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The Adventure Continues (6.1)
Updated:02-25-15 12:03 AM
Created:06-06-09 05:00 PM
Downloads:123,753
Favorites:245
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FaceShooter  Popular! (More than 5000 hits)

Version: 1.3.1
by: Crowfeather, Celetaras

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.

1.3.1 - 25 Feb 2015
Simple version number change for 6.1

1.3.0 - 24 Feb 2015
Cooldown Sprial Returns!
Altered Black Arrow cooldown from 30sec to 24sec due to 6.1 changes
Coding for Barrage now properly handles the channeled spell
Still aware of issues regarding Explosive shot occasionally 'sticking' due to Lock and Load

1.2.9 - 14 Feb 2015
Faceshooter should now work when mounted on a Telaari Talbuk or a Frostwolf War Wolf

1.2.8 - 14 Feb 2015
Re-packaged zip file. No code change

1.2.8 - 11 Feb 2015
Serpent Sting is now explicitly checked for and Arcane Shot is suggested when it is about to fall off
Issue resolved when Cobra Shot still suggested occasionally when Focusing Shot talent is selected.
Horde should now be able to use Faceshooter while riding a Frostwolf War wolf. I don't have a Horde char so please test and let me know.
Survival focus dump now changed to Arcane Shot

Still an issue is the glitch where Explosive shot gets stuck. It's reproducible but still investigating the root cause.

1.2.7 - 14 Dec 2014
FaceShooter will correctly disable itself if not a Hunter or lower than level 90
Kill Shot now improved. You must however have one of the following on your Action Bars:
- The Kill Shot spell, ie dragged from the spell book to your Action Bars
- A Kill Shot macro with the exact Kill Shot icon
If neither of these are on your Action Bars, Kill Shot is disabled and not recommended by FaceShooter

1.2.6 - 30 Nov 2014
Fix for Kill Shot on BM spec (Incorrectly applied MM Draenor perk)
Focus Fire / Frenzy proc now recognized and suggested in shot recommendations
Faceshooter will work if riding a Telaari Tabuk
Focusing shot partially implemented but still under development and test - Use with caution

1.2.5 - 18 Nov 2014
Bug fix for focus calculation errors for SV and BM spec

1.2.4 - 16 Nov 2014
Added Dreanor Perks:
-Max focus increased by 20
-Kill Shot works on targets < 35% health
Known issues to be resolved:
-Does not recognise when Kill Shot resets its CD if the target does not die from it.
-Faceshooter does not check specifically for which Dreanor Perks are active, so only enables them when your level is 98 or greater.

1.2.3 - 7 Nov 2014
Bug fix for a specific situation which resulted in Aimed Shot never being recommended during Careful Aim phase

1.2.2 - 5 Nov 2014
- Careful Aim now implemented for Marksman, Prioritizes Steady and Aimed Shots when Target health > 80% or when Rapid Fire is active. Can be enabled / disabled / enabled for boss level targets
- Now accounts for lowered shot costs when Bestial Wrath is active
- Still to come: Steady Focus and Frenzy

1.2.1
- Fix for Barrage
- Barrage option now enable by default
- Now correctly identifies friendly units

1.2.0
-No changed code at all. Just repackaged as a zip not rar

1.2.0
- Removed: Hunters Mark, Lynx Rush, All T13 and T14 set bonuses, Lynx Rush & Serpent Sting (Now Passive), Aimed Shot breakpoints, Master Marksman etc.
-Amended/Updated: Lots...
Still under development:
- Careful aim not implemented yet
- Steady Focus not ready for release
- Frenzy / Focus fire mechanism not implemented yet
- No level 90+ features implemented yet (Dreanor perks, Focusing shot etc)
- Shot rotation still not as accurate as I'd like, seems to delay signature shot a bit too much, sometimes suggests Steady/Cobra shots a bit too much
Optional Files (2)
File Name
Version
Size
Author
Date
Type
5.4.3
133kB
02-14-14 01:21 AM
Addon
5.3
15kB
05-25-13 10:49 PM
Patch


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Unread 10-06-09, 09:08 AM  
nutnut
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Re: Re: Consider GCD in the suggestion

Originally posted by Crowfeather
Thatīs the way it already is (or should be) right now. Right after you use an shot (and thus start the GCD) FS calculates which ones will be available after the GCD, evaluates their damage and displays the one with the highest priority. Only after the GCD has run out (or you switched targets or something else out of the ordinary happens) it starts reevaluating again and displays diffrent shots if the priorities changed. What you may have seen is shot A beeing the best shot right after the GCD but shot B got ready a mere 0.1s later and the display changed accordingly.
I have sit at a dummy and tried to find out what exactly I actually see :-)

Arranging cooldowns in a way that aimed is going to be the first available and spamming steady, steady keeps being suggested until the steady cast during which aimed became available completes and then the suggestion switches to aimed.
Single pressing steady during 1.5 sec until aimed ready correctly switches the suggestion to aimed immedialy when the steady cast starts. So does single presing arcane in that interval when I keep it ready instead of the steady.
I wasn't able to test spamming instants with the last one firing within the 1.5 sec until aimed and reliably read out results, so I cant say if the missed update of the suggestion is caused just by steady spamming or spamming in general.

Then I copied the code block from FS.events.PLAYER_TARGET_CHANGED() to FS:OnUpdate(),
modified FS.data.startState to "spellCast" (leaving it at "reEvaluate" caused quite big delay in the suggestion switch) and retested the steady spam.
Now the aimed got suggested during the steady spell cast even when spamming, but there was steady suggestion spuriously blinking in until aimed cooldown finished, then it stayed stable at aimed.

If you tell me how to calculate the dps loss by waiting in a consistant way for every shot - be my guest.
As it is I donīt know how to do that short of simulating all possible permutations of shot sequences for the next minute or so (which is also something I might try to implement at some time).
Also lacking a dynamic way to calculate dps loss caused by waiting for a shot I already allow for a static 0.5s delay for the key shots Kill Shot, Explosive Shot and Chimera Shot even if lower priorized spells would already be ready. [/b]
I think that three or even two shots long sequence should be sufficient. I might be mistaken but I think there are rapid diminshing returns to the sequence length efficiency.
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Unread 10-07-09, 06:06 AM  
Docster
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Re: v0.7.12b

Originally posted by Crowfeather
I also included the the suggestion to turn off arcane shot recommendation completely
I'm not able to get this feature working. It reports turning on / off arcane shot, but it still shows up in the window
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Unread 10-07-09, 09:50 AM  
hungtar
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Re: Re: v0.7.12b

Originally posted by Docster
I'm not able to get this feature working. It reports turning on / off arcane shot, but it still shows up in the window
Had the same problem but it looks like that just that the messages you get in the chat window are mixed up. If fs tells you it will now suggest ArS, it will not (and vice-versa).
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Unread 10-07-09, 11:36 AM  
Docster
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Re: Re: Re: v0.7.12b

Originally posted by hungtar
Had the same problem but it looks like that just that the messages you get in the chat window are mixed up. If fs tells you it will now suggest ArS, it will not (and vice-versa).
That did the trick - thank you
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Unread 10-13-09, 10:34 PM  
pro_96
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Re: Re: Re: Re: v0.7.12b

OK quick question for browsers/ the author.

So I have noticed that when I get certain procs or buffs (EX: Grim Toll) I am advised not to refresh serpent sting on my current target.

Is faceshooter that good as to know that the time I delay firing serpent sting (also the time it will be ticking obviously) will be made up by some harder hitting aimed shot / steady shots? also taking two piece T9 into consideration

Edit: I raid Survival
Last edited by pro_96 : 10-13-09 at 10:36 PM.
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Unread 10-15-09, 12:39 PM  
Crowfeather
A Fallenroot Satyr
 
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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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Unread 11-06-09, 12:42 PM  
Corruptcow
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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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Unread 11-20-09, 01:02 PM  
tuff_ghost
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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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Unread 11-28-09, 10:55 AM  
Moruze
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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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Unread 12-26-09, 08:04 PM  
pro_96
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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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Unread 01-11-10, 06:45 PM  
Nevrah
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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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Unread 01-20-10, 03:56 PM  
foomachi
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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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Unread 01-26-10, 06:06 AM  
Crowfeather
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Re: Damage calculation with noxious stings

Originally posted by foomachi
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.
It should always account for NS.
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.

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!
Iīm working on an update right now but itīs kind of an extensive update including not just for the new set bonus but also some more fixes/updates to all shot calculations and an self check against values read in the combatlog.

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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Unread 02-23-10, 10:28 PM  
Nevrah
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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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Unread 02-24-10, 02:40 AM  
Crowfeather
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Originally posted by Nevrah
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.
Could you tell me exactly what the error says please?
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