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    posted a message on AGuf and possibly Pitbull issue with 2.3.2 and aura filtering?
    Quote from v_or »

    Filtering broken for buffers who has more 2 buffs (or more 1 long time buffs), IMHO. It's 2 classes only (pala and priest), therefore blizz havent big reaction from players and didnt fix it in last patch :-(

    And just for fun http://forums.worldofwarcraft.com/thread.html?topicId=3881784980&sid=1


    I think it affects all classes, but not consistently. On my warlock for example, I suddenly see many buffs while filtered, so definitely not only a paladin/priest problem.

    I really hope that regardless of UnitBuff being fixed, some form of custom buff/debuff filtering will make it into agUF. Blizzard's filter is a completely useless piece of crap that only someone in deep hangover could have dreamed up (showing Unending Breath but not Blood Pact? great implementation). I wish UnitBuff stayed the way it was before, without a filter argument, would have made people implement their own custom filters and solve the problem in an infinitely better way. But like this, is easy: "you don't like the aura filter? leave me alone and complain to Blizzard, is their function".

    Even agUF, since it's inception, doesn't rely on it when it comes to Weakened Soul and has a special case for it when filtering debuffs. The only unit frame addon I know that deals with aura filtering decently is Pitbull, and does it by calling UnitBuff without filter enabled. Even Pitbull could be improved though, e.g I wanna see Mortal Strike when I'm playing a healing class even though I can't cast it.

    I've been running modified versions of agUF forever, for the specific aura issues, and I'm quite tired of having to put in the modifications each time an update happens. Hopefully andreasg or someone else will add custom buff filtering and end relying on the abomination that is the Blizzard aura filter.

    Quote from raptor386 »

    This is well on it's way to being a full solution. The buffs whitelist just needs to be changed into a two dimensional dictionary, like filterBuffs[playerclass][buffname]. That way it will work for every class no problem. Unfortunately I'm too lazy to populate a list of every buff for every class, so I'll leave that to someone else. :P


    Such a list was made by ckknight for Pitbull, look into the aura module, so you can probably take it from there. Though I don't know about license, I see Pitbull is under GPL and no explicit license for agUF, and I've no clue how this works.
    Posted in: Unit Frames
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    posted a message on About gear.
    Quote from Moon Witch »

    About that healing Pusikas... As lvl41, I joined a UC raid which was setup as retaliation for raiding SW (you know how it goes). We had some priests, but all in all, I ended up main healer to heal the high levels. And even though I saw very little of the battle itself, I loved the healing, though people didn't quite seem to understand that there is use in rezzing up the paladin since they too can rez. But yeah, BG healers, very few of them are around.


    On this note, when I levelled up my paladin I played a lot of PvP, I enjoyed playing the class even in twink-infested BGs. Since I knew I wanted to play PvP healer, I put 10 points in Holy for 5/5 Spiritual Focus, rest Retribution for my solo questing, and had a healing gear set for that. I didn't feel gimped at all compared to the other healers in same BGs, until level 61+ and AVs with level 70 arena or raid geared healers, who were in a completely different category than me.
    Posted in: General Chat
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    posted a message on ag_UnitFrames Status (What's going on?)

    One thing I noticed while playing around with oUF is that the health bars in agUF (Ace3 version) update slightly late. I had both agUF and oUF frames for player and target on screen on top of each other and agUF health update was delayed by a small amount, less than 1 second. This wasn't a once-off ocurrence, it happened every time the health changed or close to that (I wasn't monitoring every single health change). I wonder if it's the aggro code that interferes with the updates? I have that turned off, but I didn't find anything else that looked suspicious.
    Posted in: Unit Frames
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    posted a message on About gear.
    Quote from Moon Witch »

    Thanks Tekkub. I was actually afraid of your reply. You made me feel a lot better :P

    I used to cast Seal of Crusader - Judge - Seal of Righteousness - Judge SoR Judge.. you get the point. That burns mana like mad. Now I usually just cast Seal of Light, Judge that and open seal of crusader/righteousness but not judge (tho SoR might get a judge off).

    So then I respec LOL Nothing big, though I went after the Improved BoW since I use it a lot.


    If you're worried about mana, use BoW, possibly JoW too, and SoC rank 1 (without judging it). If you wanna judge SoC (for example on stunned targets), use max rank, otherwise rank 1 is the most efficient, it has same proc rate and damage increase as max rank, only difference is the damage done when you judge it.

    JotC is debatable how useful it is, test with and without it, most times it's a waste of mana in my opinion (when you solo of course).

    I don't think SoR/JoR are that great, they are good if you don't have SoC, but you should have that anyway if you spec ret. SoB is nice at higher levels, but you're draenei, and I have no experience with SoV, my paladin is blood elf.

    Not sure if any of this changed with the latest paladin class changes, I haven't been specced ret for the last 2-3 months.

    Also the official paladin class forums in both EU and US have some good stickies that could help you further to decide spec, gear, what abilities to use.
    Posted in: General Chat
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    posted a message on Req: Ace'd version of extended questlog
    Quote from Moon Witch »

    Since it's revived now :P

    Is there a way to get around the 5 max quests? I don't want all-in-one, I use lightheaded + doublewide, I just need to have a movable tracker and more than 5 to track (let's say 10 tops), I've tried messing the default blizz part and "replacing it" but of course blizz won't have that.


    One more vote for MonkeyQuest, for me it's the best quest tracker addon out there. I don't use its own quest log, I use Doublewide + Lightheaded, so those complement each other pretty well.
    Posted in: Addon Ideas
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    posted a message on Recap by Hawksy - Unofficial Thread of Link Goodness
    Quote from Hawksy »


    Quoting from WoWAce "SVN For Beginners":

    "Preliminary assumptions:
    You are a developer.
    You have read and signed SVN Rules.
    You are using Windows."

    If that isn't true, then that fact isn't immediately obvious in the WoWAce documentation about SVN.

    Hawksy




    Well that refers to the "SVN for Beginners" guide, which is written with TortoiseSVN in mind, and that client is Windows-only. For a more general overview check this, it has links for multi-platform clients including command line:

    http://www.wowace.com/wiki/What_is_the_SVN%3F

    Posted in: General AddOns
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    posted a message on PVP addon help - Video in post

    Oh, I didn't know Power Auras has been picked up, I'm still using the old version, works fine (might have had to tweak something I don't remember). One of the best addons ever, thanks for pointing out the continued one.

    To be fair, Avion is more abandoned than Power Auras ever was, since the author went MIA before "finishing" the addon.
    Posted in: General Chat
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    posted a message on AGuf and possibly Pitbull issue with 2.3.2 and aura filtering?
    Quote from Eso »

    This filters auras properly but, like said, mousing over the aura might report another aura. If anyone can figure out why the GameTooltip:SetUnitBuff portion is still bugged, and can fix it, please post the fix. I'm not well versed in AG_UF's code, but enough to fix the filtering sort of. =)


    Try replacing the following line in function onAuraEnter:

    GameTooltip:SetUnitBuff(this.unit.unit, this.id, this.unit.database.AuraFilter)


    with:

    GameTooltip:SetUnitBuff(this.unit.unit, this.id, 0)


    Hopefully this will show the correct tooltips for buffs.

    Posted in: Unit Frames
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    posted a message on Prat Filter, Lua search pattern help
    Quote from Snago »

    You really don't want to buy a Dirge or what?


    It's probably only on a few servers, but on servers like mine people spam Dirge like retards. Someone links Dirge in trade channel and a whole bunch of people follow, spamming the channel for sometimes hours... I know of at least 2 servers in EU where this happens, another version of it being Quel'Serrar. It's not even that new, it keeps going since maybe 2-3 months ago. I suppose Kyron's server suffers from same problem.

    It's purely idiotic, but there's no way around it except a chat filter.

    Posted in: General Chat
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    posted a message on Unofficial oUF - methods used for layouts

    I have a question regarding spawning party frames. The oUF:Spawn function creates the party header, whereas other people (Industrial for example) spawn party1..party5 instead of calling oUF:Spawn("party"). Myself I'm spawning party1..party5, and works fine, I'm just wondering if there's anything I miss by not creating the party header?

    Thanks in advance.
    Posted in: Unit Frames
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    posted a message on Future Replacment for NECB

    Yeah, the addon has to monitor the combat log and know what effects share DR.

    The reason I mentioned synchronization is because of the way refreshing debuffs happens. Taking the priest/warlock example again, say the warlock casts Fear, then before it runs out, he recasts Fear. There's no combat log event that says the target has been feared again. It's doable to monitor this correctly from the warlock's perspective, however the priest will have no idea since the combat log doesn't mention it.

    It might be that post 2.4 combat log changes will introduce the extra information needed to detect debuff refreshing. I haven't seen anything official on this topic, so like you said, we can only speculate. If that doesn't happen, the only way to do it accurately is to have everyone run the addon and synchronize.

    Regarding the unique names in PvP, there's 1 exception to this that I can think of right now: hunters. A lot of them name their pets after themselves specifically to confuse addons, mainly targetting through arena frames. I'm not certain if the enemy pet-related events are same as for enemy players, but if they are, that would add extra difficulty. Otherwise PvE is not a concern since diminishing returns only apply to PvP.
    Posted in: General AddOns
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    posted a message on Future Replacment for NECB
    Quote from oridan »

    SpellReminder knows how long the spell *should* last, if the debuff then reports a lower time, then i can assume that diminishing returns are affecting that ability (ofc, considering spell rank), and i can pop a 15second timer for that DR fallout. Which will then be renewed if the spell is re-detected at a lower time than expected.

    Also, i should be able to easily detect how much of a dimishing effect is currently active, based on (time reduction / total time), and apply a figure to the bar according. EG: Scream = 8 seconds. my scream reported 2 seconds instead of 8, i know that DR is effecting my scream to 0.25%, or 3 "applications".

    Does that sound reasonable?


    I didn't get the chance to reply earlier, and I'm not sure anymore if you're still interested in this, but I'll just reply anyway.

    The method you describe does work better than simply monitoring DRs on the spells you cast, however is not foolproof. For example, if I cast Fear and duration is 5 seconds, it means is the first Fear on DR. So the 15 seconds timer pops up, at the end of it I cast Fear again. But if the priest casts Psychic Scream during those 15 seconds, the target is immune while the DR timer tells me it shouldn't be.

    Your method would work if you're the last one to cast before the target becomes immune, though your partner is in trouble then since he can't see the DR himself.

    I hope it makes sense. I believe there's no way around monitoring what other players cast if you want to make an accurate DR timer (within the limits of WoW API). The other way would be to have all members of the party run the addon (assuming arena) and add synchronization between them, and then the DR timers should be accurate all the time.
    Posted in: General AddOns
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    posted a message on Future Replacment for NECB
    Quote from oridan »

    while we're on the subject of DR, what exact implimentation would people like to see? i mean, NECB's bars for diminishing returns looks really nice (1/2) bars etc BUT, what would be ideal ? At the moment SpellReminder just adjusts its bars for the actual time remaining, but doesnt give any alert for diminishing returns... it would however be reasonably simple for me to add a warning for when DR is occurring, or maybe a bar showing the time until DR will no longer occur.

    Any thoughts?
    Oridan


    Personally I didn't think much about the ideal look for this, probably using bars is the most accepted and easy way to do it.

    Regarding adding DR to SpellReminder, I'm not sure is that easy. As I understand it, SpellReminder tracks what you cast yourself, however for a proper DR counter you'd need to track what others around you are doing. For example, let's say you're a warlock and play with a priest, Fear and Psychic Scream share DR, so you need to track both yours and your partner's spells.

    I might be wrong and SpellReminder already has support for other players spells, in which case disregard this post. But I wanted to clear potential misunderstandings. :)

    In any case, if you do add DR counters to SpellReminder, I'm sure many people will be thankful!
    Posted in: General AddOns
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    posted a message on Unofficial oUF - methods used for layouts

    Not sure if this problem comes from the oUF code, I've enabled buffs for all the frames and it works for me. I only started fiddling with oUF a couple of days ago, so only frames I checked were player and target, and I can see buffs fine. Maybe try player frame and see if that works? I have party frames enabled and not getting any errors, but honestly I didn't pay attention if they are shown or not.

    I wish I'd have something more constructive to say, but I can't see any flaw in the way you're doing it.

    This is the relevant piece from my layout file (a few things are different from how is done in oUF_Lily, but same idea):

        if unit then
            if numBuffs > 0 then
                local buffs = CreateFrame("Frame", nil, self)
                buffs:SetHeight(30)
                buffs:SetWidth(frameWidth)
                if buffPos == "Above" then
                    buffs:SetPoint("BOTTOMLEFT", self, "TOPLEFT", buffOffsetX, buffOffsetY)
                else -- buffPos == "Below"
                    buffs:SetPoint("TOPLEFT", self, "BOTTOMLEFT", buffOffsetX, buffOffsetY)
                end
                buffs.size = buffSize
                self.Buffs = buffs
            end
    
            if numDebuffs > 0 then
                local debuffs = CreateFrame("Frame", nil, self)
                debuffs:SetHeight(50)
                debuffs:SetWidth(frameWidth)
                if debuffPos == "Above" then
                    debuffs:SetPoint("BOTTOMLEFT", self, "TOPLEFT", debuffOffsetX, debufffOffsetY)
                else -- buffPos == "Below"
                    debuffs:SetPoint("TOPLEFT", self, "BOTTOMLEFT", debuffOffsetX, debuffOffsetY)
                end
                debuffs.size = debuffSize
                self.Debuffs = debuffs
            end
        end


    Unrelated to buffs/debuffs, I see people using this to determine the type of frame:
    if self:GetParent():GetName() == "oUF_Party" then


    I am using something a little different:

    local unitType = unit:gsub("%d", "")
    if unitType == "party" then


    I'm curious if there are advantages/disadvantages of one over the other?
    Posted in: Unit Frames
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    posted a message on Crowd Control Counter
    Quote from egingell »

    You'd have to scan the debuffs for stuff like Polymorph and whatnot, but some CC spells, like Counterspell, don't have a debuff. It gets a bit more complex for them. Someone said in another post that you could scan the action buttons for cooldowns longer than 1.5 seconds, but I don't think that would be 100% accurate as some spells start their cooldown after the spell is finished casting even if Counterspelled.


    Not sure what you mean, could you give an example? Is it because of lag? Even if a spell would start the cooldown after you finished casting, it will still be on cooldown then, so you can detect the school lock. I use something similar and I didn't notice any problems.
    Posted in: Addon Ideas
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