratuity:GetLine(4), DAMAGE_TEMPLATE)
local speed = tonumber(strsplit(Gratuity:GetLine(4, true), " ")[2])
easier than using IBL to get it, I think.
Quote from bashui »
I don't know how tough it would be, or if it would make sense in the spirit of this library to add, but what about simply adding a table of all "Chance on hit:" and all "Use:" bonuses, leaving the details of what that would mean to the client addon.
As another API, maybe... but what would be it's use ? IBL give you semantic of bonus. It respond to the question "What a bonus is" as well as "How many of this bonus do I have (from my equipment)". Here we would not. If someone need to use IBL to get a bonus, the expected way is to add patterns and get a meaningfull bonus. Getting the list of the bonus we don't know about is counter to this, I think.
Quote from bashui »
Clearly interpreting what these things mean is beyond the scope of this library (though it is a good idea for a client addon that would take your abilities and the stat bonuses into account and show you the adjusted DPS).
Well, IBL knows what Agility is and what Attack power is. It does not know how much AP gives one Agi, this is beyond it's scope.
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I'm very interested in those lines.
Every Line I got while equipping the Shoulders is shown in the screenshot, btw...
This is all I get when I start ItemBonusLib with the command you gave me (Moonglade Shoulders equipped).
So far, I can see that :
_ The Gem Bonus line is detected, but the bonus is not added. This needs further investigation, but I suspect the color matching to require some room.
_ Line scanning stops after the gem bonus line. This is a bug in my code.
_ As a side note, Armor is not counted indeed.
Fix for all this incoming.
If you want to remove enchantments and or gems, you can remove the corresponding part from the itemlink and get the bonus of the base object.
I'm waiting for input from bashui concerning ARMOR.
http://www.wowhead.com/?items=-2
a lot of the "cool" gems have more than 1 effect, e.g. "+7 Healing Spells & +1 Mana per 5 Seconds", to match this we would need to apply the "same" pattern twice to first fetch healing spells and add it to the healing effect, then fetch the mp/5 to add it to the manaregen effect, unless there is a way to add multiple effects in one pattern :)
Anyway the one line i've supplied there is not accounted for :)
Yes. I'll look into it.
i'm making a list now out of sheer boredom:P
This is the gems I could find
Sorry for taking so long to get back to you on this. I think your proposed idea is the most useable one.
As for the other item, I have added:
CR_WEAPON_FERAL = 2.5, -- to CombatRatingsMap
{ pattern = "Increases feral combat skill rating by (%d+)%.", effect = "CR_WEAPON_FERAL" }, --PATTERNS_PASSIVE
(edited to attach my changes)
Thanks a lot. Really helpfull.
Are these exactly like this ? What "2 Stamina +6" means ? Isn't it not "Spell Hit Rating +5" ?
hehe Guess I got sloppy with the copy pasting :P nd my + key is semi broken :P
should be:
should be:
Item Armor Value
Weapon Average damage adjusted for any special abilities that grant extra damage or extra attacks
Weapon DPS adjusted for any special abilities that grant extra damage or extra attacks
Weapon Speed
http://www.shadowpanther.net/
yes, planned.
"adjusted for any special abilities" is a definite NO. The base damage might be added.
I think that you are right, the mod can adjusted the values itself but would be very nice if ItemBonusLib can retrieve the three values.
I don't know how tough it would be, or if it would make sense in the spirit of this library to add, but what about simply adding a table of all "Chance on hit:" and all "Use:" bonuses, leaving the details of what that would mean to the client addon.
Clearly interpreting what these things mean is beyond the scope of this library (though it is a good idea for a client addon that would take your abilities and the stat bonuses into account and show you the adjusted DPS).
I appreciate all the work you are putting into this Jerry, so don't take it the wrong way when I say that I hope blizzard makes it obsolete and gives us an api for getting these things directly :)
After rethinking about it. I don't think it make sense to provide this information in the library. If you think in term of a dual handling character, you can't give him a WEAPONDMGMIN equal to the sum of left and right hand. That does not make sense. So you would need WEAPONDMGMIN, WEAPONDMGMAX, WEAPONSPEED, WEAPONDMGMIN_OFFHAND, WEAPONDMGMAX_OFFHAND, WEAPONSPEED_OFFHAND. Dps can be infered from these, so you don't need to keep it.
To get the same value directly using gratuity and deformat is something like :
easier than using IBL to get it, I think.
As another API, maybe... but what would be it's use ? IBL give you semantic of bonus. It respond to the question "What a bonus is" as well as "How many of this bonus do I have (from my equipment)". Here we would not. If someone need to use IBL to get a bonus, the expected way is to add patterns and get a meaningfull bonus. Getting the list of the bonus we don't know about is counter to this, I think.
Well, IBL knows what Agility is and what Attack power is. It does not know how much AP gives one Agi, this is beyond it's scope.