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Legion Pre-Patch (7.0.3)
Updated:07-20-16 09:50 AM
Created:unknown
Downloads:204,424
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7.0.3

Pawn  Updated less than 3 days ago!  Popular! (More than 5000 hits)

Version: 2.0.1
by: VgerAN [More]

Pawn calculates scores for items to help you easily find upgrades for your gear. It's completely customizable, and applicable to any class and situation: for example, it can help you decide whether to equip the ring with a higher item level but one stat you don't want (say, strength for shamans), or the ring with the lower item level but all good stats. It's that level of customization that makes it very different from more general mods like GearScore and more specialized mods like TankPoints.

Pawn can be used by new players right off the bat without needing to change any options, or by advanced players who plan out their gear upgrades, build Excel spreadsheets, install Rawr, and read Elitist Jerks.

Language support

Pawn works with English, French, German, Portuguese, Russian, and Simplified Chinese, and includes an untested translation into Traditional Chinese. Unlike most addons, it's NOT possible to use the English version on a language that it doesn't support. (If you're interested in helping translate Pawn into other languages, let me know!)

Staying in touch

For fastest assistance with Pawn, leave a comment here or check the official thread at Curse. You can also become a fan of Vger on Facebook and get updates of new versions and stuff like that. You can also leave questions or comments there if you don't have an account on this site.

Getting started

Pawn will automatically set itself up to work with your characters, but there's a lot that you can do to customize it. See the readme file included with Pawn for more information on getting the most out of Pawn.

Pawn 2.0 only works on World of Warcraft 7.0, the Legion prepatch. If WoW 7.0 hasn't launched in your region, make sure that you're still using Pawn 1.9.x.

Version 2.0.1

Adjusted the value of gems to account for a difference in the values of Draenor gems on the live version of the patch versus what they had on beta.
Increased the item level threshold at which Pawn will start suggesting that you use Legion gems so that you shouldn't see that happen on your Mythic Hellfire Citadel gear. (Looks at own gear and weeps softly)
Updated translations for Spanish and Italian.

Version 2.0

New features and big changes

By default, Pawn will now automatically make suggestions based on your current spec and nothing else, and it will automatically switch its suggestions whenever you change specs. If you prefer to show multiple specs on your tooltips and customize them, just go to the Scale tab and switch to Manual.
To keep things simple, when deciding whether a new item is an upgrade, Pawn will now just compare it against what you currently have equipped. This should be more straightforward now that gear works for all specs, and better mimics the way that other RPGs with similar features (like Diablo) work. You can return to the previous Pawn behavior if you prefer by switching to Manual mode on the Scale tab, and then checking "track for each scale" on the Options tab.
All of the built-in scales have been rebuilt from scratch. For now, the stat values are simplified and are not coming from Wowhead, but I expect to resume getting expert advice from them in the coming weeks.
Please report any bugs you find with incorrect item types marked as not being usable, and so on!

Other less exciting stuff

This version now supports all of the languages that Pawn 1.9 supported—special thanks to the Pawn translation volunteers!
Not all translations are complete yet, but if you do notice something completely broken, please let me know what, and which language.
The Pawn UI visuals have now been slightly tainted by the Fel.
Pawn will now show spec icons on your tooltips (only for default scales), which should make them easier to find and tell apart. You can turn this off on the Options tab.
Built-in scales that are designed for only your current class will no longer show the class name on item tooltips. For example, "Havoc: +14% upgrade" instead of "Demon Hunter: Havoc: +14% upgrade".
Pawn's gem database has been fully updated to account for the stat changes in patch 7.0.
To keep the suggestions manageable, Pawn will no longer consider multi-stat (green, orange, or purple) gems on low-level items.
The Gems tab has been simplified, and will no longer show each gem three times (under red, yellow, and blue gems).
The "Defaults" button on the Scale tab has been removed. A new "Template" button has been added, which creates a more useful scale to start from for your current spec.
Pawn's Socketing Advisor now gives a full list of gems when you have Automatic mode enabled (which is the default).
Pawn's features for assuming that you'll use Valor and Baleful tokens to upgrade your items have been removed.
Removed support for Bonus Armor, Spirit, Multistrike, Spell Power, and colored sockets, as those stats have been removed from the game.
Removed support for meta sockets, PvP Resilience, and PvP Power, as those stats are not relevant on any current gear (though they do still exist in-game, such as on the Dreadful Gladiator sets).
Dodge and Parry on low-level items and tank heirlooms will now be interpreted as if it were Stamina.
Attack Power on low-level items will now be interpreted as if it were Strength or Agility, whichever your scale values most.
I expect that for most players, Pawn's memory usage will decline significantly.

Bug fixes and minor tweaks for 7.0

I improved the "getting started" text that probably nobody reads. Now it'll take even less time for people to not read it.
The Pawn UI now opens to the Compare tab by default (except the first time you open it).
Fixed a rare division by zero error that could occur when wearing cosmetic armor with no stats.
Archived Files (2)
File Name
Version
Size
Author
Date
2.0
709kB
VgerAN
07-18-16 10:17 PM
1.9.31
716kB
VgerAN
06-05-16 10:24 AM


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Unread 07-07-10, 01:52 AM  
VgerAN
An Aku'mai Servant
 
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I've posted Pawn 1.3.6, which includes a bunch of performance enhancements. On my computer it shaves about 2 seconds off of the time it takes me to log in, and on particularly old computers it may speed things up even more. Overall, about 95% of the login time Pawn was responsible for has been eliminated, and there are speed improvements in the 5-10% range in various other places too.

I've got a couple more performance enhancements in mind for a later version, but this one's a big one so I wanted to get it out sooner rather than later.

Nihlo—Hopefully this will help you out. It won't make a huge difference in CPU usage over a long period of time, but if most of the CPU usage you're seeing is from startup, the difference will be pretty noticeable.
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Unread 07-02-10, 01:35 AM  
VgerAN
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I've published an update that includes some changes to make Pawn easier for new users, and also adds untested support for mastery rating for people in the Cataclysm beta.
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Unread 06-30-10, 10:16 AM  
Nihlo
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never mind, I (and probably everyone else) can play with pawn activated^^ don't use gearscore but could be a kind of conflict with another mod, true. Didn't think about that.
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Unread 06-30-10, 12:36 AM  
VgerAN
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Sorry, I'm not seeing it on my computers. Maybe it interacts poorly with some other mod that you use that I don't, like GearScore or something? I'll see if I can find anything else out.

Pawn uses a chunk of CPU time right at startup (which I do intend on whittling down pretty soon), but it's consistently at zero for me on idle. The process of scanning tooltips for stats is pretty expensive, but it should only be happening when you're actually hovering over items and clicking item links. It's possible that some other mod is causing this to happen way more than it should be, which would make Pawn's CPU usage jump way up.
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Unread 06-29-10, 08:24 AM  
Nihlo
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Originally posted by VgerAN
Huge CPU usage when? Pawn is pretty kind to the CPU most of the time. The main exception is when you have a bunch of item tooltips open at once (Armory causes this to happen a lot), and in that situation the game is refreshing those tooltips on every video frame or something crazy (and buggy) like that. Pawn has to work hard to keep up.

In what situations are you seeing high CPU usage?
all the time, not just by opening tooltips. Just take a cpu-meter addon like OptionHouse and have a look at the cpu-usage of Pawn. It doesn't have peaks like eg Healbot while raiding, it's just constantly higher than you think it should be. Talking about CPU and not RAM...RAM is also high but that doesn't matter.
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Unread 06-07-10, 02:32 PM  
VgerAN
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Originally posted by Nihlo
the huge cpu-usage is really a problem
Huge CPU usage when? Pawn is pretty kind to the CPU most of the time. The main exception is when you have a bunch of item tooltips open at once (Armory causes this to happen a lot), and in that situation the game is refreshing those tooltips on every video frame or something crazy (and buggy) like that. Pawn has to work hard to keep up.

In what situations are you seeing high CPU usage?
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Unread 06-06-10, 11:36 PM  
Manaman
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Originally posted by VgerAN
Pawn takes into account hit cap if your scale takes into account hit cap, which is to say... no, not really. The expectation is that your scale is a reflection of how much you care about various stats. As you approach hit or defense or haste or whatever caps, those stats become less useful, so you decrease the value in your scale to compensate. If you use something like Rawr to generate your scales, that's taken into account for you pretty well.

I realize that hit caps are a special situation, but I don't feel that they're AS special as people make them out to be. The idea is that a Pawn value is a reflection of how good an item is for you at this stage in your "career," not how good an item is for you based on what you are wearing right this second. If you're above hit cap, an item with a ton of hit on it is not useful, but as soon as you swap out one other item and fall beneath hit cap, suddenly that hit-heavy item is quite useful. It's the same item. I don't like the idea of it having a different value now just because you swapped an item five seconds ago.
All I do for my DPS scales, is setup one scale with hit valued, and then copy the scale and remove the value for hit. Name one "Capped" and one "Hit" or something to that effect. My goal in most of my upgrades are to upgrade both values together.
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Unread 06-06-10, 10:31 PM  
Nihlo
A Murloc Raider

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the huge cpu-usage is really a problem, mem-usage is also high but that doesn't matter for most peoples. And...an enchant-tab would still be nice in my eyes^^
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Unread 05-10-10, 02:54 PM  
Avitus
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Thanks for the explanation, that would be a perfect option for the next version *nudge hint*

Originally posted by VgerAN

Deleting the Wowhead scales reduces the size of the cache somewhat because Pawn currently calculates values for all of those scales even when they're not visible. The cache will hold "n" items, and for each item, it will hold the item's stats, and then base and current values for all of your scales, including hidden ones. (The obvious performance improvement here is to no longer calculate anything for hidden scales...)
Last edited by Avitus : 05-10-10 at 02:54 PM.
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Unread 05-10-10, 01:32 PM  
VgerAN
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Pawn only does calculations when you hover over items or click item links. This could be during combat if, for example, you're in your twentieth heroic Gundrak run for the month and you're AFK-healing while browsing through ICC loot tables, but in general, no. It only reads items when it has to.

Deleting the Wowhead scales reduces the size of the cache somewhat because Pawn currently calculates values for all of those scales even when they're not visible. The cache will hold "n" items, and for each item, it will hold the item's stats, and then base and current values for all of your scales, including hidden ones. (The obvious performance improvement here is to no longer calculate anything for hidden scales...)
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Unread 05-09-10, 10:23 PM  
Avitus
A Kobold Labourer
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Originally posted by VgerAN
You could delete the Wowhead.lua file; that might cut it down a bit. (I tested this at one point; Pawn should still work fine if that file is missing.) Pawn uses memory for two things, primarily: holding your scales, and caching data so that it doesn't have to recalculate things as often. Removing the Wowhead scales will reduce the memory used by both of those things. Without the cache, though, Pawn would take up more of your processor's time, which is way, way worse than taking up a tenth of a percent of your computer's memory.
I'm a bit confused by this. How is the cache tied to the Wowhead scales?

Personally all I use Pawn for is to input my own scales and have the value printed out when I hover over an item, to know how it roughly compares in a void compared to what I'm wearing at the moment. The wowhead scales are useless to me as I don't use them.

Does deleting the Wowhead.lua file still force pawn to use more processor time, even if you're using your own scales? Why is that the case? Is the cache function tied to the Wowhead.lua file somehow?

If so, would it be possible to make Wowhead scales Load on Demand? Making a simple calculation mod use 2-3 MB memory for data you don't use doesn't make any sense.


A final question: Does Pawn do any calculation during combat/if there are no items selected? If it doesn't then I guess that added processor time should be irrelevant.

Thanks for the mod
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Unread 03-29-10, 05:55 PM  
VgerAN
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Pawn takes into account hit cap if your scale takes into account hit cap, which is to say... no, not really. The expectation is that your scale is a reflection of how much you care about various stats. As you approach hit or defense or haste or whatever caps, those stats become less useful, so you decrease the value in your scale to compensate. If you use something like Rawr to generate your scales, that's taken into account for you pretty well.

I realize that hit caps are a special situation, but I don't feel that they're AS special as people make them out to be. The idea is that a Pawn value is a reflection of how good an item is for you at this stage in your "career," not how good an item is for you based on what you are wearing right this second. If you're above hit cap, an item with a ton of hit on it is not useful, but as soon as you swap out one other item and fall beneath hit cap, suddenly that hit-heavy item is quite useful. It's the same item. I don't like the idea of it having a different value now just because you swapped an item five seconds ago.
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Unread 03-29-10, 01:39 PM  
willgk
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Does pawn take into account hit caps? Like if you have hit cap will pawn say hey ok, that makes sense he's at hit cap, therefore this items hit value shouldn't be shared in the equation for how good the item is, or if this item has hit and it's previous item has hit, how much hit is lost or gained, will it put him over cap, if it does dont count the amount of hit over cap he will get in the value.
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Unread 03-20-10, 02:06 PM  
VgerAN
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I'm actually not sure; Pawn just doesn't have any values for them because Wowhead doesn't. I'd imagine that fury needs hit more than arms but otherwise has similar stat requirements, but that's a guess; my warrior is only 29.
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Unread 03-19-10, 05:09 PM  
deadca7
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First of all, THANK you for this addon!
And then comes a little question, does furry and arms warriors share the same ratings? Since there are only Furry and Tank in Pawn/wowhead ?
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