I added in some experimental paladin support. Slapped some judgement damages on the seals. Would like to hear feedback, and more info on paladin theorycraft.
great addon - i really like to use it.
But i have a problem cause i have placed the action bar near the middle of the screen and the tooltip always shows over my target. Is there either a way to have an option to not show the tooltip in combat or can you tell me a tooltip addon that is able to move my tooltip to the side?
I have tried tiny tip but it still shows up in the middle of the screen and im to stupid to move it away :(
great addon - i really like to use it.
But i have a problem cause i have placed the action bar near the middle of the screen and the tooltip always shows over my target. Is there either a way to have an option to not show the tooltip in combat or can you tell me a tooltip addon that is able to move my tooltip to the side?
I have tried tiny tip but it still shows up in the middle of the screen and im to stupid to move it away :(
Added the most important set bonuses (increased durations on renews, rejuvenations etc). Tell me if some are missing or something isn't applying properly.
Just recognized my shadow bolt tooltip (macro) is missing infos like damage until oom ... casts. I found out, that the tooltip of shadow bolt in the spellbook shows everything. Compare the screens ... shadow bolt spellbook vs. shadow bolt macro.
Any idea whats going on there, and how to get the complete info on my macro'ed shadow bolt tooltip?
edit: just saw it, it's the same with every damage spell in a macro
Just recognized my shadow bolt tooltip (macro) is missing infos like damage until oom ... casts. I found out, that the tooltip of shadow bolt in the spellbook shows everything. Compare the screens ... shadow bolt spellbook vs. shadow bolt macro.
Any idea whats going on there, and how to get the complete info on my macro'ed shadow bolt tooltip?
edit: just saw it, it's the same with every damage spell in a macro
Well, the reason is that normally a macro wouldn't have the mana cost visible in the tooltip (DrDamage reads manacost from the tooltip) so I've prevented scanning but since you use #showtooltip it does have it. I could add a check to the next version.
Ooh, didn't know about #showtooltip. Just to add to Sariash's request though; reckon you could make it so that button text (like avg damage) gets added to macro buttons based on #showtooltip/#show as well?
Ooh, didn't know about #showtooltip. Just to add to Sariash's request though; reckon you could make it so that button text (like avg damage) gets added to macro buttons based on #showtooltip/#show as well?
Technically sure, but the text already gets added according to one method. Seems like a waste to have several methods unless you can give me a good reason why it should be based on the tooltip.
Hi, thanks for the mod - it's a lot of fun to look at figures like that.
A quick note about your +1% hit calculation though.
On the mouseover I have the following data for Shadow Bolt:
Avg (x1): 1250
Avg Total: 1499
+1% Crit: +12.5
+1% Hit: +12.5
It seems to be calculating 1% crit's damage increase as 1% of the average non-crit value. This is correct. However, it seems to be doing the same thing for 1% hit. However, I think 1% hit's damage increase should be equal to 1% of the average total (making it 14.99).
Also, have you thought of using crit/hit rating instead of % and perhaps showing the value of 1 crit/hit rating in terms of +dmg?
Hi, thanks for the mod - it's a lot of fun to look at figures like that.
A quick note about your +1% hit calculation though.
On the mouseover I have the following data for Shadow Bolt:
Avg (x1): 1250
Avg Total: 1499
+1% Crit: +12.5
+1% Hit: +12.5
It seems to be calculating 1% crit's damage increase as 1% of the average non-crit value. This is correct. However, it seems to be doing the same thing for 1% hit. However, I think 1% hit's damage increase should be equal to 1% of the average total (making it 14.99).
Also, have you thought of using crit/hit rating instead of % and perhaps showing the value of 1 crit/hit rating in terms of +dmg?
Again, thanks for the great mod!
I'm a firm believer in the one roll theory. As in the outcome is determined by one roll. Meaning, for example 15% resist, 15% crit, 70% hit. With a single 1-100 roll spell will either hit 1-70, crit 71-85 or get resisted 86-100. Meaning that with Ruin or any other talent giving 100% crit multiplier, the efficient amount of 1% hit and 1% crit is the same. As far as I understand the game doesn't first determine if it's a hit or resist and then a second roll for crit, which is what you're implying. But, I'd be very interested to see any data you can provide to prove me wrong :)
Well, percentages are more easy to handle and.. one hit/crit rating difference would be a rather small number to compare (more decimal accuracy needed). I could consider utilizing some kind of +rating I guess but I'm not certain what amount would provide the most interesting data as the effect changes per level.
Yes i have this but i cant move the tooltip with the info, it just moves my tooltip with for example the player information, the drdamage tooltip just stays where it is :(
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I added in some experimental paladin support. Slapped some judgement damages on the seals. Would like to hear feedback, and more info on paladin theorycraft.
great addon - i really like to use it.
But i have a problem cause i have placed the action bar near the middle of the screen and the tooltip always shows over my target. Is there either a way to have an option to not show the tooltip in combat or can you tell me a tooltip addon that is able to move my tooltip to the side?
I have tried tiny tip but it still shows up in the middle of the screen and im to stupid to move it away :(
Thanks a lot!
You can use Lithe Tooltip Doctor (found in http://www.wowace.com/files/) to move your tooltip.
Removed the optional dependency on ItemBonusLib.
Any idea whats going on there, and how to get the complete info on my macro'ed shadow bolt tooltip?
edit: just saw it, it's the same with every damage spell in a macro
Well, the reason is that normally a macro wouldn't have the mana cost visible in the tooltip (DrDamage reads manacost from the tooltip) so I've prevented scanning but since you use #showtooltip it does have it. I could add a check to the next version.
Technically sure, but the text already gets added according to one method. Seems like a waste to have several methods unless you can give me a good reason why it should be based on the tooltip.
Really? The macro I use doesn't display DrDamage's button text (avg damage):
# showtooltip Curse Of Agony
# show Curse of Agony
/cast Amplify Curse
/stopcasting
/cast Curse Of Agony
There is no need to use both, #show and #showtooltip ... #showtooltip will use the icon of the specified spell already.
Is the macro named Curse of Agony?
Ah, no it wasn't! But renaming it to that fixed the problem. Sorry, should've read the wiki!
Not planned.
Fixed in the latest version. It was the Judgement of the Crusader debuff.
A quick note about your +1% hit calculation though.
On the mouseover I have the following data for Shadow Bolt:
Avg (x1): 1250
Avg Total: 1499
+1% Crit: +12.5
+1% Hit: +12.5
It seems to be calculating 1% crit's damage increase as 1% of the average non-crit value. This is correct. However, it seems to be doing the same thing for 1% hit. However, I think 1% hit's damage increase should be equal to 1% of the average total (making it 14.99).
Also, have you thought of using crit/hit rating instead of % and perhaps showing the value of 1 crit/hit rating in terms of +dmg?
Again, thanks for the great mod!
I'm a firm believer in the one roll theory. As in the outcome is determined by one roll. Meaning, for example 15% resist, 15% crit, 70% hit. With a single 1-100 roll spell will either hit 1-70, crit 71-85 or get resisted 86-100. Meaning that with Ruin or any other talent giving 100% crit multiplier, the efficient amount of 1% hit and 1% crit is the same. As far as I understand the game doesn't first determine if it's a hit or resist and then a second roll for crit, which is what you're implying. But, I'd be very interested to see any data you can provide to prove me wrong :)
Well, percentages are more easy to handle and.. one hit/crit rating difference would be a rather small number to compare (more decimal accuracy needed). I could consider utilizing some kind of +rating I guess but I'm not certain what amount would provide the most interesting data as the effect changes per level.
Thanks for the quick fixes!!
Yes i have this but i cant move the tooltip with the info, it just moves my tooltip with for example the player information, the drdamage tooltip just stays where it is :(