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    posted a message on Optimize Cast Timing
    We had three paladins chain casting downranked holy lights on the tanks for our Brutallus kill.

    WWS shows the "raw" healing, that is, the total heal output, for all three paladins to be about the same. The "effective" healing, that is, the amount of useful healing, was drastically different, with one paladin (call him "bottom") being at almost half of the top paladin, and the second paladin being in the middle (call him "mid").

    The combat log showed that for much of the fight, the 3 paladins were casting in lock step, with the top paladin's HL landing, followed very shortly after by the mid paladin, and lastly by the bottom paladin -- resulting in the bottom paladin's heal being almost entirely overheal (WWS report overheal close to 70%).

    Holy light, with "Light's Grace" up, is a 2 second cast, which means it would be tricky for the 3 of them to manually spread out thier casts. Ideally we would want them all landing about 0.5s apart. Are there any cast bar mods that would help coordinate this?

    Alternatively, I suppose we could have all 3 of the downrank even more...

    Ideas?

    -Pach
    Posted in: AddOn HELP!
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    posted a message on Recount
    Quote from Elsia »
    The short answer to the request to remove the <> tag is that it isn't trivially possible and isn't going to happen for now.


    I like having the owner's name there, but shouldn't it be possible to keep the owner's name internally for tracking purposes, but have an option to not include the owner's name for display?
    Posted in: General AddOns
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    posted a message on Recount
    Quote from Elsia »

    Recount only syncs combatants who also have recount and it does so only after combat ends. Also there is a known issue if you do not see your own contribution in the combat log (DoTs, HoTs).

    Recount decides if it needs to sync or not depending on whether it can see units or not, because the new combat log range are as far as you can see units. I do know that there are pathological situations where this test can fail.

    Really the cleanest fix for this would be if blizzard would just send combat events to everybody in raid, irregardless of visibility. Clean ways to get around them not doing that is very expensive. My current philosophy for sync code in recount is that playability in heavy load situations like 25-man raiding trumps sync accuracy.



    *confused* So, are you saying for the Kalecgos fight, Recount should sync at the end of combat with other raid members (assuming they also have Recount installed)? Will it sync if they are dead or ghosts? Is the "visibility" factor determined at start of combat or end?
    Posted in: General AddOns
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    posted a message on Recount
    I've checked that syncing is turned on... is there any inherent reason for Recount not to be syncing with other raid members (who have Recount also) in the Kalecgos fight? I know that when we're split up between the dragon and demon areas we don't see each other in the combat logs, but I thought Recount's syncing would take care of this...

    -Pach
    Posted in: General AddOns
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    posted a message on Grid
    Quote from Elbereth »

    There are already many addons of this type for unitframes like Grid_QuickHealth, Pitbull_QuickHealth, ...

    Elbereth.


    There's also my GridStatusCombatLogDmg module which provides a "damage" status based on the combat log events. It tries to strike a balance of giving you a slightly earlier indicator without being too intrusive.

    -Pach
    Posted in: Grid & Grid2
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    posted a message on Recount
    Recount was showing the main tank as healing Illidan with the "Draw Soul" spell under "Healing Done". Should it be including healing done to enemy targets?
    Posted in: General AddOns
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    posted a message on Grid
    Quote from essmene »

    there is a grid plugin parsing the combat log instead.
    I think it'sGridStatusCombatlogDmg. I think if you search for Grid and combat log you might come up with the right plugin


    Yes, but it doesn't attempt to "replace" the standard UnitHealth events like InstantHealth does, so your health bars will not move or update more quickly. If that's what you're looking for, you should go with InstantHealth - it works, and is a great mod, but caused a few issues with some of my other addons, in addition to causing some tainting issues with the standard Blizzard unit frames.

    What you will get with GridStatusCombatLogDmg is a new status indicator "CombatLogDamage" that you can set to appear (configurably) as any of the Grid frame indicators, except for icon, when ever a unit takes damage as indicated by the combat log. When set to a "text" indicator, it will show you the amount of damage that unit took.

    It is noticeably more faster than indicators relying on UnitHealth events, appearing as much as 1/3 of a second faster than the health bar is updated. This may not seem like much, but it really helps you to be a little more responsive. It's similar to the affect the "aggro" indicator can have.

    -Pach

    Posted in: Grid & Grid2
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    posted a message on GridStatusCombatLogDmg
    Quote from Yasharah »

    I get this error:

    ...ns\GridStatusCombatLogDmg\GridStatusCombatLogDmg.lua:219: attempt to compare number with nil:


    Try going into the settings menu and setting a new "threshold" value.

    HTH.
    -Pach
    Posted in: Unit Frames
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    posted a message on GridStatusCombatLogDmg
    Ok, I think I fixed the issue where the status was lingering.
    I also changed the threshold step to 100.

    Let me know if you find anything else or have any other suggestions.

    -Pach
    Posted in: Unit Frames
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    posted a message on GridStatusCombatLogDmg
    Quote from Sara_V »

    This looks like a great addon-- I've just got a question.

    I installed it as directed, ect. but seem to have a bit of an issue. After taking the initial hit of damage, the status indicator continues to stay on (long, long after I've left combat) and doesn't seem to ever turn itself off-- regardless if I've got the "dmg duration" set to 1.0. Any idea?


    I've not seen this happen. Can you give me any more details? I'll try to duplicate this and let you know I find.

    Quote from Sara_V »
    In the future, are there any plans to allow a specific user input under the "dmg threshold" area? I like to start my HOTs when the initial hit of damage is taken-- and that hit isn't always going to be above 500. While I can look at the healthbars and continue on as I've always done, yes, being able to edit that number to something lower would be helpful IMHO.


    Currently the "increment" for the slider control is set to 500. Would 250 be small enough? or should I go to 100?

    -Pach
    Posted in: Unit Frames
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    posted a message on Recount
    Would it be possible to get "self damage" from "SW:Death" and "Life Tap" included in "friendly fire" damage totals? Does this make sense? Some examples of how they are recorded in the combat log follows:

    SPELL_PERIODIC_DAMAGE,0x0000000000000000,nil,0x80000000,0x0000000000467BD9,"Uberpriest",0x514,32409,"Shadow Word: Death",0x20,2104,32,0,0,0,nil,nil,nil

    SPELL_ENERGIZE,0x0000000001F903D6,"Uberlock",0x514,0x0000000001F903D6,"Uberlock",0x514,31818,"Life Tap",0x20,1963,0

    Thanks.
    -Pach
    Posted in: General AddOns
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    posted a message on GridStatusCombatLogDmg
    This is an alert plugin for Grid, so Grid is required to use this addon. This module parses the combat log for damage and healing events and adds a timed duration alert to Grid for it, which can be tied to an indicator.

    This module was inspired by Meloeth's InstantHealth addon. I tried InstantHealth, and really liked it, but had a few minor issues and decided that I could do with something a little simpler.

    The basic premise is that UNIT_HEALTH events are batched at the server, and you receive one from the server roughly every 1/3 of a second. These UNIT_HEALTH events control the updating of all your health bars, including those in Grid. Combat log events are sent as soon as they occur. By parsing the combat log events for damage and healing, you can get slightly faster information about who needs healing.

    Meloeth's InstantHealth mod overrides the default Blizzard UnitHealth() API and UNIT_HEALTH events. This can cause tainting in certain Blizzard interfaces (like TargetOfTarget) and cause issues for other addons, particularly "damage meter" type addons. It can also lead to a performance hit because of all the extra health updates.

    This Grid addon attempts to strike a balance by giving you an early indicator without being so intrusive.

    This module gives you a timed duration alert whenever someone in your party/raid takes damage (as indicated by the combat log). The alert stays active for a configurable period (the default is 2 seconds). The amount of damage, or threshold, it takes to trigger the alert, is also configurable (the default is 500 hp).

    By tying the alert to an indicator (like a corner square), you can potentially get a *slightly* early indicator of who has taken damage. As a healer, I liken it to the "aggro status" which can sometimes provide an early indicator of who is about to take damage. You can also tie it to a textual indicator to see the amount of damage reported by the combat log event.

    I find it useful. Your mileage may vary. Meloeth's InstantHealth addon is awesome, and if you don't use Grid, or don't want to deal with the setting up Grid to use a seperate alert, you should really try it.


    You can download it from the WoW Ace SVN here: http://files.wowace.com/GridStatusCombatLogDmg/GridStatusCombatLogDmg.zip

    You can read about it on the WoW Ace Wiki here: http://www.wowace.com/wiki/GridStatusCombatLogDmg
    Posted in: Unit Frames
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    posted a message on Grid - SendStatusGained and SendStatusLost
    When calling these APIs from a plugin for Grid, should they be called with the realm name stripped from the unit name? Or does it not matter?

    Thanks.
    -Pach
    Posted in: Grid & Grid2
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    posted a message on MoBuffs Official Thread
    Thanks for the suggestions Motley. I'll add a check for "K'iru's Song of Victory"... but I'm reluctant to add the skip of fort. Would you do the same for spirit/imp spirit? wild/imp wild? I think having some buffage is better than none at all.

    Also, there currently seems to be a problem with checking for weapon buffs. I'm working on it, but it looks to be a Blizzard change that's affecting "inspect" distance.

    -Pach
    Posted in: General AddOns
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    posted a message on Gratuity-2.0 and range and reliability
    I use the same strategy in my mod (MoBuffs) for detecting temp weapon buffs, and it worked quite well up until recently. I think they've changed the range somehow.

    I'll let you know if I find anything else out.

    -Pach
    Posted in: Lua Code Discussion
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