Leafkiller's MoP Feral/Guardian Ovale Script
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Re: Leafkiller's MoP Feral/Guardian Ovale Script
After trying to apply a fix, there's actually nothing I can do on my end. Ovale hasn't been updated to properly support spells that overwrite other spells. If you are NOT talented with Faerie Swarm, it will work properly. Its Faerie Swarm that's the problem (because the Faerie Swarm spell ID never shows up in the spell book, ovale thinks that you don't have the spell and thus has no valid cooldown data for it).
Re: Leafkiller's MoP Feral/Guardian Ovale Script
Well, that's odd. The behavior just started and the Leafkiller script doesn't do it.
Re: Leafkiller's MoP Feral/Guardian Ovale Script
Ah, ok. With that new tidbit I actually can fix it. While the SpellCooldown() function doesn't work, ovale will innately account for the spell cooldown of the spell itself and not let it be called to use until its off cooldown. As part of my optimization, I removed most of the if/unless logic so it wouldn't have to test things twice. However, since ovale returns "everything" as it relates to spells, when I removed the "isn't speced into Faerie Swarm" check, it would then return faerie fire, which as far as the game is concerned is still a valid call for Faerie Swarm except that a lot of the internal API calls should now be pointing to Faerie Swarm and not Faerie Fire. This would make it return the cooldown for Faerie Fire which was only the GCD since its a separate spell and doesn't share a cooldown with Faerie Swarm.Wellwow wrote:Well, that's odd. The behavior just started and the Leafkiller script doesn't do it.
With that in mind, I've restored that and the savage roar (though I don't think this one was causing problems, though reverting it just the same) to both use if/unless logic to ensure no improper fall throughs.
5.3.8.4 (here if you want it now, will be pushed to Nernian's soon)
Spoiler: show
# Applied same fix to Savage Roar
Re: Leafkiller's MoP Feral/Guardian Ovale Script
Thanks once again for prompt attention and quick turnarounds! It is amazing to me, really.
Re: Leafkiller's MoP Feral/Guardian Ovale Script
There's not too much that Ovale can actually do, unfortunately. It gets data through the API, which is basically what a person can see in the spellbook. I had added a SpellKnown condition for ret pallies though, that might help with what you're doing.ShmooDude wrote:After trying to apply a fix, there's actually nothing I can do on my end. Ovale hasn't been updated to properly support spells that overwrite other spells. If you are NOT talented with Faerie Swarm, it will work properly. Its Faerie Swarm that's the problem (because the Faerie Swarm spell ID never shows up in the spell book, ovale thinks that you don't have the spell and thus has no valid cooldown data for it).
Re: Leafkiller's MoP Feral/Guardian Ovale Script
It actually works innately (ie if you just call it via Spell(faerie_swarm) it will account for the cooldown). You just can't call SpellCooldown(faerie_swarm) because there's an additional check there that requires it to be in the spell book (which seems to be the only place you can't reference it is through the spellbook). The ticket I made has all this and more info in it (a lot of it in the comments).Jeshu wrote:There's not too much that Ovale can actually do, unfortunately. It gets data through the API, which is basically what a person can see in the spellbook. I had added a SpellKnown condition for ret pallies though, that might help with what you're doing.ShmooDude wrote:After trying to apply a fix, there's actually nothing I can do on my end. Ovale hasn't been updated to properly support spells that overwrite other spells. If you are NOT talented with Faerie Swarm, it will work properly. Its Faerie Swarm that's the problem (because the Faerie Swarm spell ID never shows up in the spell book, ovale thinks that you don't have the spell and thus has no valid cooldown data for it).
Re: Leafkiller's MoP Feral/Guardian Ovale Script
Just as a note, how many of you actually use the predictive box? To those that do, how important is the fluidity of that box (ie that it doesn't jump around on suggestions too much; at least anymore than is already required to do things like overwriting bleeds with stronger ones)?
Re: Leafkiller's MoP Feral/Guardian Ovale Script
My Ovale is set up with 1 big box for the main rotation with 2 smaller boxes to the left that contain HotW/DoC info and the other contains alternate attack. Although I ignore a lot of what Ovale suggests as I use Bleed Ratios to see when to clip anyway.ShmooDude wrote:Just as a note, how many of you actually use the predictive box? To those that do, how important is the fluidity of that box (ie that it doesn't jump around on suggestions too much; at least anymore than is already required to do things like overwriting bleeds with stronger ones)?
I mainly use Ovale to keep me on track if my rotation gets broken up because I need to Tranq or I get Matter Swap or something

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Re: Leafkiller's MoP Feral/Guardian Ovale Script
Hi Schmoo - I've been trying out your script now that I finally got RoR to drop for me last week. It's really good at recommending Rakes/Rips/Thrash during the R-O proc however I notice that at other times when my Rip has dropped off a target dummy, and I have 5 combos, and TF is available - I notice it doesn't suggest TF before the Rip/Rake. Are you seeing this behaviour?
I decided to investigate the bleed ratios options too - as there's been a fair bit of talk about optimising them on these forums lately, however I found myself a bit confused by the numbers. The Rake box is on the extreme left and Rip to the right of it. The Rip box shows 20 per combo when building them, which I found a bit distracting at first. Is the intent to view the number just prior to applying a new Rake / Rip to see the likely strength of the bleed? I'm just wondering what decision making I should do based on these numbers. Or does your script already take this into account? How about during BitW?
I decided to investigate the bleed ratios options too - as there's been a fair bit of talk about optimising them on these forums lately, however I found myself a bit confused by the numbers. The Rake box is on the extreme left and Rip to the right of it. The Rip box shows 20 per combo when building them, which I found a bit distracting at first. Is the intent to view the number just prior to applying a new Rake / Rip to see the likely strength of the bleed? I'm just wondering what decision making I should do based on these numbers. Or does your script already take this into account? How about during BitW?
Re: Leafkiller's MoP Feral/Guardian Ovale Script
What's your energy level @ 5 combo points? Tiger's Fury will only be suggested at 35 or less energy to ensure that you don't overcap energy by too much. I'll take a look when servers are back up but pretty sure this works properly.Grenache wrote:Hi Schmoo - I've been trying out your script now that I finally got RoR to drop for me last week. It's really good at recommending Rakes/Rips/Thrash during the R-O proc however I notice that at other times when my Rip has dropped off a target dummy, and I have 5 combos, and TF is available - I notice it doesn't suggest TF before the Rip/Rake. Are you seeing this behaviour?
Rip is 20 per combo point because that's how much damage it does. A 1 CP rip is 20% of the damage of a 5 CP rip. Theoretically you could change it to always assume a 5 CP rip, but that's pretty dangerous territory as now you're not giving the real number and assumes you only ever use Rip at 5 CP. General rule of thumb is rake at >112 and rip at >115 for overwriting.Grenache wrote:I decided to investigate the bleed ratios options too - as there's been a fair bit of talk about optimising them on these forums lately, however I found myself a bit confused by the numbers. The Rake box is on the extreme left and Rip to the right of it. The Rip box shows 20 per combo when building them, which I found a bit distracting at first. Is the intent to view the number just prior to applying a new Rake / Rip to see the likely strength of the bleed? I'm just wondering what decision making I should do based on these numbers. Or does your script already take this into account? How about during BitW?
First, shouldn't ovale be suggesting the same thing (assuming you use the above values of course) as what you're doing anyhow? (just curious, there's nothing wrong with the way you're doing it, also curious to see if there's any difference between what ovale is setup to suggest and what you feel works best).Steakbomb wrote:My Ovale is set up with 1 big box for the main rotation with 2 smaller boxes to the left that contain HotW/DoC info and the other contains alternate attack. Although I ignore a lot of what Ovale suggests as I use Bleed Ratios to see when to clip anyway.
I mainly use Ovale to keep me on track if my rotation gets broken up because I need to Tranq or I get Matter Swap or something
Second, you should consider using my ovale script to give you your ratios because they should be generally more accurate than Droodfocus's ratios. There's a desync between what the client sees and what's actually on the server.
I confirmed this by using FRAPS to record myself casting rake at the tail end of a Tiger's Fury (naked so the damage value was either 330 or 380 w/o savage roar). I could hit rake with the tiger's fury buff showing (and not just split second timing either, a good couple hundred milliseconds) and it would not always have the 15% damage buff applied to it. There's then an additional lag time waiting for the character sheet to update (which is where Droodfocus gets its info from). Ovale has some code to attempt to compensate for this but its not perfect.
My script will factor a buff (current tier trinket or tf) out of the ratio at 0.3 seconds by default (I actually upped mine to 0.4 for the moment, I'll explain why in a minute) or if you won't have the energy/gcd to use a bleed before the buff will expire or its within that 0.3 seconds safety margin. This ensures that you don't try to clip a stronger bleed with a weaker one given both player reaction time and the realities of the desync between client and server.
I upped it to 0.4 seconds because ovale seems to be just a bit overly aggressive in determining whether a buff expired before a bleed was applied (at 0.3 it occasionally unapplies a buff that I confirm is there via the damage that's going out; at 0.4 this pretty much never happens except maybe once or twice a raid). Its still a relatively new function so Jeshu is trying to tweak it better.
The ratio will also flash back to its full value shortly after the expiration of a buff but before the character sheet update but I'm hoping to fix this in an upcoming Ovale update that will allow me to track when a buff expired (currently Ovale doesn't cache when a buff expired so its impossible to track).
Even given these caveats, I think my script will give better ratios than Droodfocus at the present time (there's nothing preventing the author from applying the same logic to it, though it has to be done individually for each buff/trinket). Though at this point we're really nitpicking as even "screwing up" is probably a difference of maybe 1% given that simcraft says (for hotw anyhow, didn't try it for doc cuz its harder to factor out and I'm being lazy about it since I don't use DoC all that often) that manipulating ratios results in about a 6% DPS upgrade over simply refreshing at the last tick of Rip/Rake. Then again, most of us wouldn't be here if that 1% wasn't important to us. =) Just thought I'd mention it and see if you wanted to try it out (last Pic I saw of your UI used something else for ratios, maybe you've changed since then I dunno).
Re: Leafkiller's MoP Feral/Guardian Ovale Script
Wall of text over a miss understanding I think. I do not use DroodFocus to overwrite my bleeds.
This is my current UI: http://fluiddruid.net/forum/viewtopic.php?f=11&t=4621 althought I have since changed back to DroodFocus for tracking Bleeds/SR/WA/OoC/PS.
I use Stenhaldi's Weak Auras Bleed Ratio's from here: http://fluiddruid.net/forum/viewtopic.p ... 446#p16467 which updates on every frame.
I actually have never used DroodFocus to track when to overwrite my bleeds.
First off I have my Ovale set at 0.4 as well.
The reason I ignore Ovale so much is because it assumes you are in a Patchwerk type fight all the time and this is rarely the case. It doesn't factor in not being able to attack the boss for a given amount of time or adds coming into play.
There is also something up with Rake at times. It will suggest a Rake anytime it does more damage than Mangle which is fine most of the time but if you just got done with Rune and Renataki's goes to a higher stack(7-10) a lot of times it will suggest a Rake even though you have a Rake that is buffed with Rune + 4-5 stack Renataki's.
Ovale also suggests SR over Rip if they are both falling off within 1 second of each other when you can clearly Rip with less than a second left on SR and then just SR afterwards even though it will only be 11-18 seconds depending if your tier 2p gives you an extra CP.
It also suggests Thrash when Rip is coming close to falling off until Rip actually falls off.
Ovale doesn't factor in adds on fights like Lei Shen when you should at the very least Thrash them if not more.
And it also does not factor in time that you will not be able to attack the boss when it's better to put up a 3-4 CP Rip to overwrite a Rip that's about to fall off. The easiest way to explain it is on Jin'Rokh Heroic. I understand some guilds continue to DPS him during Lightning Storm and just dodge balls. My guild run away from him and spreads out so I am left with a bunch of down time. Right as he is about to Storm if my Rip has less than ~8 seconds left I tend to put up a smaller Rip with a full duration as I am not attacking the boss for a while. Doing so is a DPS increase.
Most of these issues can not be fixed within the script which is fine, I don't expect unrealistic things from Ovale. I just wanted to let you know why I ignore it so much. You did a great job with the script and it works great, it just can't predict things out of the normal from happening.
The only thing I use DroodFocus is stated above, everything else is Weak Auras and the reason for this is because if Im not mistaken, WA is client side, not server side like most addons.
This is my current UI: http://fluiddruid.net/forum/viewtopic.php?f=11&t=4621 althought I have since changed back to DroodFocus for tracking Bleeds/SR/WA/OoC/PS.
I use Stenhaldi's Weak Auras Bleed Ratio's from here: http://fluiddruid.net/forum/viewtopic.p ... 446#p16467 which updates on every frame.
I actually have never used DroodFocus to track when to overwrite my bleeds.
First off I have my Ovale set at 0.4 as well.
The reason I ignore Ovale so much is because it assumes you are in a Patchwerk type fight all the time and this is rarely the case. It doesn't factor in not being able to attack the boss for a given amount of time or adds coming into play.
There is also something up with Rake at times. It will suggest a Rake anytime it does more damage than Mangle which is fine most of the time but if you just got done with Rune and Renataki's goes to a higher stack(7-10) a lot of times it will suggest a Rake even though you have a Rake that is buffed with Rune + 4-5 stack Renataki's.
Ovale also suggests SR over Rip if they are both falling off within 1 second of each other when you can clearly Rip with less than a second left on SR and then just SR afterwards even though it will only be 11-18 seconds depending if your tier 2p gives you an extra CP.
It also suggests Thrash when Rip is coming close to falling off until Rip actually falls off.
Ovale doesn't factor in adds on fights like Lei Shen when you should at the very least Thrash them if not more.
And it also does not factor in time that you will not be able to attack the boss when it's better to put up a 3-4 CP Rip to overwrite a Rip that's about to fall off. The easiest way to explain it is on Jin'Rokh Heroic. I understand some guilds continue to DPS him during Lightning Storm and just dodge balls. My guild run away from him and spreads out so I am left with a bunch of down time. Right as he is about to Storm if my Rip has less than ~8 seconds left I tend to put up a smaller Rip with a full duration as I am not attacking the boss for a while. Doing so is a DPS increase.
Most of these issues can not be fixed within the script which is fine, I don't expect unrealistic things from Ovale. I just wanted to let you know why I ignore it so much. You did a great job with the script and it works great, it just can't predict things out of the normal from happening.
The only thing I use DroodFocus is stated above, everything else is Weak Auras and the reason for this is because if Im not mistaken, WA is client side, not server side like most addons.

Re: Leafkiller's MoP Feral/Guardian Ovale Script
Everything I wrote about DroodFocus is also true of those WeakAura ratios so it all still holds true (imported em and tested). Theoretically, the bleed ratios in WA could be given the same treatment as the ratios in my ovale script, though that's a lot of extra code compared to what it looks like now (that's why my ovale script is like twice as long as leafkiller's) because you're no longer "just" pulling from the character sheet, you're accounting for buffs which you can't pull (the values) from the API and have to include each one manually.Steakbomb wrote:Wall of text over a miss understanding I think. I do not use DroodFocus to overwrite my bleeds.
This is my current UI: http://fluiddruid.net/forum/viewtopic.php?f=11&t=4621 althought I have since changed back to DroodFocus for tracking Bleeds/SR/WA/OoC/PS.
I use Stenhaldi's Weak Auras Bleed Ratio's from here: http://fluiddruid.net/forum/viewtopic.p ... 446#p16467 which updates on every frame.
I actually have never used DroodFocus to track when to overwrite my bleeds.
Very true. Though I play choosing when to override ovale based on the non-patchwerk situation more than ignoring it. Probably because I'm just not as good as a lot of players, like my brother has way better reaction times than I do so I gotta rely on ovale more than a lot of people might. Not trying to say that you should switch to relying on Ovale, was just curious.Steakbomb wrote:The reason I ignore Ovale so much is because it assumes you are in a Patchwerk type fight all the time and this is rarely the case. It doesn't factor in not being able to attack the boss for a given amount of time or adds coming into play.
I think I've noticed this too. I'm betting its related to ovale guessing that Rune has fallen off when it actually hasn't (because looking at the code that's the only reason it should ever happen). I'll probably push my safety margin to 0.5 and see if it stops happening.Steakbomb wrote:There is also something up with Rake at times. It will suggest a Rake anytime it does more damage than Mangle which is fine most of the time but if you just got done with Rune and Renataki's goes to a higher stack(7-10) a lot of times it will suggest a Rake even though you have a Rake that is buffed with Rune + 4-5 stack Renataki's.
Yeah... This seems to be a side effect of how ovale determines what icon to show. Once its picked an ability, it sticks with it until its invalid and it doesn't matter if something higher up in the list should overwrite it (ovale wasn't initially designed to be a top down list; more of a priority based system). I can probably program around it though. If you can think of any other places it seems to sticky its suggestions too long, please let me know.Steakbomb wrote:Ovale also suggests SR over Rip if they are both falling off within 1 second of each other when you can clearly Rip with less than a second left on SR and then just SR afterwards even though it will only be 11-18 seconds depending if your tier 2p gives you an extra CP.
If thrash is < 3, Rip is > 2 and CP = 5, it'll suggest thrash. Sounds like I probably need to include time to energy for rip as part of the rip logic so it doesn't switch when you actually shouldn't be thrashing (kind of thing I've taken a lot of care to remove in other places). Good tip.Steakbomb wrote:It also suggests Thrash when Rip is coming close to falling off until Rip actually falls off.
Very true, and probably not the kind of thing ovale will ever handle well. This is the main kind of fight I tend to override ovale on. Best thing I can think of would be to give AoE suggestion boxes, like how many targets to switch from mangle to swipe, how many targets to drop Rake at, how many targets to drop Rip at. Though honestly I don't even know the answers to those questions and so it'd require a LOT of simcrafting...Steakbomb wrote:Ovale doesn't factor in adds on fights like Lei Shen when you should at the very least Thrash them if not more.
Yeah, my guild does Jin the same way (though now I outgear it enough I can cd through the storm even being out of range of the heals, lol) and I did the same thing.Steakbomb wrote:And it also does not factor in time that you will not be able to attack the boss when it's better to put up a 3-4 CP Rip to overwrite a Rip that's about to fall off. The easiest way to explain it is on Jin'Rokh Heroic. I understand some guilds continue to DPS him during Lightning Storm and just dodge balls. My guild run away from him and spreads out so I am left with a bunch of down time. Right as he is about to Storm if my Rip has less than ~8 seconds left I tend to put up a smaller Rip with a full duration as I am not attacking the boss for a while. Doing so is a DPS increase.
Most of these issues can not be fixed within the script which is fine, I don't expect unrealistic things from Ovale. I just wanted to let you know why I ignore it so much. You did a great job with the script and it works great, it just can't predict things out of the normal from happening.
It probably boils down to that you can do the rotation without ovale (barring distractions such as having to tranq etc) while I have to rely on it (much) more and so a difference in philosophy regarding how its used. I could probably eventually get to the point where I could largely not rely on it but eh, what I got works (and I rank pretty much every fight anyhow; though part of that is the low number of 25H ferals).
All addons are client side and all pull from the same data (the WoW API).Steakbomb wrote:The only thing I use DroodFocus is stated above, everything else is Weak Auras and the reason for this is because if Im not mistaken, WA is client side, not server side like most addons.
If you can think of any other cases that Ovale's suggestions are wrong (that could theoretically be put in; mostly non-multitarget/downtime things), please let me know.
Re: Leafkiller's MoP Feral/Guardian Ovale Script
Yea I have played a feral/guardian druid since the end of BC. I have played it enough that I can play it in my sleep and actually didn't use Ovale until a couple months ago.ShmooDude wrote: It probably boils down to that you can do the rotation without ovale (barring distractions such as having to tranq etc) while I have to rely on it (much) more and so a difference in philosophy regarding how its used. I could probably eventually get to the point where I could largely not rely on it but eh, what I got works (and I rank pretty much every fight anyhow; though part of that is the low number of 25H ferals).
If you can think of any other cases that Ovale's suggestions are wrong (that could theoretically be put in; mostly non-multitarget/downtime things), please let me know.
If you think that there aren't many ferals in 25H, look at the later fights in 10H, ferals are basically non-exsistent.
http://www.worldoflogs.com/reports/c1l17ed1ggf5lkdk/
I ranked on our H Ra-den 10 kill and our tank killed me(I think on purpose) at the beginning of phase 2(sub 40%). In P2 Ra-den stays in the mid and doesn't move at all. Tank moved out to attack an orb and Ra-den turned and hit me in the face. I have come to he conclusion that now that he knows how to kill me, he will kill me on that fight every week at like 10% HP.
My raid week is basically over now(only Ra-den left tonight) and I rarely play outside raids so I probably won't find anymore cases of Ovale being wrong but I will pay closer attention to Ovale during next weeks raid on the fights that I actually do(I sit a lot of fights that I don't need) and update you to any issues I find.

Re: Leafkiller's MoP Feral/Guardian Ovale Script
Yeah, our spec has the lowest number of parses (not counting specs of classes that can respec w/o changing their primary stat).
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Re: Leafkiller's MoP Feral/Guardian Ovale Script
Duplicate.
Last edited by Grenache on Fri Aug 02, 2013 8:09 am, edited 1 time in total.
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Re: Leafkiller's MoP Feral/Guardian Ovale Script
Grenache wrote:Hi Schmoo - ...however I notice that at other times when my Rip has dropped off a target dummy, and I have 5 combos, and TF is available - I notice it doesn't suggest TF before the Rip/Rake. Are you seeing this behaviour?
Hi Schmoo, I did this short Youtube clip tonight. You're right, my energy IS above 35 when I hit 5 combos, but instead of recommending another mangle to get the energy down before the TF, and then Rip, it just says Rip. I realise you wrote the script to suit yourself, but coming across from using the LeafKiller script, I noticed it behaves differently in that regard.ShmooDude wrote:What's your energy level @ 5 combo points? Tiger's Fury will only be suggested at 35 or less energy to ensure that you don't overcap energy by too much. I'll take a look when servers are back up but pretty sure this works properly.
See 38 seconds into the vid. My energy looks to be around 45 at the time it suggests Rip. Do you think its worth inserting an extra mangle/shred into the logic to prevent a non buffed Rip from happening?
http://youtu.be/ruX7suB_jmg
Re: Leafkiller's MoP Feral/Guardian Ovale Script
# 8/02/13 version 5.3.8.5
# Added TimeToEnergy to end of rip refreshes and added back waiting on TF when the CD is close
# Will allow Rake to expire if the new rake will be significantly weaker than the current Rake
# Increased required duration of Rip/Savage Roar needed to apply Thrash
Rip should also now properly be suggested instead of Savage Roar when they're both expiring around the same time (due to how ovale works this was only sometimes true).
# Added TimeToEnergy to end of rip refreshes and added back waiting on TF when the CD is close
# Will allow Rake to expire if the new rake will be significantly weaker than the current Rake
# Increased required duration of Rip/Savage Roar needed to apply Thrash
Spoiler: show
Simcraft shows its probably slightly better to use a filler and then put up a TF rip but its a very small difference. I'm went ahead and added it back because it'll fix another problem as well.Grenache wrote:Hi Schmoo, I did this short Youtube clip tonight. You're right, my energy IS above 35 when I hit 5 combos, but instead of recommending another mangle to get the energy down before the TF, and then Rip, it just says Rip. I realise you wrote the script to suit yourself, but coming across from using the LeafKiller script, I noticed it behaves differently in that regard.
See 38 seconds into the vid. My energy looks to be around 45 at the time it suggests Rip. Do you think its worth inserting an extra mangle/shred into the logic to prevent a non buffed Rip from happening?
http://youtu.be/ruX7suB_jmg
Rip should also now properly be suggested instead of Savage Roar when they're both expiring around the same time (due to how ovale works this was only sometimes true).
Last edited by ShmooDude on Fri Aug 02, 2013 8:37 pm, edited 1 time in total.
Re: Leafkiller's MoP Feral/Guardian Ovale Script
Can you post the script here or will it be updated in Nerian's Scripts soon?

Re: Leafkiller's MoP Feral/Guardian Ovale Script
its in the post now or you can wait for nerien's to update.
Re: Leafkiller's MoP Feral/Guardian Ovale Script
Spoiler: show
Just never mind me... It's good to update your addons once in a while lol

Re: Leafkiller's MoP Feral/Guardian Ovale Script
I was getting the same thing all the way back to the 5.3.1 script before I decided to check my version of Ovale itself. Sure enough, I was on Ovale 5.3.6, and 5.3.8 is available. All Shmoo's recent scripts seem to be behaving in regards to this error now. 
Edit: I am still unable to get past the redirect to login loop when using FF* browser, but get normal behavior when using G* browser. I've check all relevant settings, and updated everything I can think of but still no dice.
*Got spam flagged, and I'm guessing it's the trademark names?--nope--apparently I'm not allowed to use the "confused" smiley--no more flag:)
But for real--anyone have a clue? Your Firefox works ok?

Edit: I am still unable to get past the redirect to login loop when using FF* browser, but get normal behavior when using G* browser. I've check all relevant settings, and updated everything I can think of but still no dice.
*Got spam flagged, and I'm guessing it's the trademark names?--nope--apparently I'm not allowed to use the "confused" smiley--no more flag:)
But for real--anyone have a clue? Your Firefox works ok?
Re: Leafkiller's MoP Feral/Guardian Ovale Script
Yeah the first 3 numbers in my version number match whatever version of ovale it should be paired with (new stuff keeps getting added that I take advantage of). We're currently on 5.3.8.5 so its the 5th version of the script for Ovale 5.3.8.
As far as browsers. JavaScript and Firefox have not been playing well together lately, I'm probably gonna switch to chrome.
As far as browsers. JavaScript and Firefox have not been playing well together lately, I'm probably gonna switch to chrome.
Re: Leafkiller's MoP Feral/Guardian Ovale Script
Hi all, just want to say that I have been following some of you guys back from the EJ forums during BC and Wrath. You all do any awesome job with the scripts, addons and general advice, this kind of community makes me love playing a feral.
I just started using Shmoo's script in Ovale and have been playing with the dummy a bit now that I have RoR (bad bad luck this tier = ( ). I started noticing some funky things with Stenhaldi's WA bleed ratios. The script would call for Rip to be refreshed on the target when I had 5 combo points, high energy (>75), Rip duration >10 and SR duration >10 and the WA bleed ratio was sitting at 106. I quickly took a screenshot and kept going, then noticed it happened again, not every time but enough to make me think about it. I also use Droodfocus for the dot timers and they show the bleed ratio as well, in this case it was grey, so it pretty much matched what WA was showing. So I make sure that I had the latest WA and bleed ratio code but I had the same results. Then I decided to turn on the Ovale ratios and noticed that when Ovale was telling me to overwrite my Rip, even though Droodfocus and WA were saying I shouldn't, according to the Ovale ratios I should have been. I can reproduce this pretty consistently if I bash the dummy for a few minutes.
I started checking the combat logs and it looks like Ovale was right, I was seeing an increase in Rip damage even though WA and Droodfocus were saying different. About 10k per tick when I was checking the logs.
I also had some funkiness once or twice with a Rune proc. I am struggling to reproduce it but it seems to be something like if I pop TF and rake and then rune pops straight away (almost at the same time) Ovale isn't telling me to rake even though Droodfocus and WA are saying it will be a significant increase. The 2 times I noticed this happen I didn't have the Ovale ratios showing so it may have just been a freak accident. I definitely can't reproduce this one like I can the first issue.
Sorry if it has been answered before, I have been going through the various threads but I can't seem to find an answer.
I just started using Shmoo's script in Ovale and have been playing with the dummy a bit now that I have RoR (bad bad luck this tier = ( ). I started noticing some funky things with Stenhaldi's WA bleed ratios. The script would call for Rip to be refreshed on the target when I had 5 combo points, high energy (>75), Rip duration >10 and SR duration >10 and the WA bleed ratio was sitting at 106. I quickly took a screenshot and kept going, then noticed it happened again, not every time but enough to make me think about it. I also use Droodfocus for the dot timers and they show the bleed ratio as well, in this case it was grey, so it pretty much matched what WA was showing. So I make sure that I had the latest WA and bleed ratio code but I had the same results. Then I decided to turn on the Ovale ratios and noticed that when Ovale was telling me to overwrite my Rip, even though Droodfocus and WA were saying I shouldn't, according to the Ovale ratios I should have been. I can reproduce this pretty consistently if I bash the dummy for a few minutes.
I started checking the combat logs and it looks like Ovale was right, I was seeing an increase in Rip damage even though WA and Droodfocus were saying different. About 10k per tick when I was checking the logs.
I also had some funkiness once or twice with a Rune proc. I am struggling to reproduce it but it seems to be something like if I pop TF and rake and then rune pops straight away (almost at the same time) Ovale isn't telling me to rake even though Droodfocus and WA are saying it will be a significant increase. The 2 times I noticed this happen I didn't have the Ovale ratios showing so it may have just been a freak accident. I definitely can't reproduce this one like I can the first issue.
Sorry if it has been answered before, I have been going through the various threads but I can't seem to find an answer.
Re: Leafkiller's MoP Feral/Guardian Ovale Script
This is one of the reason's that Shmoodude reccommends using Ovale ratio's over WA or DF. Ovale is very aggressive when overwriting bleeds.
WA and DF waits until the character sheet is updated to update the ratios and Ovale doesn't. If you read the last couple pages of this thread than you will see the convo that Shmoo and I had about this same thing.
I believe(could be wrong) that Ovale will suggest an overwrite at 105 vs DF/WA doesn't turn green until 110.
Personally I use WA Bleed Ratios but this is a personal choice as I don't look at Ovale for my move list most of the time as it is pretty much engraved in my head. It does lag behind a little bit but I'm used to it.
If you want your ratios to be spot on then use Ovale's ratios but set your Ovale delay to at least .3 or .4 so you don't accidentally overwrite something you shouldn't.
WA and DF waits until the character sheet is updated to update the ratios and Ovale doesn't. If you read the last couple pages of this thread than you will see the convo that Shmoo and I had about this same thing.
I believe(could be wrong) that Ovale will suggest an overwrite at 105 vs DF/WA doesn't turn green until 110.
Personally I use WA Bleed Ratios but this is a personal choice as I don't look at Ovale for my move list most of the time as it is pretty much engraved in my head. It does lag behind a little bit but I'm used to it.
If you want your ratios to be spot on then use Ovale's ratios but set your Ovale delay to at least .3 or .4 so you don't accidentally overwrite something you shouldn't.

Re: Leafkiller's MoP Feral/Guardian Ovale Script
(My) Ovale is set to overwrite rip at >=115 (or rake at 112). The difference comes from Ovale attempting (not always successfully atm though, jeshu's spent a LOT of time working on it) to "update" a bleeds stats from a new character sheet snapshot when it feels it is necessary (if an aura was gained/expired between the time the client said to apply the bleed and the time the bleed actually appeared I believe is how its setup currently). WA/DF will never do this and thus has problems around the expiration of a buff (ovale does too, but in the opposite way in that it will sometimes think a buff expired before you put a bleed on when it hasn't).Steakbomb wrote:This is one of the reason's that Shmoodude reccommends using Ovale ratio's over WA or DF. Ovale is very aggressive when overwriting bleeds.
WA and DF waits until the character sheet is updated to update the ratios and Ovale doesn't. If you read the last couple pages of this thread than you will see the convo that Shmoo and I had about this same thing.
I believe(could be wrong) that Ovale will suggest an overwrite at 105 vs DF/WA doesn't turn green until 110.
Personally I use WA Bleed Ratios but this is a personal choice as I don't look at Ovale for my move list most of the time as it is pretty much engraved in my head. It does lag behind a little bit but I'm used to it.
If you want your ratios to be spot on then use Ovale's ratios but set your Ovale delay to at least .3 or .4 so you don't accidentally overwrite something you shouldn't.
As long as you are aware of the issue and play around it (like steak said making sure you don't apply a bleed 0.3 or 0.4 seconds from a buff expiring), it really doesn't matter too awful much which you use. One thing I did to help a lot with this is I made my WA for the trinket procs only show if the duration is >0.4 seconds. This way I'm not tempted to apply a bleed too close to the tail end of a buff.
Eventually, Jeshu may give us the option to grab the bleed damage directly (its not currently possible as there's currently no way to factor out crit damage). The downside to this method is you have to then factor out any damage reduction/increase debuffs from the boss and any crit damage increases (because you want the non-crit damage). Thus this method would be terrible for PvP but probably doable for raids (ex tortos and Skull banner are the only things we'd have to deal with this tier). Potentially, someone could probably modify the WeakAuras or DroodFocus to do this as well and thus make them more accurate than they are now (everything but crit would be correct as its the only snapshotted stat you can't infer directly from the damage). I wouldn't completely replace the old method, but make it an option that can be toggled so that it could be easily turned off anytime it might end up inaccurate.
I have a feeling this may all end up moot next expansion as I would almost bet that they're gonna remove stat snapshotting based on GC's tweets.