Leafkiller's MoP Feral/Guardian Ovale Script
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Re: Leafkiller's MoP Feral/Guardian Ovale Script
So no ideas on the keybind issue?
Re: Leafkiller's MoP Feral/Guardian Ovale Script
There's already an open ticket on the Ovale project website for this keybind issue. If you have more data that could help, then just add a comment to that ticket.Ridek wrote:So no ideas on the keybind issue?
Re: Leafkiller's MoP Feral/Guardian Ovale Script
Hey Jeshu, currently in the process of implementing the changes to the SimC APL as well as a couple minor things but I'm running into script crashes and it seems impossible to debug anything.
http://pastebin.com/SZEn5YMk
There's the script, it always stops working the first time you apply Rip.
http://pastebin.com/SZEn5YMk
There's the script, it always stops working the first time you apply Rip.
Re: Leafkiller's MoP Feral/Guardian Ovale Script
Eyeballing the script, it's possible that the parser is not able to deal with the extra set of curly braces around the condition on line 470. Instead of writing:aggixx wrote:Hey Jeshu, currently in the process of implementing the changes to the SimC APL as well as a couple minor things but I'm running into script crashes and it seems impossible to debug anything.
http://pastebin.com/SZEn5YMk
There's the script, it always stops working the first time you apply Rip.
Code: Select all
unless {condition1 or condition2} action
Code: Select all
unless condition1 or condition2 { action }
Re: Leafkiller's MoP Feral/Guardian Ovale Script
Negative, that was there before. Link to diff: http://diffchecker.com/pejo9lie
Re: Leafkiller's MoP Feral/Guardian Ovale Script
I am currently using 5.2.19 of Ovale. Is there a version that works better with Leafkillers' script?
Re: Leafkiller's MoP Feral/Guardian Ovale Script
@aggixx: I'll try to take a look tonight after my raid tonight, but under what conditions should I be testing? Is this with DoC? With or without RoR equipped?
Re: Leafkiller's MoP Feral/Guardian Ovale Script
DoC, I don't think it matters if you have RoR on or not but I was testing with it on. Should be pretty easy to replicate, I would just do my opener and it would "crash" everytime I applied rip.
Re: Leafkiller's MoP Feral/Guardian Ovale Script
Line 411 has "BuffExpire" instead of "BuffExpires". I will add something to Ovale to catch functions that aren't defined at compile-time instead of waiting till run-time. The massive scrolling errors in chat ended when the Predatory Swiftness buff went away.
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Re: Leafkiller's MoP Feral/Guardian Ovale Script
Quick question regarding the RoR and the script.
As soon as the rune procs, will the script automatically try and set up a DOC rip if possible? or a non DOC rip if there is no buff available?
As soon as the rune procs, will the script automatically try and set up a DOC rip if possible? or a non DOC rip if there is no buff available?
Re: Leafkiller's MoP Feral/Guardian Ovale Script
It should, yes.
@Jeshu: Thanks much, that was the issue.
@Jeshu: Thanks much, that was the issue.
Re: Leafkiller's MoP Feral/Guardian Ovale Script
As far as I can tell two new features must be implemented for me to accurately implement this "if rake hits harder than mangle" logic:
- Support for abilities that scale off of weapon damage in the Damage() function.
- Damage() taking into account the target's physical reduction from Armor if applicable. I could also do this via a custom function but it would be messy.
- And additionally, being able to do something like SpellDamageBuff(SHRED isBleeding=1.2) would be a good idea but I don't plan to use Shred for damage calculations at the moment.
Re: Leafkiller's MoP Feral/Guardian Ovale Script
Quick request, could you when Rake/Rip Ratios (forget what its called off hand) is checked on the cat config, could you create 2 empty boxes in the same place on the bear section so that it doesn't screw with the alignment?
Re: Leafkiller's MoP Feral/Guardian Ovale Script
Regarding Rip/Rake ratios and their calculation with DoC.
Don't know if it's reported before or known but there seems to be a bug with DoC (and its stacks) damage multiplier calculation.
Added a following line to check current Rake damage
Lets say that current Rake tick damage is 21401. If DoC buff is activated (with 2 stacks) then current Rake damage will be 32101.5 (= 21401 *1.5). If only 1 stack is left the DoC damage multiplier is correct 26751.25 (= 21401 * 1.25).
So its seems Damage() and LastSpellEstimatedDamage() get a larger damage indicator (and ratio) with 2 DoC stacks then with only 1.
Using latest 5.2.33 version.
Don't know if it's reported before or known but there seems to be a bug with DoC (and its stacks) damage multiplier calculation.
Added a following line to check current Rake damage
Spoiler: show
So its seems Damage() and LastSpellEstimatedDamage() get a larger damage indicator (and ratio) with 2 DoC stacks then with only 1.
Using latest 5.2.33 version.
Re: Leafkiller's MoP Feral/Guardian Ovale Script
That was a good catch on this bug. It was introduced in 5.2.17 as part of some aura module changes, one of which assumed that damage multiplier buffs that stacked to more than 1 would stack in their effect. Clearly that was a bad assumption, and I've reverted that part of the change in 5.2.34. Apologies to any DoC kitties out there that were affected negatively by this bug.averter wrote:Regarding Rip/Rake ratios and their calculation with DoC.
Don't know if it's reported before or known but there seems to be a bug with DoC (and its stacks) damage multiplier calculation.
Added a following line to check current Rake damageLets say that current Rake tick damage is 21401. If DoC buff is activated (with 2 stacks) then current Rake damage will be 32101.5 (= 21401 *1.5). If only 1 stack is left the DoC damage multiplier is correct 26751.25 (= 21401 * 1.25).Spoiler: show
So its seems Damage() and LastSpellEstimatedDamage() get a larger damage indicator (and ratio) with 2 DoC stacks then with only 1.
Using latest 5.2.33 version.
Re: Leafkiller's MoP Feral/Guardian Ovale Script
I am trying to figure out how to incorporate the damage reduction from armor. I don't have a way to query the armor of an arbitrary unit via the Blizzard API. At least for level 93 bosses (assuming they match Galleon's armor) we can hardcode a value of 24840 armor, but I assume that mob armor values depend on their level so it should be different for a level 92 mob.aggixx wrote:As far as I can tell two new features must be implemented for me to accurately implement this "if rake hits harder than mangle" logic:
- Support for abilities that scale off of weapon damage in the Damage() function.
- Damage() taking into account the target's physical reduction from Armor if applicable. I could also do this via a custom function but it would be messy.
- And additionally, being able to do something like SpellDamageBuff(SHRED isBleeding=1.2) would be a good idea but I don't plan to use Shred for damage calculations at the moment.
Incorporating weapon DPS into the damage formulas is a bit frustrating since damage formulas vary so much, i.e., it's not always linear. I will try to find something that works in enough cases.
As for tagging spells that do additional damage against bleeding targets, I think I would just extend the language so you would do:
Code: Select all
SpellDamageBuff(shred bleed=1.2)
Re: Leafkiller's MoP Feral/Guardian Ovale Script
Code: Select all
88: 16250, 89: 17960, 90: 19680, 91: 21400, 92: 23115, 93: 24835
Edgy (Suramar) / Catus: Feral Simulator / Apparatus: Paper Doll / Focus: Hearthstone Simulator / Hearthstone Calculator
GitHub: WarBase / WarDBC / WarKit / Catus 2
GitHub: WarBase / WarDBC / WarKit / Catus 2
Re: Leafkiller's MoP Feral/Guardian Ovale Script
What is your source for these mob armor numbers? Can you provide a link?raffy wrote:I believe there is (was?) a post by GC on the beta forums talking about mob armor in MoP, confirming the 24835 number. And I think in the past, these numbers were collected using Beast Lore on various mobs. I also recall there being a comment about armor being normalized in MoP (there aren't any outliers, instead if a boss takes less damage, it's due to some buff/debuff).Code: Select all
88: 16250, 89: 17960, 90: 19680, 91: 21400, 92: 23115, 93: 24835
Re: Leafkiller's MoP Feral/Guardian Ovale Script
It's probably not a direct quote, but the original source is a blue post from GC during MoP beta. Not possible to provide a link since all those threads are gone now.
Re: Leafkiller's MoP Feral/Guardian Ovale Script
I havent been raiding a lot after aquiring RoRo recently, but it looks to me the dmg/mastery calc composition for rip is not fully working/as intended during RoRo.
For rake it looks fine. I did clean ovale/script install right now, gonna test wed raid more extensivly.
For rake it looks fine. I did clean ovale/script install right now, gonna test wed raid more extensivly.
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Re: Leafkiller's MoP Feral/Guardian Ovale Script
First of all, wonderfull job youre doing maintaining this script. Cheers 
As for my question. As a 90% time guardian, os kittie I find it abit distracting to have ovale on for bear.
So is it possible to have ovale load for cat, but not for bear?
From what I seen loading should be script related, so if this is wrong place to ask this, im sorry in advance.

As for my question. As a 90% time guardian, os kittie I find it abit distracting to have ovale on for bear.
So is it possible to have ovale load for cat, but not for bear?
From what I seen loading should be script related, so if this is wrong place to ask this, im sorry in advance.
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Re: Leafkiller's MoP Feral/Guardian Ovale Script
I have been seeing this for a while as well (passed it on to Aggixx as well). The issue is Ovale doesn't seem to notice the Mastery change when Rune proc's. I pretty much depend on looking at Drood Focus for the ratio when choosing to refresh Rip. I think Rake seems to work just because of how short the dot is, but still suffers from the same issue as Rip.Sorcerer wrote:I havent been raiding a lot after aquiring RoRo recently, but it looks to me the dmg/mastery calc composition for rip is not fully working/as intended during RoRo.
For rake it looks fine. I did clean ovale/script install right now, gonna test wed raid more extensivly.
Re: Leafkiller's MoP Feral/Guardian Ovale Script
Type /ovale code and click copy to custom script. Scroll to the bottom and remove any chunk of code that starts with "AddIcon" and says "mastery=3".Animas wrote: So is it possible to have ovale load for cat, but not for bear?
On rune: Still need to take an in-depth look at it.
Re: Leafkiller's MoP Feral/Guardian Ovale Script
Do the player stats change on the in-game character sheet when RoR procs?Tinderhoof wrote:The issue is Ovale doesn't seem to notice the Mastery change when Rune proc's.
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Re: Leafkiller's MoP Feral/Guardian Ovale Script
Master and Crit change on the character sheet. I have not looked at Haste but I assume it does.