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The Adventure Continues (6.1)
Updated:02-25-15 12:03 AM
Created:06-06-09 05:00 PM
Downloads:111,081
Favorites:255
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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


Archived Files (31)
File Name
Version
Size
Author
Date
1.3.0
187kB
Crowfeather
02-24-15 04:09 AM
1.2.9
186kB
Crowfeather
02-14-15 03:32 PM
1.2.8
186kB
Crowfeather
02-13-15 01:26 PM
1.2.8
184kB
Crowfeather
02-11-15 05:19 PM
1.2.8
399kB
Crowfeather
02-11-15 04:11 AM
1.2.7
186kB
Crowfeather
12-14-14 03:08 AM
1.2.6
185kB
Crowfeather
11-29-14 02:18 PM
1.2.5
185kB
Crowfeather
11-17-14 10:02 PM
1.2.4
185kB
Crowfeather
11-15-14 08:48 PM
1.2.3
397kB
Crowfeather
11-07-14 12:59 AM
1.2.2
185kB
Crowfeather
11-05-14 12:59 AM
1.2.1
184kB
Crowfeather
10-31-14 07:10 PM
1.2.0
185kB
Crowfeather
10-30-14 12:47 AM
1.2.0
176kB
Crowfeather
10-26-14 04:34 PM
1.1.2
131kB
Crowfeather
10-04-12 07:31 AM
1.1.1
129kB
Crowfeather
09-09-12 12:57 PM
1.1.0
128kB
Crowfeather
09-05-12 04:39 AM
1.0.8
130kB
Crowfeather
04-23-12 04:07 AM
1.0.7c
130kB
Crowfeather
12-12-11 09:05 AM
1.0.7b
130kB
Crowfeather
12-12-11 07:48 AM
1.0.5b
130kB
Crowfeather
12-07-11 03:53 PM
1.0.4e
128kB
Crowfeather
08-15-11 02:03 AM
1.0.4d
128kB
Crowfeather
08-08-11 09:43 AM
1.0.4c
126kB
Crowfeather
05-07-11 11:15 AM
1.0.4b
126kB
Crowfeather
05-07-11 02:53 AM
1.0.4
126kB
Crowfeather
05-06-11 09:36 AM
1.0.3
125kB
Crowfeather
05-02-11 03:21 PM
1.0.2
125kB
Crowfeather
05-01-11 03:32 PM
1.0.1
124kB
Crowfeather
12-15-10 02:50 PM
1.0.0
120kB
Crowfeather
12-02-10 10:04 AM
0.9.7b4
35kB
Crowfeather
07-13-10 06:22 AM


Post A Reply Comment Options
Unread 12-18-11, 02:20 PM  
Crowfeather
A Fallenroot Satyr
 
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Forum posts: 28
File comments: 114
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@AnthonyB
If you're doing a fresh install (meaning no savedvariables from prior versions) you don't have to change anything. You still could change the settings to your preference of course in the Aimed Shot Options.

@thomhunt
hmm, I'm playing SV right now too. I didn't realize any big errors but that might be because I'm using the 2T13 set bonus. There may be a new bug when you don't have that one. Could you give me some more specifics about your gear, spec and when it happens?

@unlimit
Might be something with the way the Ace3 Framework interacts with OpenRDX. I'm not sure if I can do anything about it but I'll look into it.
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Unread 12-17-11, 03:27 PM  
Egroge
A Kobold Labourer

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File comments: 14
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Aimed Shot Options

Well, I had some time last night to play with a target dummy and here is what I did:

I removed all "on use" trinkets, didn't use RF or Berserking and dismissed my pet to remove as much random stuff as I could. In MM spec I hit a target dummy with HM and then followed the rotation recommendations from FS as closely as possible. One quest that I can't find the answer to is: Since target dummies health is always above 90% are they always considered to be in CA phase?

My character stats show a static haste of a little over 17% and with ISS it is about 38%. I tried to continue each rotation for at least a minute to reach a "steady state" for dps. Ramp us is slow without using a haste buff I set the "break point" at 1.8 seconds which is the break recommended by Elitist Jerks.

I found that my DPS ranged from 13K to 19K as I varied the parameters in the Aimed shot tab.

The best DPS I generated was with CS > AI above and below break for CA and CS >AI above and AI >CS - Refresh SS below break without CA.

This seems contrary to my best understanding of what EJ recommends which would be : CA phase - AI > CS Ignore SS above break; CS>AI below break -- Non CA Phase - AI > CS _Refresh SS above break and CS> AI below break.

I would appreciate any suggestions or results that others might like to share.
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Unread 12-17-11, 03:08 PM  
unlimit
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Code:
Interface\AddOns\FaceShooter\modules\TimeToLife.lua:121: attempt to index field 'db' (a nil value)

Stack trace:
-----------
(tail call): ?
[C]: ?
[string "safecall Dispatcher[1]"]:9: in function <[string "safecall Dispatcher[1]"]:5>
(tail call): ?
...ddOns\FaceShooter\Libs\AceAddon-3.0\AceAddon-3.0.lua:543: in function `EnableAddon'
...ddOns\FaceShooter\Libs\AceAddon-3.0\AceAddon-3.0.lua:635: in function <...ddOns\FaceShooter\Libs\AceAddon-3.0\AceAddon-3.0.lua:621>
[C]: in function `LoadAddOn'
Interface\FrameXML\UIParent.lua:274: in function `UIParentLoadAddOn'
Interface\FrameXML\UIParent.lua:348: in function `TimeManager_LoadUI'
Interface\FrameXML\UIParent.lua:614: in function <Interface\FrameXML\UIParent.lua:582>
I seem's to be a bug with OpenRDX specifically.
__________________


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Unread 12-16-11, 02:56 PM  
thomhunt
A Kobold Labourer

Forum posts: 0
File comments: 7
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sv

Still loving this addon! Recently been going sv on some fights and I think survival may need a little tweaking. May be just me, but rotation or something with the focus is off. Seems to suggest arcane shot still at times when explosive shot is off cd and ready to go.
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Unread 12-16-11, 06:12 AM  
AnthonyB
A Murloc Raider

Forum posts: 7
File comments: 6
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Apologies for being slow, but I don't understand what Aimed Shot setting needs to be changed, and to what, in the FS Aimed Shot Options.

Assuming I do a fresh install, what needs to be changed?
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Unread 12-14-11, 06:40 PM  
Egroge
A Kobold Labourer

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@Egroge
I didn't mean to imply you're a moron of course, I just haven't done much theorycrafting myself lately so I can't in good consience give you suggestions how to set up your aimed shot breakpoints. Maybe the changes with 1.0.7 will make the decision somewhat easier.[/quote]

Oh, I wasn't offended. I was just saying that there are probably a lot of silent users out there like me who couldn't figure out the "right spot". I really appreciate the change! I was having trouble seeing what my cast time was and figuring out where to put the break point to get it to be 1.8 seconds where EJ says it should be. You answered the question by changing the parameter to set.

Thanks!
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Unread 12-12-11, 09:08 AM  
Crowfeather
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Bah, this happens when you do some last second changes without even so much as logging in to test them. 1.0.7c should fix it. Sorry for the inconvinience!
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Unread 12-12-11, 08:39 AM  
Kramarz
A Kobold Labourer

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Originally Posted by Kramarz
Welcome screen with 1.0.7b :-)

Date: 2011-12-12 14:37:11
ID: 1
Error occured in: Global
Count: 1
Message: ..\AddOns\FaceShooter\FaceShooter.lua line 596:
attempt to compare nil with number
Debug:
(tail call): ?
FaceShooter\FaceShooter.lua:596:
FaceShooter\FaceShooter.lua:444
(tail call): ?
[C]: ?
[string "safecall Dispatcher[1]"]:9:
[string "safecall Dispatcher[1]"]:5
(tail call): ?
Ace3\AceAddon-3.0\AceAddon-3.0.lua:543: EnableAddon()
Ace3\AceAddon-3.0\AceAddon-3.0.lua:636:
Ace3\AceAddon-3.0\AceAddon-3.0.lua:621
[C]: LoadAddOn()
..\FrameXML\UIParent.lua:274: UIParentLoadAddOn()
..\FrameXML\UIParent.lua:297: CombatLog_LoadUI()
..\FrameXML\UIParent.lua:616:
..\FrameXML\UIParent.lua:582
damn... and can't even go back to 1.0.6, it's gone! ;-)
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Unread 12-12-11, 08:38 AM  
Kramarz
A Kobold Labourer

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Welcome screen with 1.0.7b :-)

Date: 2011-12-12 14:37:11
ID: 1
Error occured in: Global
Count: 1
Message: ..\AddOns\FaceShooter\FaceShooter.lua line 596:
attempt to compare nil with number
Debug:
(tail call): ?
FaceShooter\FaceShooter.lua:596:
FaceShooter\FaceShooter.lua:444
(tail call): ?
[C]: ?
[string "safecall Dispatcher[1]"]:9:
[string "safecall Dispatcher[1]"]:5
(tail call): ?
Ace3\AceAddon-3.0\AceAddon-3.0.lua:543: EnableAddon()
Ace3\AceAddon-3.0\AceAddon-3.0.lua:636:
Ace3\AceAddon-3.0\AceAddon-3.0.lua:621
[C]: LoadAddOn()
..\FrameXML\UIParent.lua:274: UIParentLoadAddOn()
..\FrameXML\UIParent.lua:297: CombatLog_LoadUI()
..\FrameXML\UIParent.lua:616:
..\FrameXML\UIParent.lua:582
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Unread 12-12-11, 07:44 AM  
Crowfeather
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I just uploaded yet another update to change breakpoint definition from haste to casttime so those settings hopefully are more intuitive. Where - for example - you used to set it up to hardcast AimS with 60% haste or above and not hardcast it below you'll now set it to hardcast AimS with 1.8s casttime or below and not hardcast it above. So not only does the value itself change from 60% to 1.8s but also above and below switch (more haste -> less casttime, less haste -> more casttime).

@Egroge
I didn't mean to imply you're a moron of course, I just haven't done much theorycrafting myself lately so I can't in good consience give you suggestions how to set up your aimed shot breakpoints. Maybe the changes with 1.0.7 will make the decision somewhat easier.
Last edited by Crowfeather : 12-12-11 at 07:45 AM.
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Unread 12-10-11, 08:21 AM  
Egroge
A Kobold Labourer

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Aimed Shot Options

Crowfeather,

I appreciate your reply, and I understand that the mechanics are very gear/skill dependent. Believe me, I've read EJ and FD. I was just wondering how You use the options you've provided.

As a specific example: Where do you set the Haste threshold?

My static haste is about 17%, it goes to 35.07% or so as I shoot and boosts to >100% or so with RF, trinket cooldowns or time warp.

Thanks for the great addon, I'm just trying to use it to it's full potential. I'm not a mathematician, but I'm not a moron either, so I figure if I have questions about this, many other users do too.

Eg
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Unread 12-10-11, 05:48 AM  
Crowfeather
A Fallenroot Satyr
 
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@Egroge
It's really difficult to make suggestions for those settings since it depends a lot on your gear, encounter, playstyle etc. As far as I'm up to date with current hunter mechanics AimS does hands down better DPF than ArcS (especially during CA phase) and better DPS if your casttime is down to somewhere around ~1,5-1,6s. I might be wrong though and as I said it depends a lot on other factors. Maybe you should check over at elitistjerks.com and/or www.femaledwarf.com.

@Kramarz
No idea about the scale change but I guess you can just change it back to whatever suits you. I got the SS/CoS bug though. It's as I expected because of the changes to my overcapping change. It's a rather easy fix which I'll upload later today (might include some new options for LnL while I'm at it).

Update:
Version 1.0.6 is uploaded. The SS bug should be fixed and there's a new option to use KC as focus dump during LnL because I kept finding myself overcapped. I also changed AS and CoS behavior in that I priorize using AS over CoS as long as it doesn't prevent using ES on CD instead of priorizing CoS over AS as long as CoS doesn't overcap me.
Last edited by Crowfeather : 12-10-11 at 07:30 AM.
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Unread 12-09-11, 05:19 AM  
Kramarz
A Kobold Labourer

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Yup, buttons and TTL default 100% scale changed itself to like 120% (in size while being 100% in options), and that steady shot keeps replacing cobra shot. I'm SV if that makes a difference.
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Unread 12-08-11, 03:24 PM  
Egroge
A Kobold Labourer

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Aimes Shot Option Optimization

Crowfeather,

Thanks much for the update! Your work is much appreciated.

I have played with the aimed shot options a lot and I'd love to know how YOU suggest that it be set up. The options are clearly well thought out, but I can't for the life of me figure out how to optimize it. Would you please explain the rationale for using the various options and how you suggest setting the haste thresholds?

Thanks much,

Eg
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Unread 12-08-11, 01:44 PM  
GlideRoggan
A Kobold Labourer

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Re: Re: Missing module

Originally Posted by Crowfeather
@GlideRoggan
I didn't miss it, I removed it on purpose because it wasn't working properly yet. My initial upload (1.0.5) still had a call to that module which I removed in version 1.0.5b. If there's still some kind of link to it let me know.

@Kramarz
That's strange. Might have something to do with the changes to overcapping protection. I'll look into it.
Ah, that could be it. I guess I didn't notice the "b" in the changelog.
Anyway, I commented it out too.

Interesting what you had in mind though
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