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    posted a message on DrDamage - Official Thread
    The latest version still incorrectly calculates Frostfire Bolt for mages as well. It adds the total of frost spellpower plus fire spellpower to the spellpower affecting the spell; in actuality it uses the higher of the two values. I *wish* I could apply like 5k spellpower to it. ;)
    Posted in: General AddOns
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    posted a message on DrDamage - Official Thread
    Yep, that's how they work. Those talents multiply just the 0.5 part with their tooltip values for how much additional crit you get. So 100% increased critical damage bonus = 200% crits instead of 150% crits. Thanks, Dally! :)
    Posted in: General AddOns
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    posted a message on DrDamage - Official Thread
    Crit talent modifiers are still wrong (as per my post a page or two back) in the beta release. Will make people think crit is worth a LOT more than it is with those 250%+ crits. :)
    Posted in: General AddOns
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    posted a message on DrDamage - Official Thread
    The ice shards bonus for mages (frost's +100% critical strike BONUS damage) is currently calculated incorrectly, adding 100% to the damage of crits (as in 250% total damage) instead of only adding 100% to the bonus (50% being the normal crit bonus, doubling that gives you 100%, plus the 100% normal hit = 200% total damage). Changing the:
    [GetSpellInfo(11207)] = { [1] = { Effect = (1/3), Spells = "Frost", ModType = "critM", }, },

    line near the end to:
    [GetSpellInfo(11207)] = { [1] = { Effect = (1/6), Spells = "Frost", ModType = "critM", }, },

    in my local Mage.lua fixed the issue (and seems to calculate fine then even with the chaotic skyfire diamond meta and other crit modifiers), but I'm not sure if this is just an issue with Ice Shards specifically or whether it's an issue with the way all crit bonus damage modifiers are handled by DrDamage, so I thought I'd let you know so it can be looked into further.

    Edit: In fact, seeing that Burnout's bonus is listed at 0.1 per talent point and it also only affects the bonus damage, not total crit damage, I suspect it would also give improperly large crit calculations. (Should be 175% crits fully talented, but you'd see 200% in-game based on 0.5 from 5 points since it's the same bonus type as Ice Shards in the code.) Spell Power in arcane is also similarly broken. This issue may not be limited to mages since every one of our crit talents is wrong.

    Edit2: Looks like Ruin is correct (0.1 per point, total 100% BONUS damage with 5 points), but Elemental Fury for shamans says 0.5, which if it works like the others would be per point, when it should be 0.5 total from 5 points, so should be 0.1. I suspect elemental shamans are seeing insane crit damage numbers on their tooltips. :) Ha! Yeah just tested and logging on my level 22 shaman and manually overriding to give myself 5/5 Elemental Fury tells me my lightning bolts hit for 128 and crit for 511. That's 400% damage crits. I wish! That 0.5 in the shaman.lua for Elemental Fury should be 0.1.

    Edit3: So to summarize, Elemental Fury in the shaman.lua needs to be changed from a CritM modifier of 0.5 to 0.1 Also, in the mage.lua, Ice shards should be changed from 1/3 to 1/6, Burnout from 0.1 to 0.05, and Spell Power from 0.25 to 0.125. In druid.lua, Vengeance should be changed from 0.2 to 0.1. Priests and warlocks are already correct. I am not familiar enough with melee classes to be comfortable checking their crit damage modifiers. Just search for CritM and modify the Effect = X value on that same line according to which talent it's referring to (named in a list above). I'd do it myself but don't know how to check in files and such.
    Posted in: General AddOns
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    posted a message on Chatter- Ace3 chat mod (was Chatterbox)
    Quote from Nallebjoern »

    There's for some reason some players that wont get the playercode after I /who them. its not all of them just like...5-10% of all the players i /who.


    Since I didn't see many others mentioning this issue, I thought I'd pipe in with a ditto. Some names remain grey after a /who, and I have to /friend then remove them from my friends list to get the name highlighting to "take". I also see :70 after some, but not all, level 70's names even with "Exclude Level 70s" checked. Fairly minor bug, but it'd be nice to see this fixed. :)
    Posted in: General AddOns
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    posted a message on ItemValue
    Since the March 30th update of ItemValue I get the following error when mousing over any item, and of course all the ItemValue tooltip information fails to ever load:

    Date: 2008-04-02 10:49:25
    ID: 51
    Error occured in: Global
    Count: 6
    Message: ..\AddOns\ItemValue\ItemValue.lua line 1512:
    Usage: GetItemGem("name"|"itemlink", index)
    Debug:
    [C]: ?
    [C]: GetItemGem()
    ItemValue\ItemValue.lua:1512: RegisterNewJewel()
    ItemValue\ItemValue.lua:1698:
    ItemValue\ItemValue.lua:1684
    ItemValue\ItemValue.lua:1705: ApplyItemModifications()
    ItemValue\ItemValue.lua:1630: GetTooltipText()
    ItemValue\ItemValue.lua:1584: handler()
    ...ddOns\ItemValue\Libs\TipHooker-1.0\TipHooker-1.0.lua:193:
    ...ddOns\ItemValue\Libs\TipHooker-1.0\TipHooker-1.0.lua:187
    [C]: SetInventoryItem()
    ..\FrameXML\PaperDollFrame.lua:1213: PaperDollItemSlotButton_OnEnter()
    [string "*:OnEnter"]:1:
    [string "*:OnEnter"]:1
    AddOns:
    ItemValue, vr65381
    Swatter, v5.0.PRE.2995

    For this posting I disabled all my addons except ItemValue and Swatter (which makes copying the error easier). Somehow I doubt it's an incompatibility with Swatter. Occurs on first display of *any* tooltip after a ReloadUI, after which it just doesn't try to do anything with tooltips until the next reload/error.
    Posted in: General AddOns
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    posted a message on DrDamage - Official Thread
    Quote from made »

    Well, I'm mainly thinking of adding haste to the "manual values" options. That way people can see the theoretical effect haste has on their spells without actually having the items.


    Yes, a way to apply manual haste would be very helpful.

    And as far as the tooltips, just having the exact number there as a reminder is still helpful. Also, there are still folks who have the notion that it's on a diminishing or increasing return; e.g. because a 2.4s to 2.3s cast is a bigger buff than 2.5 to 2.4 they think it gets better, or they note that the time reduction is smaller the more they get and think they're getting less out of it, not realizing the two factors just cancel each other out. It's a much more minor concern than a way to put in extra haste manually though :)
    Posted in: General AddOns
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    posted a message on DrDamage - Official Thread
    Quote from Gagorian »

    Thanks for the information, I didn't realize the bonus was added in this peculiar manner. I've fixed this in the latest version.


    Right on. Great mod! Makes all my manual theorycrafting on the value of crit vs hit vs damage much easier.

    I have one other request, now that badge gear has haste and my guild is probably a week or two away from entering Hyjal/BT... Could you add a 1% Total calculation for haste to the tooltips, along with crit/hit/dmg? It'd be great to see all four damage-enhancing stats side by side for completeness.
    Posted in: General AddOns
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    posted a message on DrDamage - Official Thread
    Quote from Gagorian »

    Looking into adding [the Chaotic Skyfire Diamond] and will do so as soon as I figure out the best way of detecting metagems and if they are active.

    *EDIT*

    I've added it to the latest version.


    I see it's been added, but your calculations are incorrect because of an odd way that Blizzard calculates this gem at present.

    Without any talents that affect critical strike bonus damage, spell crits are 154.5% with this meta as you'd expect. However, with as an example the frost mage's ice shards talent giving +100% critical strike bonus damage, it modifies the entire 54.5% over a normal hit, resulting in 209% crits, not 206%. Testing vs. Dr. Boom can quickly confirm this if you don't want to take my word for it.

    Arcane crits (with the +50% critical strike damage bonus) result in 181.75% crits, fire crits are 154.5% + 40% of that as ignite (61.8%) = 216.3%, arcane/frost are 236.25%, arcane/fire are 181.75% + 40% of that (72.7%) = 254.45%. Other classes work similarly.

    Basically instead of simply CritDmgWithoutMeta * 1.03, the gem makes the base critical strike damage bonus 54.5% and then calculates talents afterward. So any critical strike damage bonus talents "double dip". Giving:
    CritDmgWithoutMeta * 1.03 + TalentCritStrikeBonus * 0.03
    or simply:
    1.545 + (0.545 * TalentCritStrikeBonus)

    Not sure how best to add this factor to the mod; depends on how the math is done currently.
    Posted in: General AddOns
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