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Compatibility: | The Adventure Continues (6.1) |
Updated: | 02-25-15 12:03 AM |
Created: | 06-06-09 05:00 PM |
Downloads: | 123,397 |
Favorites: | 246 |
MD5: |
FaceShooter is a shot recommendation addon for hunters.
Based on your resources like cooldowns and focus it tries to recommend which spell should be cast next.
It is a complete strip back to basics of the former version of FaceShooter, with the new and changed features developed from there.
File Name |
Version |
Size |
Author |
Date |
Type |
5.4.3 |
133kB |
02-14-14 01:21 AM |
Addon |
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5.3 |
15kB |
05-25-13 10:49 PM |
Patch |
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Byakko |
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Crowfeather |
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Nevrah |
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02-25-10, 08:11 AM | |
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Iīm sorry but I could neither reproduce the error nor do I have a clue why itīs happening or why the parser even gets to the mentioned line.
There has to be another edge condition thatīs just met with you. What spec do you use? Do you use 2T9? Did you turn on and debug messages? Did you disable some frames? Also - maybe you should try and delete your FS savedvariables. Iīm not certain if thereīre some old variables that might interfere with the latest versions. On another note, I just released another version which finally includes a GUI for the configuration. Let me know if something doesnīt work the way itīs supposed to. Last not least the chimera frame now captures every multiplier but the paladins +3% damage auras - Iīm going to check my options for that one for the next version. In the meantime this shouldnīt pose much of a problem as, unless the paladin dies, the aura should have almost 100% uptime and wonīt make a difference anyway. I also included support for the runes of power at the iron council, hodirs singed debuff and vezaxs shadow crashs in ulduar as well as the essence of the blood queen in icc. If thereīs any other (important) buff that either a) doesnīt affect all shots or b) can be used to get a higher serpent sting rolling - let me know. |
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Crowfeather |
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02-24-10, 08:00 AM | ||
A Kobold Labourer
Forum posts: 0
File comments: 21
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Time: 02/24/10 06:58:10 Count: 1 Stack: Interface\AddOns\FaceShooter\FaceShooter.lua:425: in function `GetCombatStats' Interface\AddOns\FaceShooter\FaceShooter.lua:1817: in function `Scheduler' Interface\AddOns\FaceShooter\FaceShooter.lua:2254: in function `?' Interface\AddOns\FaceShooter\FaceShooter.lua:15: in function <Interface\AddOns\FaceShooter\FaceShooter.lua:15> [C]: ? [C]: in function `CameraOrSelectOrMoveStop' [string "CAMERAORSELECTORMOVE"]:4: in function <[string "CAMERAORSELECTORMOVE"]:1> Locals: self = <table> { ToggleShowWhenSolo = <function> defined @Interface\AddOns\FaceShooter\FaceShooterOptions.lua:134 talents = <table> { } SetMinHM = <function> defined @Interface\AddOns\FaceShooter\FaceShooterOptions.lua:290 CollectData = <function> defined @Interface\AddOns\FaceShooter\FaceShooter.lua:1411 ToggleSaveISS = <function> defined @Interface\AddOns\FaceShooter\FaceShooterOptions.lua:333 GetCombatStats = <function> defined @Interface\AddOns\FaceShooter\FaceShooter.lua:25 usedGlyphs = <table> { } SetFrameAlpha = <function> defined @Interface\AddOns\FaceShooter\FaceShooterOptions.lua:393 ToggleShots = <function> defined @Interface\AddOns\FaceShooter\FaceShooterOptions.lua:183 CheckSpellList = <function> defined @Interface\AddOns\FaceShooter\FaceShooter.lua:781 SniperCheck = <function> defined @Interface\AddOns\FaceShooter\FaceShooter.lua:1226 IsTrackable = <function> defined @Interface\AddOns\FaceShooter\FaceShooterFunctions.lua:450 shots = <table> { } aspectsFrame = aspectsFrame { } EstimateTTL = <function> defined @Interface\AddOns\FaceShooter\FaceShooter.lua:1137 InitSavedVariables = <function> defined @Interface\AddOns\FaceShooter\FaceShooterFunctions.lua:2 CalcDeviation = <function> defined @Interface\AddOns\FaceShooter\FaceShooter.lua:977 ToggleShowInParty = <function> defined @Interface\AddOns\FaceShooter\FaceShooterOptions.lua:121 data = <table> { } ChangeFrameVisibility = <function> defined @Interface\AddOns\FaceShooter\FaceShooter.lua:934 GetGCD = <function> defined @Interface\AddOns\FaceShooter\FaceShooter.lua:1403 SetFrameScale = <function> defined @Interface\AddOns\FaceShooter\FaceShooterOptions.lua:344 ScanItems = <function> defined @Interface\AddOns\FaceShooter\FaceShooterFunctions.lua:353 Options = <function> defined @Interface\AddOns\FaceShooter\FaceShooterOptions.lua:568 ReInitialize = <function> defined @Interface\AddOns\FaceShooter\FaceShooterFunctions.lua:475 ToggleChimera = <function> defined @Interface\AddOns\FaceShooter\FaceShooterOptions.lua:253 ToggleShowInRaid = <function> defined @Interface\AddOns\FaceShooter\FaceShooterOptions.lua:108 aspectsMover = aspectsMover { } events = <table> { } lastShot = lastShot { } CreateStatsFrame = <function> defined @Interface\AddOns\FaceShooter\FaceShooterFunctions.lua:115 debuffs = <table> { } textureList = <table> { } ChimeraCheck = <function> defined @Interface\AddOns\FaceShooter\FaceShooter.lua:1247 CreateScanTooltip = <function> defined @Interface\AddOns\FaceShooter\FaceShooterFunctions.lua:43 OnUpdate = <function> defined @Interface\AddOns\FaceShooter\FaceShooter.lua:2129 ToggleIgnoreHuntersMark = <function> defined @Interface\AddOns\FaceShooter\FaceShooterOptions.lua:300 ToggleLocked = <function> defined @Interface\AddOns\FaceShooter\FaceShooterOptions.lua:27 ToggleAspects = <function> defined @Interface\AddOns\FaceShooter\FaceShooterOptions.lua:273 debug = <table> { } tn = <table> { } version = "0.8.0b" chimeraFrame = chimeraFrame { } equipment = <table> { } buffs = <table> { } SniperOptions = <function> defined @Interface\AddOns\FaceShooter\FaceShooterOptions.lua:497 sniperMover = sniperMover { } sniperFrame = sniperFrame { } chimeraMover = chimeraMover { } nextShot = nextShot { } ToggleDisplayMethod = <function> defined @Interface\AddOns\FaceShooter\FaceShooterOp I can easily replicate this by shooting a target dummy, putting a Serpent Sting with my mouseover macro on a second dummy, then switching to the second dummy and the error pops up. |
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Nevrah |
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02-24-10, 02:40 AM | ||
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Crowfeather |
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02-23-10, 10:28 PM | |
A Kobold Labourer
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I'm getting an error when I Serpent Sting a different target (from my current target) with a mouseover macro, then switch from my current target to the Sting'ed target (from the mouseover macro). The error stays up for as long as that target is alive. I can switch to another target (so long as I haven't applied a Serpent Sting with my mouseover macro) and have no error. But as soon as I switch to a target that already has my Sting already on it, I get the error.
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Nevrah |
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01-26-10, 06:06 AM | |||
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Re: Damage calculation with noxious stings
The problem is that Iīm calculating all the damage modifiers in the beginning of the function. So if thereīs no serpent sting already running on the target it assumes an modifier of 1 (meaning no modifier really) for NS. Now thatīs fine for every shot but serpent sting itself. If Iīm casting serpent sting it immediatly buffs itself with NS even though it wasnīt present at the time of the cast. On the other hand every reapplication of serpent sting while the sting is still running is already taking account for the buff via the above mentioned general modifier. In order to prevent NS from beeing applied twice the code explicitly excludes NS if the sting is already ticking at the time of the application.
That means if FS calculates that arcane shot should hit for 3k but repeatedly finds it hitting for 3,6k it assumes itīs missing some kind of buff and puts a generic 1,2 modifier in place for its future calculations. That should take care of buffs like the +100% damage at the Blood Queen for instance. Even though having buffs that increase all damage shouldnīt really be an issue anyway as relative values remain the same. This feature will also help me detecting future inconsistencies with shot calculations though. |
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Crowfeather |
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01-20-10, 03:56 PM | |
A Kobold Labourer
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Damage calculation with noxious stings
I'm looking at the code and it doesn't seem to me that it correctly accounts for the damage increase provided by Noxious Stings when Serping Sting is active.
It does use the presence of NS/SS to calculate the damage, but when calculating whether or not serpent sting should be fired, it should consider the additional damage that will be done if serpent sting is fired if SS isn't already up. It seems like this would make it less likely to suggest firing serpent sting then it should. I haven't tried to figure out how to fix this, but thought I'd ask here first to see if I might be missing something. Also, no adjustments for T10 set bonuses, are you possibly planning an update soon? If not, I'll try to add it myself since I'll be getting the 2-piece bonus soon! |
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foomachi |
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01-11-10, 06:45 PM | |
A Kobold Labourer
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I hope this mod isn't going to be abandoned. I prefer FS over FR for rotation mods. I absolutely love the rotating display. It helps me by giving some extra time to determine the changing shot rotation.
I also hope this mod continue's to be updated once the xpac arrives. Thanks again for the wonderful mod. |
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Nevrah |
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12-26-09, 08:04 PM | |
A Kobold Labourer
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Hey Midnight, I hope all is well
I have three possibly valid points #1 FS will recommend another steady shot even if aimed shot comes off cooldown before the last steady I am currently firing is out. My latency is 80ms #2 Sometimes FS will stop recommending serpent sting be reapplied and it will continue to do so even when firing steady shots (a perfect time to reapply) This usually happens when for some reason I don't get serpent sting back on the target quick enough and Explosive shot comes up .. Black arrow ect. ..I fire explosive shot and it seems to ignore the serpent sting from there on until I reapply serpent sting. #3 http://elitistjerks.com/f74/t45219-h..._ons_mods/p15/ Alienangel's post #372 She made some good suggestions. Thank you very much for taking the time to help the hunter community.
Last edited by pro_96 : 12-26-09 at 08:05 PM.
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pro_96 |
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11-28-09, 10:55 AM | |
A Kobold Labourer
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BM and Multishot
Version: 0.7.12b
I've been using this addon as a BM hunter. Regardless of the situation, it will suggest Multishot over Arcane and Steady Shot. Based on completely observational evidence, I don't think this is the correct suggestion. My Arcane Shots always do more damage than Multishot on single targets, and consume roughly half as much mana. Unless there are multiple targets, Multishot does not appear to provide a DPS advantage. I plan on speccing out of BM as soon as I get a new gun, so this isn't a huge deal, but I'd like to know what's causing this. |
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Moruze |
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11-20-09, 01:02 PM | |
A Kobold Labourer
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Sometimes FS displays the Hunter's Mark icon in combat, even after I've specifically turned off that feature. When this happens, it seems to prioritize HM over all other abilities, even Kill Shot.
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tuff_ghost |
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11-06-09, 12:42 PM | |
A Kobold Labourer
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Everytime when I hit Steady Shot I got a "error message" over the display of FaceShooter. It looks always the same like: -2147483648d.
It occures with MM and with SV Spec. Any Ideas? Greetz Corrupt Edith: I use Version 0.7.12b |
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Corruptcow |
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10-15-09, 12:39 PM | |
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It does take the 2T9 bonus into account and it ought to calculate every shots current damage precisely at every moment and propose the highest damaging one. That beeing said for one the highest damaging shot doesnīt necessarily need to be the best one in the long run and also it may still have some errors I havenīt figured out yet. So bottom line - donīt trust FS blindly. Itīs supposed to be a help, it canīt replace experience as a raiding hunter.
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Crowfeather |
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