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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:106,282
Favorites:247
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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 05-07-11, 11:22 AM  
Crowfeather
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1.0.4c fixed another stupid bug. While the new breakpoints option worked just fine preventing Aimed Shot from beeing hardcast Arcane Shot wasn't suggested either.

@UnlitPhoenix
Try deleting not only the faceshooter directory from your addons folder but also the faceshooter.lua from the savedvariables folder. Your bug is most likely due to an older version of the savedavariables.

I'd suggest to delete the savedvariables for everyone who updates from an older version than 1.0.4 btw since quite a bit changed since then.
Last edited by Crowfeather : 05-07-11 at 11:22 AM.
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Unread 05-07-11, 08:00 AM  
UnlitPhoenix
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Hi!

Brand new install giving some errors:

Interface\AddOns\FaceShooter\modules\TimeToLife.lua:37: attempt to index field 'options' (a nil value)

Interface\AddOns\FaceShooter\modules\TimeToLife.lua:125: attempt to index field 'db' (a nil value)
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Unread 05-07-11, 03:09 AM  
missdixy
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Originally posted by Crowfeather
That's a typo in the code - either replace all occurances of NoCaBreakpoint with noCaBreakpoint (the n has to be lowercase) in FaceShooter_Functions.lua or download v1.0.4b - Sorry for that.
Thanks a lot for the fast response, and for creating this awesome add-on!
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Unread 05-07-11, 02:52 AM  
Crowfeather
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That's a typo in the code - either replace all occurances of NoCaBreakpoint with noCaBreakpoint (the n has to be lowercase) in FaceShooter_Functions.lua or download v1.0.4b - Sorry for that.
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Unread 05-07-11, 01:19 AM  
missdixy
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Hello, I've Installed the latest versions and am getting a bunch of .lua errors in dungeons. I notice it usually happens when I start to aoe, although it happened a few times on single-targets as well.


Code:
Message: FaceShooter-1.0.4\FaceShooter_Functions.lua:811: attempt to compare nil with number
Time: 05/07/11 01:34:44
Count: 443
Stack: ...terface\AddOns\FaceShooter\FaceShooter_Functions.lua:1047: in function `PickSpell'
Interface\AddOns\FaceShooter\FaceShooter.lua:623: in function `Scheduler'
Interface\AddOns\FaceShooter\FaceShooter.lua:539: in function `OnUpdate'
Interface\AddOns\FaceShooter\FaceShooter.lua:513: in function <Interface\AddOns\FaceShooter\FaceShooter.lua:513>

Locals: self = <table> {
 es = 0
 debuffs = <table> {
 }
 CalcFocus = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:643
 haste = 1.1003786468506
 IsHMonTarget = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:778
 CheckCoS = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:959
 spellStartedAt = <table> {
 }
 spellName = <table> {
 }
 CheckISS = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:759
 GetDebuffs = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:462
 CheckSpS = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:907
 tarHP = 0.44280810427152
 CheckRiF = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:768
 CheckES = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:792
 RegTilRdy = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:715
 GetResources = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:345
 now = 213030.67655617
 CheckAS = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:933
 buffs = <table> {
 }
 lastCast = <table> {
 }
 Damping = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:701
 CheckBA = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:873
 Overcapped = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:725
 CalcTimers = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:564
 spellSentAt = <table> {
 }
 spell = "Steady Shot"
 SetResources = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:400
 focus = 39.830053308326
 CalcReg = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:693
 CheckET = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:886
 PurgeDebuffs = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:489
 CastSpell = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:498
 GetBuffs = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:439
 charges = <table> {
 }
 FocusGains = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:405
 CheckCS = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:803
 recom = "Steady Shot"
 PickSpell = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:967
 IsNextToLastShot = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:750
 IsLastShot = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:741
 CheckKS = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:899
 CheckKC = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:947
 spellEndedAt = <table> {
 }
 cooldowns = <table> {
 }
 NumCasts = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:427
 CheckAimS = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:839
 focusGains = <table> {
 }
}
btnName = "button1"
focus = 39.830053308326
spell = nil
FS = <table> {
 defaults = <table> {
 }
 CheckForDisabled = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:144
 modules = <table> {
 }
 IsInParty = <function> defined @Interface\AddOns\FaceShooter\FaceShooter_Functions.lua:208
 SetM
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Unread 05-06-11, 04:03 AM  
Crowfeather
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Originally posted by GlideRoggan
I combined the two.
First of, my AimS do more damage than CS, so when casttime is enough low I switch from arcane to AimS.
I mean, if I can cast AimS near GCD with more damage than CS and also without cooldown, I would.
In the fanUpdate there was a value "aimsSpeed" in the conditions for AimS which I included in your updated version. The fanupdate didn't look for certain buffs, but instead whenever it requested the resources, it looked at casttime for AimS.

Anyway, good to see you up and working
Yeah, that's what I've been talking about. Instead of looking at the buffs, look at casttime (or rangedhaste which is basically the same).

In my current working version I implemented basically 4 different settings:

1. CA phase over haste breakpoint
2. CA phase below haste breakpoint
3. No CA phase over haste breakpoint and
4. No CA phase below haste breakpoint

You can define the haste breakpoint for both CA and non CA phase individually.

Default behavior is always hardcasting AimS while ignoring CS/SpS when in CA phase with more than 50% haste (-> less than 1.93s AimS casttime), casting CS on CD and use AimS as focusdump when either in CA phase but below 50% haste or not in CA phase but above 50% haste and last not least don't hardcast AimS at all when below 50% haste outside of CA phase.

I reasoned that 50% haste is the least you should get with ISS + rapid fire/heroism/bloodlust (assuming you've got at least 1% static haste) but you can always tweak it higher or lower if that better suits your gamestyle.
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Unread 05-06-11, 03:29 AM  
GlideRoggan
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Originally posted by Crowfeather
Fixed the TTL module bugs - both hiding while still using the ttl data for HM/SpS and disableing the module completely shouldn't throw errors anymore

Also specced to BM to check out tomhunts issues. I didn't seem to have any of those but maybe that's because of the fix suggested by GlideRoggan and the ttl fix were already incorporated in my version by then.

Concerning Aimed Shot vs Chimera Shot when hasted - I'd rather use the haste value itself than checking for certain buffs. At the end of the day it doesn't really matter if my AimS is down to 1.5s casttime because of heroism/bloodlust, rapid fire or sinestra's haste buff (or any other effect really). So the real question is - at which point does AimS become better than CS?
I combined the two.
First of, my AimS do more damage than CS, so when casttime is enough low I switch from arcane to AimS.
I mean, if I can cast AimS near GCD with more damage than CS and also without cooldown, I would.
In the fanUpdate there was a value "aimsSpeed" in the conditions for AimS which I included in your updated version. The fanupdate didn't look for certain buffs, but instead whenever it requested the resources, it looked at casttime for AimS.

Anyway, good to see you up and working
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Unread 05-06-11, 01:50 AM  
Crowfeather
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Fixed the TTL module bugs - both hiding while still using the ttl data for HM/SpS and disableing the module completely shouldn't throw errors anymore

Also specced to BM to check out tomhunts issues. I didn't seem to have any of those but maybe that's because of the fix suggested by GlideRoggan and the ttl fix were already incorporated in my version by then.

Concerning Aimed Shot vs Chimera Shot when hasted - I'd rather use the haste value itself than checking for certain buffs. At the end of the day it doesn't really matter if my AimS is down to 1.5s casttime because of heroism/bloodlust, rapid fire or sinestra's haste buff (or any other effect really). So the real question is - at which point does AimS become better than CS?
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Unread 05-05-11, 05:04 PM  
thomhunt
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First, I want to say I love this addon and thank you for taking the time to put it together!

I have downloaded the recent update and after using it, I have had to go back to the 1.0.1a fan update version. Reason being, for the MM rotation it has the option to use aimed shot during hasted effects. The BM rotation also works much better.

On the current update for BM, Arcane shot doesn't move showing its cool down. Also, it is suggesting shots that are either on cd or there is no focus for.

I don't know if its possible to merge parts of the two, but if the MM shot rotation options as well as the BM rotation from the 1.0.1a fan update version were added to the current update it would be superb.
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Unread 05-04-11, 01:47 AM  
tuff_ghost
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Still broken

1. Delete Faceshooter addon directory and all Faceshooter-related files in WTF folder
2. Install Faceshooter
3. Load up WoW, attempt to disable or hide TTL frame ("hiding" it does nothing)
4. Attempt to resize spell icon frame #1 - single lua error every time
5. Relog, get spammed with endless TTL-related lua errors
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Unread 05-03-11, 12:25 AM  
Crowfeather
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Ah thanks, I'll keep that in mind. Unfortunatly the bug is kind of difficult to reproduce. Sometimes it works perfectly fine for extended periods of time so verifying the fix is difficult.
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Unread 05-03-11, 12:06 AM  
GlideRoggan
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Cooldown circle

I'm not sure it's related to the cooldown circle bug,
but I haven't had the bug since I changed the line 1305

obj.btn.texture = obj.btn:CreateTexture(nil)

to

obj.btn.texture = obj.btn:CreateTexture(nil, "BACKGROUND")

which is was in earlier releases.
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Unread 05-02-11, 07:11 AM  
Akilah
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Very nice, you rule.
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Unread 05-01-11, 03:39 PM  
Crowfeather
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Posted a small update mainly to fix the MM rotation. I tested it on my raid today and for some reason it didn't recognize the serpent sting on my target on a few tries but started working fine again after reloading. I can't really pinpoint the problem so if anyone sees a pattern when/how/why this happens - please let me know.
Also after a while the cooldown circle didn't show on the icon anymore and only came back after another reloadui.

Despite those shortcomings I decided to upload it here because it's still much better for MM than the old and broken version 1.0.1.
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Unread 04-17-11, 05:47 AM  
Mavril
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Hi,

Could someone please reupload the v1.0.1a "update".
RS says "Download not available" now.

Thanks.
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