@pompachomp: The numbering doesn't work as you assumes. It round robins through fights as the number of stored fights are limited. There isn't really a good way to number them so I'm not taking the numbering all that seriously... In short I don't intend to change how it's working now.
Using the latest recountfails, and it does not work. It doesn't reports fails for most encounters, only one here or there. For most part it ignores 3/4 of the fails in libfail.
RecountFailbot is embarassingly simple and I took the code straight from libfail sample code. If there is a bug I am certainly dumbfounded what it is.
It makes really no sense why it should work for some but not for others because the code is completely agnostic as to what events it gets from the lib.
If any libfail maintainer wants to take a look at the code and clue me in, that'd be greatly appreciated.
My guess is that it was a bug in libfail where the library wasnt upgrading its callback registry. I just fixed it end of last week after seeing this discussion - i forgot to come back and say something.
Maybe just touch to get the latest version packaged.
EDIT: This could have been the bug in my original sample as well;
for _, event in ipairs(fail_events) do
fail:RegisterCallback(event, onFail)
end
should be
for _, event in ipairs(fail_events) do
fail.RegisterCallback("Recount", event, onFail)
end
Curious, how does wow handle loading libs embedded in multiple addons, IE, i have an ensidiafails that is packaged with latest libfail, but recountfailbot has one that's a month old, will wow load the newer one or the older one?
just makes me wonder though then. if the bug was fixed a week ago, then i shoulda noticed it since i always update it with EF. But i'll pay closer attention to it.
oh wait i see, two bugs, the lib and the sample. guess i'll check it later then. gonna say it coudln't have been lib bug alone, since i tend to keep that up to date.
1# twin shield, i suppose adding the eight spellid of the different shields would show them more or less properly on the guessedabsorb page?
2# druid savage roar, again adding the spellid to the lua should do it, here my question is would it be calculated right? because *often* when multitanking a SINGLE shield absorb it's damage from MULTIPLE sources, IE if i have a savage defense that absors, say, 1500 damage and in a timeframe of 0.1seconds i receive 4 attacks, each of these will be reduced by 1500, whereas "by tooltip" i should have absorbed only 1500 from the very first one.
then watch events SWING_MISSED, RANGE_MISSED, SPELL_MISSED, SPELL_PERIODIC_MISSED in combat log, subtrack damage from known shield HP (based on spellid chart above). should be able to fairly accurately measure shield dps, and even show in recount who did x damage to shield. I think personally recount should put in a little hack that shows the shield as a mob, that way i can spam "shield took damage from who" in raid and see who's not pulling their weight when they fail at shields on heroic 25.
just adding them to guessedabsorbs probably won't work, since the twins shield doesn't use the typical "ABSORB" functions, it uses MISSED.
Edit: As mysticalos said above in my own addon I'm tracking
SPELL_MISSED|SPELL_PERIODIC_MISSED|RANGED_MISSED|SWING_MISSED
for the full absorbs, and
SPELL_DAMAGE|SPELL_PERIODIC_DAMAGE|RANGED_DAMAGE|SWING_DAMAGE
where the destination is the boss and the absorb argument > 0 for tracking removal by destroying (and not by expiration) as well as who delivered the killing blow (on the shield).
Thanks. This is in fact perfectly normal absorb handling. Just adding the spellIDs to RecountGuessedAbsorbs should do the trick. Check out the latest commit. Test feedback welcome.
@angelife on savage defense (I assume this is what you meant, savage roar isn't an absorb ability), this should already be tracked.
Hello,
I'd just like to request that the main frame stays open when zoning (at least outdoors, like Dalaran -> Crystalsong Forest) if you have manually shown it. As far as I understand this is because the zone filters. It's a bit annoying having it disappear while flying around.
Just curious, why not externalize all the modules like fails and absorbs are. That way someone can check off useless stuff like power gains etc on addon screen. I know you modulized it slightly a while back to delete the unwanted lua files without errors but that's counter intuitive plus needs to be done every time you update recount.
the shields show up in absorbs but not in a way that's useful at all, it just tells you what you already know, the shield absorbed x damage. But no way to detect damage from who?
Try the latest alpha. It contains an added detail view that shows who did damage to the shield. This solution isn't ideal for a few reasons.
One is that the uses are kind of complementary. It's a different thing if one wants to track absorbs as a defensive stat or as an offensive one (very much comparable to the difference between Damage Done and Damage Taken). So there may be a fairly good argument to be made that this really should be a separate mode.
In any case this version is a proof of concept and I'd be happy to hear if it works as intended.
I'd say damage based absorbs could be moved into normal recount, where as healing etc ones stay in recountabsorbs? you are gonna run into same situation with iCC when you have a boss that uses a mana shield and again recount can't track accurate damage for whole first phase of the encounter. Since dps is something that mod is suppose to measure, it'd be ok there.
Rollback Post to RevisionRollBack
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is your rc-failbot r21+ `?
It makes really no sense why it should work for some but not for others because the code is completely agnostic as to what events it gets from the lib.
If any libfail maintainer wants to take a look at the code and clue me in, that'd be greatly appreciated.
Maybe just touch to get the latest version packaged.
EDIT: This could have been the bug in my original sample as well;
should be
Edit: Done, let me know if it works as intended now.
oh wait i see, two bugs, the lib and the sample. guess i'll check it later then. gonna say it coudln't have been lib bug alone, since i tend to keep that up to date.
two question.
1# twin shield, i suppose adding the eight spellid of the different shields would show them more or less properly on the guessedabsorb page?
2# druid savage roar, again adding the spellid to the lua should do it, here my question is would it be calculated right? because *often* when multitanking a SINGLE shield absorb it's damage from MULTIPLE sources, IE if i have a savage defense that absors, say, 1500 damage and in a timeframe of 0.1seconds i receive 4 attacks, each of these will be reduced by 1500, whereas "by tooltip" i should have absorbed only 1500 from the very first one.
[65874] = 175000,
[65858] = 175000,
[67257] = 300000,
[67260] = 300000,
[67256] = 700000,
[67259] = 700000,
[67261] = 1200000,
[67258] = 1200000,
then watch events SWING_MISSED, RANGE_MISSED, SPELL_MISSED, SPELL_PERIODIC_MISSED in combat log, subtrack damage from known shield HP (based on spellid chart above). should be able to fairly accurately measure shield dps, and even show in recount who did x damage to shield. I think personally recount should put in a little hack that shows the shield as a mob, that way i can spam "shield took damage from who" in raid and see who's not pulling their weight when they fail at shields on heroic 25.
just adding them to guessedabsorbs probably won't work, since the twins shield doesn't use the typical "ABSORB" functions, it uses MISSED.
Edit: As mysticalos said above in my own addon I'm tracking
SPELL_MISSED|SPELL_PERIODIC_MISSED|RANGED_MISSED|SWING_MISSED
for the full absorbs, and
SPELL_DAMAGE|SPELL_PERIODIC_DAMAGE|RANGED_DAMAGE|SWING_DAMAGE
where the destination is the boss and the absorb argument > 0 for tracking removal by destroying (and not by expiration) as well as who delivered the killing blow (on the shield).
@angelife on savage defense (I assume this is what you meant, savage roar isn't an absorb ability), this should already be tracked.
I'd just like to request that the main frame stays open when zoning (at least outdoors, like Dalaran -> Crystalsong Forest) if you have manually shown it. As far as I understand this is because the zone filters. It's a bit annoying having it disappear while flying around.
Thanks
One is that the uses are kind of complementary. It's a different thing if one wants to track absorbs as a defensive stat or as an offensive one (very much comparable to the difference between Damage Done and Damage Taken). So there may be a fairly good argument to be made that this really should be a separate mode.
In any case this version is a proof of concept and I'd be happy to hear if it works as intended.