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    posted a message on FuBar_GearRating official thread
    I agree, there are other problems (unenchanted, empty/weak gems), but since PvP Items are probably the greatest problem, it seems right focus on this.

    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.
    Posted in: General AddOns
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    posted a message on FuBar_GearRating official thread
    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?

    Graveeater
    Posted in: General AddOns
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    posted a message on FuBar_GearRating official thread
    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.


    Thanks, Graveeater.

    PS: Need LaTeX mode.
    Posted in: General AddOns
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    posted a message on FuBar_GearRating official thread
    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.

    Graveeater
    Posted in: General AddOns
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    posted a message on FuBar_GearRating official thread
    First of all: Great addon :)

    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.
    Posted in: General AddOns
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