Using the drdamage setting, when you reach the hit cap it values it at 0 which causes a small problem. It will consider an item without spell hit superior to an item with it, until you actually switch out the two items, where it will say the item with hit is better by a larger amount. It doesn't actually cause a problem because I can still tell which is better between the two, but for ease of use is something like this fixable?
Hi I get two weird report from itemvalue (i'm also using itemvalue_drdamage)
When I log in I get
Itemvalue : Error : Set "Corruption" already exists.
And this for all the spells I have created. Is drdamage creating this spells automatically at each start. (I'm also using the option to update at every calculation)
And It also seems that statset disappear when you create more than one Group. Atleast you can't see it in the interface, but when you change the value in the statset it seems to work. (You need to reloadui to see this, because it's working well till you reload :( )
The problem with hit-cap is unfortunately a bit difficult to fix. It is because for simplicity i am assuming that difference between +1 stat and +0 is the same as the difference between -1 stat and +0. Some methods for a quick fix would be:
1) make it aware of any stat-caps and 0 the value if you are exceeding it
2) add a -1 value in addition to the +1 values
3) complete calculation for every item
Quote from lymphatik »
It tell me to use 2x [Runed Living Ruby] (they are red gem whereas corruptor only get yellow socket)
And by using Runed Living Ruby + Veiled Noble Topaz I get a better score, thanks to the socket bonuus.
You dont get the socket bonus with Runed Living Ruby + Veiled Noble Topaz, because like you already said that the item got only yellow sockets.
Im trying to look into you other described errors.
By using drdamage and itemvalue_drdamage, they help a lot. Once you have created all your spell (with drdamge set) I create a group where I use swstats to populate the field (ie: swstats tell me that I use 70% shadow bolt 11% corruption 12% immolate, so I enter 0.7 for shadow bolt etc.)
I downloaded this the other day and it was really buggy. I was getting all these errors and it made some tooltips not work and a bunch of other things. Today I sat down and looked at the code, and I finally realized why. Also, LOL.
I have a pair of Ruby Slippers. Ever since I got them, I destroyed my hearthstone, so it has never been in my cache. Your GetItemInfo where you insert gems into the hearthstone returns nil every time. I opened up LootLink and forced it to fetch Hearthstone from the server, and now it works flawlessly...
Is there anyway you can force it to fetch Hearthstone if it isn't in the user's cache? I presume this could also be an issue for shaman who do the same as I did because of Astral Recall. Otherwise I will have to use lootlink every time a patch comes out, which isn't a big deal, but still.
Also, I'm getting the same issue with the "Duplicate Sets" on startup as lymphatik, and I built my one set with the DrDamage addon. Didn't really look into this, as it doesn't seem to be too much of an error.
LAST thing to report. I was getting some errors saying "#BestJewelYellow is 0," while using the BestJewel feature, so I went to investigate. This is also the cause of lymphatik's bestjewel problem. And the fix! On line 1346, you start a series of if-elseifs; however, the else does not account for gems of multiple colors. This means that if it picks an orange gem in the loop, it will call it red and that's it, where it should be sticking it into TWO tables: the red and yellow. I changed them to 4 individual if statements and it works for me :)
Excellent mod, I will find a lot of use out of this.
I'm looking to replace Pawn with ItemValue, but I've run into a bit of a problem: I haven't been able to find a place to enter Feral COmbat Skill rating or Weapon Damage. Have these values been implemented yet?
The problem with hit-cap is unfortunately a bit difficult to fix. It is because for simplicity i am assuming that difference between +1 stat and +0 is the same as the difference between -1 stat and +0.
Are you planning to change this in the future? Also are you assuming that the difference between +1 stat and +2 stat are the same? I certainly like the idea of an evaluation mod that can cover enchants/gems that I will be putting on the item for me automatically. However if I understand your comment correctly, it sounds like this sort of assumption is incompatible with TankPoints style calculations (for example going from 50% avoidance -> 51% avoidance is a bigger gain than 50% avoidance -> 49% avoidance is a loss, this makes dodge/parry/block/defense/agility all act non-linearly.)
...face\AddOns\ItemValue_DrDamage\Class_DrDamageSet.lua:255: attempt to call method 'RawNumbers' (a nil value)
[C]: in function `RawNumbers'
...face\AddOns\ItemValue_DrDamage\Class_DrDamageSet.lua:255: in function `CalcValues'
...face\AddOns\ItemValue_DrDamage\Class_DrDamageSet.lua:223: in function `UpdateValues'
...face\AddOns\ItemValue_DrDamage\Class_DrDamageSet.lua:189: in function <...face\AddOns\ItemValue_DrDamage\Class_DrDamageSet.lua:186>
(tail call): ?
Interface\AddOns\ItemValue\ItemValue.lua:1124: in function `GetTooltipText'
Interface\AddOns\ItemValue\ItemValue.lua:1065: in function `handler'
...ddOns\ItemValue\Libs\TipHooker-1.0\TipHooker-1.0.lua:182: in function <...ddOns\ItemValue\Libs\TipHooker-1.0\TipHooker-1.0.lua:176>
[C]: in function `SetBagItem'
Interface\FrameXML\ContainerFrame.lua:629: in function `ContainerFrameItemButton_OnEnter'
[string "*:OnEnter"]:1: in function <[string "*:OnEnter"]:1>
Doesnt work kk? :p I get this every time I hover my mouse over an item..
I am really enjoying this addon. It has a lot of features, though, and I might be missing some of them.
I have been implementing the various ratings found at Shadow Panther's web site, including AEP, DAEP, Dagger AEP, and Off-Hand AEP.
First, the rating system Shadow Panther uses is of the format "1 AEP = 1 Agi = 20 Sta = 2 Str = 66.6 Def". When filling out a statset, I have to enter the reciprocal of these values in the fields -- Sta gets 0.05, Def gets 0.015 -- due to the way statsets are computed. Is it worth adding a checkbox to change the behavior so folks can enter the literal values seen in this format?
Second, the rating system uses non-stats values as well as stats values. A simple example comes from Dagger AEP -- ".235 Avg. Dam." is the main offender in this rating. This particular case is easy: average damage is equal to (WEAPON_MIN+WEAPON_MAX)/2, so I just set WEAPON_MIN and WEAPON_MAX to 0.5/0.235 (0.5 to balance the /2 in the average equation, and 0.235 on the bottom to deal with the reciprocal issue seen in the first question) and it works fine. A more complex example, however, is Off-Hand AEP which includes "0.5 DPS". DPS as most folks know is ((WEAPON_MIN+WEAPON_MAX)/2)/WEAPON_SPEED but that's a bit more complex than the statset seems to be able to handle. There's eleven other things in the definition of the rating that are handled nicely by the statset, though, so it'd be nice if there was an easy way to resolve this within the statset -- maybe a new field for DPS. If you're adding fields, might want to add one for "Average Damage" as well even though the workaround is easy enough.
Third, is it possible to somehow limit a rating to a particular class of gear? I don't care about AEP or DAEP for weapons, and I don't care about Dagger AEP or Off-Hand AEP for non-weapons, for instance. If I'm allowed to dream, it'd be nice for Dagger AEP to only be seen on daggers, and Off-Hand AEP be seen by all weapons that are one-hand or off-hand except if they're currently in the main hand, but that's way more complex than is worth doing in a general addon.
Last, Shadow Panther rates sockets, not their contents, in his system. Is there a way to do this within ItemValue? I was thinking of using a default gem of the appropriate color with the correct rating value, but that seemed hackish. Any suggestions?
Thanks again for a really nice addon. Keep up the good work!
Ok, finally I'm in the Internet again (whole line was dead for 4 days).
I've committed some small changes a few minutes ago.
New Feature: Best Items
This gets a list of items (currently only epics of "your" armor type -> only plate for warriors f.e.) from Ludwig (which you need for this feature to work), calculates their values after BestJewel'ing them and prints the top 5.
I've got some improvements and the addition of melee "spell" handling and melee stats almost completely in my local version. When Autoattack is working correctly I'll commit it.
Some other plans for the next future:
- Detailed per-set rounding settings
- Set sorting
- Completing EquipValue frame settings
- Modularize jewel component (database, bestjewels function, default jewels) to cut down down some memory usage for those who don't use it
"1 AEP = 1 Agi = 20 Sta = 2 Str = 66.6 Def"
Is it worth adding a checkbox to change the behavior so folks can enter the literal values seen in this format?
I'm thinking about some import methods to quickly fill new StatSets based on different sources (like a pawn importstring found in some spreadsheets or your example above).
Shadow Panther rates sockets, not their contents, in his system.
I've never understood why someone would like to rate Sockets that way. IMO the existence of sockets doesn't matter, the effective stat bonus they bring matters.
The value of each Socket is minimum equal to the value of the best jewel and gets greater if the bonus is good. The current socket implementation has some advantages, it is very accurate (bonuses are rated, too) and flexible (changes if you decide to put only green gems into, f.e.).
is it possible to somehow limit a rating to a particular class of gear?
Wouldn't be too much trouble.
How to use ItemValue (and ItemValue_DrDamage) to rate items based on a defined spell: