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Warlords of Draenor Pre-Patch (6.0.3)
Warlords of Draenor Pre-Patch (6.0.2)
Updated:12-14-14 03:08 AM
Created:06-06-09 05:00 PM
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6.0.3

FaceShooter  Updated this week!  Popular! (More than 5000 hits)

Version: 1.2.7
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 created and maintained by CrowFeather, with the new and changed features developed from there.

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)
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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 (25)
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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


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Unread 12-26-09, 08:04 PM  
pro_96
A Kobold Labourer

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Hey Midnight, I hope all is well

I have three possibly valid points

#1 FS will recommend another steady shot even if aimed shot comes off cooldown before the last steady I am currently firing is out. My latency is 80ms

#2 Sometimes FS will stop recommending serpent sting be reapplied and it will continue to do so even when firing steady shots (a perfect time to reapply) This usually happens when for some reason I don't get serpent sting back on the target quick enough and Explosive shot comes up .. Black arrow ect. ..I fire explosive shot and it seems to ignore the serpent sting from there on until I reapply serpent sting.

#3 http://elitistjerks.com/f74/t45219-h..._ons_mods/p15/
Alienangel's post #372
She made some good suggestions.

Thank you very much for taking the time to help the hunter community.
Last edited by pro_96 : 12-26-09 at 08:05 PM.
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Unread 11-28-09, 10:55 AM  
Moruze
A Kobold Labourer

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BM and Multishot

Version: 0.7.12b

I've been using this addon as a BM hunter. Regardless of the situation, it will suggest Multishot over Arcane and Steady Shot. Based on completely observational evidence, I don't think this is the correct suggestion. My Arcane Shots always do more damage than Multishot on single targets, and consume roughly half as much mana. Unless there are multiple targets, Multishot does not appear to provide a DPS advantage. I plan on speccing out of BM as soon as I get a new gun, so this isn't a huge deal, but I'd like to know what's causing this.
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Unread 11-20-09, 01:02 PM  
tuff_ghost
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Sometimes FS displays the Hunter's Mark icon in combat, even after I've specifically turned off that feature. When this happens, it seems to prioritize HM over all other abilities, even Kill Shot.
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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
A Fallenroot Satyr
 
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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
A Kobold Labourer

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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
A Flamescale Wyrmkin
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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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