Not to my knowledge :/ I'd be interested in hearing from anyone about one though. I haven't looked at the code, but I wonder how much maintenance would be required...maybe just adding the new spells and updating coefficients?
This is one of my must-have add-ons. I'm interested in doing a little work on it. Over the next few days. I have a warlock that I raid with and I'll try getting it working for him first. I'll post what I come up with here. In the meantime, maybe someone else could look at another class?
author posted here 3 weeks ago. i still keep my hopes up for this addon
Me too. I've tinkered with this for a few hours yesterday and I have no idea about some of the data structures in the class files. It seems every spell in the Warlock file has its damage recorded twice, but I can't seem to see why. And there's obviously some code in there to calculate costs of downranking (which could probably be removed).
It's a very well written add-on though, and I think with a bit of time I could figure out how to describe the new spells and talents.
Please come back, Gagorian! Or at least confirm that Specific is right about you no longer maintaining this.
Without touching the talent tree detection, getting the addon to work (at least for the old spells) is quite simple. Just need to use the new API calls for querying unit auras/buffs/debuffs and double-check the spell IDs. This much I know I can do.
Okay, I've gone and made a few changes to the following files:
If you replace your current versions of those files with mine (after backing up, of course), hopefully you'll be looking at a Lua-error-free DrDamage. As long as you play a warlock. :)
I've removed some of what I figured was unnecessary downranking code (keeping the downranking coefficient code). And it should now detect all of the relevent talents in the Affliction tree. Not everything is being properly accounted for yet (mathematically), but it's getting there. A few of the 71+ spells have been added, but nowhere near all of them.
There was code for Life Tap in there, but the new Life Tap uses spirit and I haven't taken the time to describe this properly. To be honest, I don't think it's necessary to even have Life Tap in the DB. Perhaps part of the original plan was to have DrDamage calculate an optimal rotation or something (taking mana usage into account). /shrug
Ok. Have tested this addon. The values show on the action bars now, but DO NOT update when I add more spell damage. They should decrease when I remove my Fel Armor, but don't. Just a heads up. But so far, looking promising =)
If I read it right he has not taken into account buffs and talents. Just gear. I could be wrong. And speaking on behalf of all mages: damn you locks. You even get a working 3.0 DrDamage before us. :mad:
What I might do it just go and fix up all of the classes (perhaps even put in a Death Knight placeholder) so that the add-on will at least work using the 2.4 information. It should still give people a rough idea of what's going on then. I've had some pressure from my guild Boomkins to look at them next.
Progress wise I'd say I'm probably less than half-way through the Warlock changes. It would be super awesome if I could get some help from someone for each class. I only have a Priest, a Druid, and a Warlock (and will be rolling a DK) so even if I could work infinitely fast I'd still only be able to test those classes myself. And my DK will be my first physical damage class which is going to be a real headache with this add-on.
Math-wise, Fel Armor should definitely be getting checked. The effect can be observed (on my system) in the tooltip for all my spells. I have not had a chance to look at the ActionBar text, but I suspect that's the part that's not updating correctly for you.
I will be looking at the mana usage stuff very last (and after I've had the damage stuff in reasonable shape for all classes). For me this is the least important feature. Also, I have plans to show DPS information for pet abilities in future, but this will probably come much much later.
Well, in Specific's post it was indicated a new maintainer might be needed. Either way. I'd love to hear from Gagorian. Even if he'll still be maintaining it, I'd quite like to help out. Especially now that I'm understanding how it all fits together.
I've attached what I have so far. I basically just zipped the whole DrDamage folder up (since I'm starting to make little changes everywhere). Note that the "libs" folder is not included (attachment size restrictions, you see). Install the official release, then unzip this over the top and it should all work out. /fingerscrossed
I basically just replaced all references to the GetPlayerBuff... API calls with UnitBuff("player",.... There's a bunch of minor changes to ways a few target debuffs work and I've laid some groundwork for Death Knights.
There are a handful of spells that have been replaced with new versions, so the spell IDs will not match. If you are feeling adventurous you can use WowHead to find the new spell ID (for the first rank of the spell) and swap that into the offending line and see if it works (basically what I've been doing). Let me know what and where you changed stuff. :)
EDIT: I've noticed that whenever a Blizzard API call is going to be used in a module, a local reference to that function is made first (eg. local GetSpellInfo = GetSpellInfo). Is there a reason why this is a good thing to do? I thought it might have been to make catching up with new APIs easier, but why not just use a Find+Replace tool?
It turns out someone else got similarly motivated over at the Curse page for this project. I've contacted Dally1991 to see if we can collaborate. It seems he's been working on the Druid class. (Thanks, Sorha2)
As jokeyrhyme mentioned I have been motivated to get moving on this. I've sent an email to Gagorian as he was looking for someone to take over the project and I'm certainly interested.
I've spent the better part of 2 days going through his files. It's very well coded, though comments are sparse, so it took me a little while to map out the mod in my head.
So far I've managed the following:
-Fixed the lack of updates on combo point changes
-Fixed information not appearing on action bars and in tooltips
-Fixed the buff/debuff code given the change from GetPlayerBuff* -> UnitAura
-Fixed several no longer extent spellid's (mainly in the aura.lua file, but elsewhere as well)
And I've almost finished going through the Druid.lua file and update for new spells and changed existing spells.
Next on my list:
Druid talents changes
Druid relic/set item changes
from there I plan to move onwards through the classes in alphabetical order (DKs last since they're a few weeks away).
I was hoping to wait to hear from Gagorian (I saw him last 2 days ago) before I released anything out of respect for his ownership and hard work on the mod. I know some people hate to have someone else releasing updates to their code without at least having asked first.
I expect to have druids, hunters, mages, and a possibly paladins done by tomorrow night, as each class doesn't take me too long at this point now that I understand the workings of the code. Priests, rogues, shamans and warlocks by Sunday or Monday night.
Okay, this'll probably be the last little bit of tinkering I do for now. I'm guessing Dally1991 will probably have caught up to me and we'll start to really step on each others toes. I also seem to be moving at a snail's pace, and I think all of us are impatient to see this finished.
Warlock Affliction and Demonology trees are now properly detected. Demonology talents are not used for calculations except for Demonic Aegis. Affliction talents are calculated except for Pandemic and Eradication. Roughly a third of the warlock spells have had their 70+ ranks inserted.
Dally1991: I hope I have saved you a little time. I did try to re-implement the downranking effect on spell coefficients instead of having it manually recorded against each spell. Not sure if I was actually successful, and I seem to have lost 1% +hit while trying to fix Misery.
Again, the "libs" folder is gone, you'll need your own full copy of DrDamage to start with.
I'll have a look at what you've done, and with any luck I can just pop it right into what I have so far without any side-effects.
I'm just going through the feral tree now and I gotta say, some of these talents are a bit of a pain to implement!
Re: Pandemic, what we might consider doing is simply giving Corruption a chance to crit and modify its critM damage modifier by 33/66/100% based on BuffTalentRanks["Pandemic"], since Pandemic is basically just a crit chance for the dot. It's a bit of a hack, but the math works out the same. What do you think?
As for eradication, I still haven't figured out if DrDamage natively keeps track of haste/casting speed or if it just pulls the value from the player data on the fly (like it does with spell power for example). Since Druids really don't have any spells or talents that change haste/casting speed (I've glazed over Imp Moonkin for now) I haven't had any incentive to figure it out yet.
Also, Demonic Sacrifice is used for calculations but it has been rolled into Aura.lua, and I've already fixed that
Have you implemented Master Demonologist*, Demonic Empathy** or Metamorphosis***? (All thee would be done via Auras associated with the talent procing/being active)
* Fire dmg bonus from Imp, Shadow dmg/crit bonus from Succubus, Dmg bonus from Felguard
** Damage increase caused by Imp crits
*** 20% damage increase
It'll be a couple days before I get around to Warlocks, so don't worry too much about stepping on any toes for now, although be careful of what you modify in Caster.lua/Melee.lua/Aura.lua, as I modify those quite a bit. Leave lots of comments and we should be safe! =P
Also, for reference I noticed you were seeing double identical damage values in the Warlock.lua spells section. The first is minimum damage, the second is maximum damage. DoTs generally don't have min and max, but the calculations Gagorian used often seemed to require two values to be present. For non-DoTs, such as Shadowbolt, there's 2 more small numbers after the min/max. This is the total increase of the spell as you level up (the first is increase for the base minimum damage, the second is the increase for base maximum damage). Each rank's spell level + LevelIncrease is the level at which the full increase is applied, and then DrDamage determines the increase for each level in between based on that. Gagorian has the maximum possible spell level hard coded at 70, which is why the increase values for the top rank of most spells (top rank for TBC) is much smaller than for other ranks. Confused? I was for the longest time... =P
Anyways, hopefully Gagorian hands over the reins soon so we can get some access to repositories and then we definitely won't need to worry about stepping on toes. Not to mention being able to publish releases officially.