I agree, scanning the tooltip would probably take to long.
However, a quick wowhead search told me there are about 942 Items with Resilience, which could be too much for a static database (at least we will be required to write a script for gathering them).
I assume we would store for each itemlink, the penalized level in the database?
Thanks for your instant replys, I will test this tonight. Edit: Works perfectly for me, could not test in raid yet, though.
Considering the possible feature extensions:
- A database would be great.
- Penalizing PvP gear is a nice idea, although it might be a good idea to be able to switch between PvE/PvP mode for PvP'ers.
- Communication sounds interesting, but I don't think it is too important.
Considering the how of PvP/PvE weighting:
Method a:
Using a static database (maybe PeriodicTable or AtlasLoot) to identify PvP items and then applying a penalty.
Method b:
Scanning the item for Resilience Rating (maybe also other stats later) and applying a static penalty.
Method c:
Scanning as well, but now using the exact rating value to reduce the itemlevel (might by some tricky math).
Edit2: Addition for c)
According to WowWiki
Resi: 1 rating, 1 Point.
ItemValue is easily calculatable (without slotModi or qualityModi)
We know (at least we are pretty sure):
ItemValue^x = Sum( Stat^x )
so
ItemValue^x = Sum( StatWithoutResi^x ) + Resi^x
Our desired value would be: (Sum( StatWitoutResi^x ))^{1/x}
So,
PvE_Itemlevel = ( Sum( Stat^x ) - Resi^x )^{1/x}
which simplifies to
PvE_Itemlevel = ( ItemValue^x - Resi^x )^{1/x}
Where x is the exponent, which is element [1.5, 1.7]
Of course, theese are unmodified by slot or quality.
I agree, simply dividing the total number by the number of slots would not be accurate.
As far as I understand the current sum means "legendary itemlevel", changing this to epic is trivial (but maybe not useful enough alone), as the formula is:
ilvlEpic = ItemLevel * 1.3 + 1.30
If we now take the sum of SlotValues
(Which is unfortunately different for 2h Weapon / 1h + Offhand or Shield)
we get:
Without melee weapons: 10.2908 ( = 3*1 + 4*0.7777 + 2*0.7 + 5*0.55 + 0.3 )
2h: +1 => 11.2908
1h/Offhand +0.97 => 11.2608
2*1h +0.84 => 11.1308
If we now divide our epic level by this factor, we should get what I call average level.
Example (for Peter the Priest with his 1h Mace and Offhand:
Currently displayed ItemLevel: 1000 (this is just guessed, I might add my own later for better example)
Converted to epic level:
~1301,3
Divided through the sum:
~116,91 which i would instinctly tell as slightly above Karazhan equip.
I hope i could clarify more what I mean with average.
Second:
Could you add an option to calculate the average GearRating instead of the total? I think it would be easier (at least for me) to understand the quality of the gear.
Example: When each item is level 110 epic, i would expect the player to have an avg GearRating of 110, and i could instantly see that he/she has heroic quality gear.
Basically this a simple calculation, as you only need to divide a fixed constant (and maybe add or subtract something). Since most items are epic quality, I think weighting them to epic would be preferable to legendary.
Third:
I noticed you exclude shirts from the calculation (which makes sense) but it seems you include tabards. Is this intended?
0
You're right that these small amounts of items are still only a few KiB. However, they need to be calculated first, and thats the problem I see.
0
However, a quick wowhead search told me there are about 942 Items with Resilience, which could be too much for a static database (at least we will be required to write a script for gathering them).
I assume we would store for each itemlink, the penalized level in the database?
Graveeater
0
Edit: Works perfectly for me, could not test in raid yet, though.
Considering the possible feature extensions:
- A database would be great.
- Penalizing PvP gear is a nice idea, although it might be a good idea to be able to switch between PvE/PvP mode for PvP'ers.
- Communication sounds interesting, but I don't think it is too important.
Considering the how of PvP/PvE weighting:
Method a:
Using a static database (maybe PeriodicTable or AtlasLoot) to identify PvP items and then applying a penalty.
Method b:
Scanning the item for Resilience Rating (maybe also other stats later) and applying a static penalty.
Method c:
Scanning as well, but now using the exact rating value to reduce the itemlevel (might by some tricky math).
Edit2: Addition for c)
According to WowWiki
Resi: 1 rating, 1 Point.
ItemValue is easily calculatable (without slotModi or qualityModi)
We know (at least we are pretty sure):
ItemValue^x = Sum( Stat^x )
so
ItemValue^x = Sum( StatWithoutResi^x ) + Resi^x
Our desired value would be: (Sum( StatWitoutResi^x ))^{1/x}
So,
PvE_Itemlevel = ( Sum( Stat^x ) - Resi^x )^{1/x}
which simplifies to
PvE_Itemlevel = ( ItemValue^x - Resi^x )^{1/x}
Where x is the exponent, which is element [1.5, 1.7]
Of course, theese are unmodified by slot or quality.
Thanks, Graveeater.
PS: Need LaTeX mode.
0
As far as I understand the current sum means "legendary itemlevel", changing this to epic is trivial (but maybe not useful enough alone), as the formula is:
ilvlEpic = ItemLevel * 1.3 + 1.30
If we now take the sum of SlotValues
(Which is unfortunately different for 2h Weapon / 1h + Offhand or Shield)
we get:
Without melee weapons: 10.2908 ( = 3*1 + 4*0.7777 + 2*0.7 + 5*0.55 + 0.3 )
2h: +1 => 11.2908
1h/Offhand +0.97 => 11.2608
2*1h +0.84 => 11.1308
If we now divide our epic level by this factor, we should get what I call average level.
Example (for Peter the Priest with his 1h Mace and Offhand:
Currently displayed ItemLevel: 1000 (this is just guessed, I might add my own later for better example)
Converted to epic level:
~1301,3
Divided through the sum:
~116,91 which i would instinctly tell as slightly above Karazhan equip.
I hope i could clarify more what I mean with average.
Graveeater
0
Second:
Could you add an option to calculate the average GearRating instead of the total? I think it would be easier (at least for me) to understand the quality of the gear.
Example: When each item is level 110 epic, i would expect the player to have an avg GearRating of 110, and i could instantly see that he/she has heroic quality gear.
Basically this a simple calculation, as you only need to divide a fixed constant (and maybe add or subtract something). Since most items are epic quality, I think weighting them to epic would be preferable to legendary.
Third:
I noticed you exclude shirts from the calculation (which makes sense) but it seems you include tabards. Is this intended?
Please excuse my bad English, I'm still learning.
Thank you, Graveeater.