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The Adventure Continues (6.1)
Updated:02-25-15 12:03 AM
Created:06-06-09 05:00 PM
Downloads:123,375
Favorites:246
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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


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Unread 08-03-09, 02:25 AM  
Crowfeather
A Fallenroot Satyr
 
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Re: I must be doing something wrong

Originally posted by GypsyDragon
I cannot get this to work for me. It is in my Addons folder and the addons manager says it is enabled, but I get nothing with either my draenei hunter or my blood elf hunter. When I type /fs or /faceshooter it says to type /help. It looks like it is not recognizing me as a hunter and so not loading at all. Any suggestions? Thanks!
The only thing I could think about from the top of my head beside the wrong class would be the level. Is your toon level 80? If not thatīs the reason for FS not working.
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Unread 08-09-09, 07:43 AM  
Evolution85
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This needs alot of work.
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Unread 08-18-09, 09:59 AM  
GlideRoggan
A Kobold Labourer

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This one is great!
Keep up the good work.
Some glitches though, as it disappear in battlegrounds and some instances.
But i really like the setup, so don't give up.
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Unread 08-28-09, 04:55 PM  
pro_96
A Kobold Labourer

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Arp MM

Hello, I was wondering if you can add an option to totally exclude Arcane Shot from rotation for Arp mm hunters. It doesn't recommend it alone self buffed on target dummies, but when in 25 man raid it does. Am I missing something?
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Unread 08-29-09, 01:07 AM  
GlideRoggan
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Re: Arp MM

Originally posted by pro_96
Hello, I was wondering if you can add an option to totally exclude Arcane Shot from rotation for Arp mm hunters. It doesn't recommend it alone self buffed on target dummies, but when in 25 man raid it does. Am I missing something?
It's no rotation. It's suggesting shot based on which shot does the most
damage, based on buffs, debuffs and "time left until dead" on your target.

I guess at that time, the Arcane shot makes enough damage to be recommended.
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Unread 08-29-09, 02:55 PM  
pro_96
A Kobold Labourer

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Re: Re: Arp MM

Originally posted by GlideRoggan
It's no rotation. It's suggesting shot based on which shot does the most
damage, based on buffs, debuffs and "time left until dead" on your target.

I guess at that time, the Arcane shot makes enough damage to be recommended.
Right Right I meant Prioritization, There is some recent talk about this subject on EJ forums. This is also where the author first took suggestions and had a beta for this addon. http://elitistjerks.com/f74/t45219-h..._ons_mods/p13/

So from what I have seen the question seems to be .. what is more accurate? The agreed upon prioritization for arp mm, Srp,Chim,SSx4 OR FS using it's calculations and firing Arcane. and if so does this take in account using more mana aka viper sooner.. arp is a different beast to model
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Unread 08-29-09, 05:44 PM  
GlideRoggan
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Re: Re: Re: Arp MM

Originally posted by pro_96
Right Right I meant Prioritization, There is some recent talk about this subject on EJ forums. This is also where the author first took suggestions and had a beta for this addon. http://elitistjerks.com/f74/t45219-h..._ons_mods/p13/

So from what I have seen the question seems to be .. what is more accurate? The agreed upon prioritization for arp mm, Srp,Chim,SSx4 OR FS using it's calculations and firing Arcane. and if so does this take in account using more mana aka viper sooner.. arp is a different beast to model
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.
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Unread 08-30-09, 03:02 PM  
cherrypanda
A Kobold Labourer

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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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Unread 09-07-09, 01:19 PM  
piggybackjack
A Defias Bandit
 
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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 09-08-09, 01:14 PM  
Crowfeather
A Fallenroot Satyr
 
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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 09-20-09, 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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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 10-01-09, 12:35 AM  
nutnut
A Kobold Labourer

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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 10-05-09, 04:31 AM  
Crowfeather
A Fallenroot Satyr
 
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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 10-05-09, 01:15 PM  
Crowfeather
A Fallenroot Satyr
 
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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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