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Mists of Pandaria (5.0.4)
Updated:10-04-12 07:31 AM
Created:06-06-09 05:00 PM
Downloads:106,227
Favorites:246
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FaceShooter  Popular! (More than 5000 hits)
Version: 1.1.2
by: Crowfeather [More]
FaceShooter is a shot recommendation addon for hunters.

Based on your resources like cooldowns and focus it tries to recommend which spell should be to cast next.
It is a complete rewrite of my former version of FaceShooter (which is broken as of 4.0.1). It doesn't include all of the original addons features yet but I'm planning on including them later on.

NEWS:
I've updated FaceShooter for 5.0.4 since it seemed like there weren't that many changes to our rotation. That being said, I'll propably not maintain this Addon much longer. So if someone else feels like taking over, please let me know. Otherwise you might try Spellflash in addition to one of the hunter modules or some other alternative Addon instead.
1.0.0
- complete rewrite of FaceShooter for Cataclysm (WoW 4.x)
- utilizes Ace3

1.0.1
- inclusion of ttl module
- added some new options and restructured the whole menu in a clearer way

1.0.2
- finally fixed the MM rotation

1.0.3
- fixed the Serpent Sting bug

1.0.4
- fixed some BM rotation bugs
- fixed a bug with hiding/deactivating the TTL module
- added more options for AimS usage with and w/o Careful Aim

1.0.4c
- just some typos
- fixed another bug that prevented Arcane Shot from beeing suggested most of the time

1.0.4d
- upated the TOC for 4.2 and changed Careful Aim threshold to 90%

1.0.4e
- fixed focus regen calculations (ISS and Hunting Party not affecting it)

1.0.5b
- added T13 2pc bonus detection and changed focus regen accordingly
- some more small focus regen fixes

1.0.6
- fixed a bug that caused SS to be suggested as SV
- added an option to use KC as focus dump during LnL

1.0.7c
- changed AimS breakpoint definition from haste to casttime
- yet some more minor fixes to focus calculation

1.0.8
- changed LnL behavior to allow for two consecutive ES
- added an option to foce AS instead of AimS if 4pT13 bonus is available and off ICD (110s)

1.1.0
- quick & dirty update for 5.0.4 compatibilty

1.1.1
- Added support Dire Beast, A Murder of Crows, Blink Strike and Lynx Rush
- Some more fine tuning, bug fixing and testing (even as BM!)

1.1.2
- Added support for the level 90 talents
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 (16)
File Name
Version
Size
Author
Date
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


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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 10-15-09, 12:39 PM  
Crowfeather
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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 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 10-07-09, 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 10-07-09, 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, 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 10-06-09, 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 10-05-09, 01:15 PM  
Crowfeather
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v0.7.12b

Finally found some time to implement at least some small fixes.

I updated the serpent sting calculations so FS accounts for SerpS ability to crit with 2T9. I also included the the suggestion to turn off arcane shot recommendation completely and set a minimum TTL for before it recommends casting HM the way wurmfood suggested it.

Mind you, I didnīt do much testing yet so it may be wise to keep the old version just in case.
Last edited by Crowfeather : 10-05-09 at 06:01 PM.
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Unread 10-05-09, 04:31 AM  
Crowfeather
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Re: Consider GCD in the suggestion

Originally posted by nutnut
Could you please make the addon to suggest the shot that will be the best when GCD is ready, but start suggesting it when the GCD is still cooling?

Now: for example just fired a shot, GCD is 1.5, remaining CD on aimed is 1.4, FS keeps suggesting steady for almost complete GCD duration except the last 0.1

What I would like:
1) simple approach: calculate what shots will be ready when GCD is ready and base the suggestion on that
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.

2) smart approach: consider also shots that will have less then one GCD left when current GCD completes, calculate dps lost by waiting for each and suggest the best of available and close-to-available, for ex. just fired a shot, GCD is 1.5, CD on kill is 1.6, start suggesting kill
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.
Last edited by Crowfeather : 10-05-09 at 04:32 AM.
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Unread 10-01-09, 12:35 AM  
nutnut
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Consider GCD in the suggestion

Could you please make the addon to suggest the shot that will be the best when GCD is ready, but start suggesting it when the GCD is still cooling?

Now: for example just fired a shot, GCD is 1.5, remaining CD on aimed is 1.4, FS keeps suggesting steady for almost complete GCD duration except the last 0.1

What I would like:
1) simple approach: calculate what shots will be ready when GCD is ready and base the suggestion on that
2) smart approach: consider also shots that will have less then one GCD left when current GCD completes, calculate dps lost by waiting for each and suggest the best of available and close-to-available, for ex. just fired a shot, GCD is 1.5, CD on kill is 1.6, start suggesting kill
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Unread 09-22-09, 04:13 AM  
Crowfeather
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Noted and taken under consideration.
Though as I said before I didnīt even get to fix some more glaring issues yet so it will have to wait.

Also I originally didnīt want to use the combatlog on purpose to save resources. It just felt like a lot of overhead to listen to and parse all combatlog messages just to catch the few important ones while thereīre events for just those. Now with the dynamic priorizing in place I guess itīs worth reconsidering this stance because not only could I use it as the means to find out about immunities but also in a more general way to compare the expected shot damage with the actual one and apply adjustments if neccessary (this would also be a great way to find out about miscalculations).
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Unread 09-20-09, 03:46 AM  
wurmfood
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Couple bugs and a suggestion

Loving the addon, but I've found a couple bugs (mostly minor) and have a couple suggestions.

1) /fs aspects brings up help... 3/5 of the lines, though mention the sniper frame, not aspect frame.
2) Lines 703 and 712: When outputting the current aspect min/max thresholds, you're outputting the shot frame alpha, instead.

Suggestions:
1) Monitor the combat log for full immunes on Serpent Sting and Explosive Shot (as well as others, if appropriate). If they are detected as being immune, don't suggest the shot. (Maybe with a warning somewhere about why it's doing that.)
2) Allow a user specified minimum TTL for suggesting hunter's mark. I agree with your reasoning on suggesting it on trash, but if the user can specify that fights under, say, 20 seconds should ignore HM, then it won't suggest it in those cases.
3) More difficult, but helpful: When a unit enters or leaves the raid, check to see if there's any other Hunters. If so, check their talents (if possible) to determine if any of them are MM and have IHM and/or glyphed HM. If so, don't suggest it to the player unless that Hunter dies. To make the scanning part easier (since I assume they have to be in range), maybe make it a manual option (/fs scan).
Last edited by wurmfood : 09-20-09 at 03:47 AM.
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Unread 09-08-09, 01:14 PM  
Crowfeather
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Originally posted by piggybackjack
Stellar addon. I second the option to remove Arcane Shot from the rotation though. Ok, it's no real hassle to just skip it but it would look more... neat?

Yeah, I'm a neat freak when it comes to my UI. Other than that, keep up the good work!
Iīm sorry for not having updated the AddOn for quite some time now. I didnīt forget about it but Iīm still kind of busy at the moment. Iīll try to find some time to implement the requested option to turn off arcane shot recommendation and include 2T9 set bonus recognition though. Stay tuned.
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Unread 09-07-09, 01:19 PM  
piggybackjack
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Stellar addon. I second the option to remove Arcane Shot from the rotation though. Ok, it's no real hassle to just skip it but it would look more... neat?

Yeah, I'm a neat freak when it comes to my UI. Other than that, keep up the good work!
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Unread 08-30-09, 03:02 PM  
cherrypanda
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Re: Re: Re: Re: Arp MM

Originally posted by GlideRoggan
From what i've seen of the code, is that it's solely based on damage
calculations, then again, if those calculations are wrong, though taken from
the suggestions from EJ forums, not much viper and mana calculations.
My guess is that, for longer fights you probably wouldn't trust FS, cause of the lack of mana and viper calculations.
Yes, it is based solely on damage calculations for the next shot and that is a problem in the case of Arcane with MM ArP. Even if it's calculated to be higher in damage than Steady firing it is still a bad choice because you loose a chance to gain ISS and because you might eat ISS, if it already procced.
Truth be told, however, is that with MM ArP setup things get much closer to actual rotation - Chi->Aim->SSx4. This, of course, is without Chimera/Aimed glyphs. Still, I'd love to have an option to completely turn Arcane off.
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