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Slammer  Popular! (More than 5000 hits)

Version: r14 beta
by: vishnou00 [More]

This is an addon for warrior. It's primary purpose is to help people time their slam attack with a 2-hander. It works in two ways:
-it displays a rather large cooldown bar for your swing timer, counting down to when your next swing should be ready. It is intended to be big so you can see it from the corner of the eye, but feel free to change the size.
-displays the delay between your last hit-slam sequence. The number is precise as I could get it, but it's far from perfect. It helps you to evaluate when you should start casting slam to have both your white hit and your slam, confirming when you messed it due to server hiccup (4.7 hit-slam delay with a 3.6 weapon and a 0.5 sec cast just doesn't add up).

In a pvp context, it helps knowing when you shouldn't bother getting that target, since your attack is on cooldown anyway.

It's also trying to be helpful in many ways:
-displays your rage, in case you go tunnel vision on the bar and the surrounding MS/whirlwind cooldown. Experts can just time it right without focusing on the bar anyway

It's also trying to be more clever than most weapon swing addons:
-evaluates the parry weapon swing acceleration. As the precise time of your parry is mangled by lag, a friendly Parry message appears on the bar, indicating that you should look at animation/combat log to time know when you will swing again. Still, it's the best estimate you can get, as far as I know.
-it's trying to detect if you your last white attack isn't a windfury totem/sword spec proc off a yellow attack and act accordingly (treat the extra attack as an instant attack not resetting the swing timer).
-re-evaluates the weapon speed a bit after a hit so see if a speed altering event occured, such as flurry or Dragonspine Trophy proc.

Finally, a somewhat unrelated feature is the nagger, which reminds your in big white letters to do your part in raid and against elite creatures in general:
-tells you to cast battle shout if you have no shout
-tells you to cast commanding shout if you have battle shout from somebody else
Against raid target:
-tells your to help with sunders, for shade, druid/pally tank or simply busy warrior tanks
-tells you to put up demoralizing shout
-tells you to put up thunder clap

Usage:
Use /slam or /slammer to access options.


Thanks to the Chronographer author for an addon structure that did pretty much what I needed.

Disclaimer:
I did not intend to publish this, so it's a bit messy, but enjoy if it suits your needs.

r14 (beta): (2008-7-7)
-something about Illidan phase 2 tanking. (warns when flame blast happens and 8 seconds later)
b13: (beta) (2008-06-14)
This is kind of my scratchpad version, with no options to disable the newest features. I put it up since I had to update sink-1.0 lib.
What you might notice:
-automatic screenshot upon boss dying.
-spirit shock cast counting (1 2 3 1 2 3 etc) on reliquary of souls. It's ok if you use a 3 interrupters rotation, it will a hell of an annoyance if it is not compatible with your strat (warnings happen in /say while you are alive and /rw when you are dead, release quickly if you fail, or you will spam quite a bit)
-if you have drdamage (an ace addon), any fixed value, armor mitigated damage (thunderclap, hamstring, pummel etc) will be used to estimate target's mitigation from armor and include it in drdamage's calculations for display. I don't remember doing anything to handle absence of drdamage.
r12: (2008-05-13)
Blood Frenzy report after a fight is much nicer, you get top user, % of damage that did benefit from BF compared to the potential damage of BF (e.g. 900 damage happened, 100 was lost due to bleed downtime, you get 90% BF effectiveness). Top users are listed with their Blood Frenzy dps, and a compact ordered list of all who got something out of it.
r11: (2008-05-10)
Continuing the tradition of tacking every warrior related features I use, here are two new ones:
-Blood Frenzy tracking: tracks the extra damage coming (and potential damage lost) from Blood Frenzy. Useful if you are toying around a Blood Frenzy spec and wonder about the lost damage. Can be spammy: 2 + x lines after getting out of combat, x being the number of source benefitting from the debuff. Expect display improvement once I raid with it for a while. Enabled by default (but doesn't show anything if you don't have blood frenzy talent). (/slam bloodfrenzy)
-Interrupt tracking: if the combat log is not enough, tells you whenever anybody interrups a spell with some information regarding the interruption. Disabled by default. (/slam interrupt)
r10: (2008-04-24)
-Warns you if you use MS/BT/SS in defensive stance and have salvation ("Consider clicking off Salvation").
r9: (2008-04-17)
-Clean ups of debug prints (thanks Dridzt)
-OPA revival as Easter Egg
r8: (2008-04-15)
-fixed hit-slam delay display
-individual nag options (bleedtime, buffshouttime, demotime, sundertime, tclaptime) it is the time before fade that it will check. -1 means that nag won't happen
r7: (2008-04-14)
-doesn't nag you about bleed effect if you don't have any talent in Blood Frenzy (raid-wide +4% physical damage is worth noticing, 11 dps bleed is not).
r6: (2008-04-11)
-Updated for 2.4
-More nag: a line periodically do shorthand of current debuffs on the target, so you can be proud of your warlock and druid lowering your target's armor (toggle with /slammer debuffcheck )
-Anchor update fixes (thanks Dridzt)
-Nagger for blood frenzy ("put some bleed up" message, will scan talent in a future version)
r5:
-some lib update
-new anchor code (thanks Chronometer people) for the new "position relative to closest anchor" system in 2.2
-updated TOC
r4:
-sunder count bugfix
r3:
-anchor now resizes with the bar
-setting to reverse bar and disable nagger
-extra attack detection
-changed nagger cooldown
r2:
-corrected many bugs in the buff shout nagger part
-corrected the click-through issue near the anchor
r1:
-initial release
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Unread 10-12-07, 08:57 AM  
Kaladryn
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I'm having the exact same problem as the previous poster, it seems that every time I relog, Slammer positions itself off of my screen. My only solution is to reset the addon and then reload my UI after every log on.

Other than that I love it, and it's really helping me get the most out of slam.
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Unread 10-15-07, 08:43 AM  
vishnou00
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I did not get the saved variables issue, but saving variables isn't my code, so I would have to research the problem. In the meantime, you can check if the libs need updating, or hardcode the position (i.e. hardcode the default values to what you use, around line 64 "local defaults = {"). If I'm get on the raid waitlist, I might look into a more convinient solution.

Just a hunch about the misblaced bar: 2.2 changed the way frames are anchored, so try to reset to the default profile once. Killing your frame cache in WTF might help too, but be aware that it is likely to misplace many other frames (damage meters, clocks, misc bars).

About wowace.com hosting, an administration issue I don't care enough to correct prevents me from using it. Sorry for the inconvenience.
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Unread 10-15-07, 09:18 PM  
vishnou00
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Well, you're in luck, I tried resetting my profile and got the same problem as you. Expect r5 at some point taking a shot at this problem.

Update: fresh out of the oven. Enjoy
Last edited by vishnou00 : 10-15-07 at 10:17 PM.
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Unread 10-16-07, 08:13 AM  
nsl41288
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hooray it stays now! you da man!
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Unread 10-19-07, 01:03 AM  
nsl41288
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only a few things remain to make it perfect, although I'm perfectly content as it is, but this mod has really good potential

after a windfury the bar goes blank and wont show til you hit him again
anchor bar does not auto resize, but will resize if you exit wow and enter again
also anchor bar seems to be mis aligned with the actual bar, or at least mine is

they don't really matter too much because just wait til you see the bar again if your gonna slam and only use the anchor bar 1 time then you'll never mess with it again unless your doin some big ui overhaulin
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Unread 01-29-08, 08:30 PM  
Dridzt
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Little question.

Any special reason the bar shows only for 2H or 1H/Shield?

I know "why"... line 264 or thereabouts has a
Code:
local mainSpeed, offSpeed = UnitAttackSpeed("player");
if offSpeed == nil then
but I don't know why
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Unread 02-07-08, 12:11 AM  
vishnou00
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Originally posted by Dridzt
Any special reason the bar shows only for 2H or 1H/Shield?
I don't know how to sort out a main-hand or off-hand hit, so the bar always reset. I guess you could have two bars and try to identify the hit by the amount of damage, but I don't know if it would be that useful (i.e. worth the work). Even if you had equal speed weapon, you would also likely desync after a while because of flurry.

For whirlwind, it is likely because it thinks it's an extra attack. The log is kinda annoying because the hit usually happens before the extra attack message, so I guess I would have to assume both extra attack and and no extra attack happened until I can confirm later with the extra attack message (or lack of thereof).



It would be nice if the new log could put some more info about the nature of each white strike (main hand, off hand, extra from sword spec or windfury). Or even better, make the cooldown to your next attack available through the API, obsoleting most of this addon!
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Unread 03-27-08, 09:39 AM  
Dridzt
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2.4 compat

Hello,
I've updated Slammer for the 2.4 combatlog changes.

Check your PM for a link to new package

Hope it's of use.

Edit: I'll upload as an optional patch
(will be the full distribution in reality)
Last edited by Dridzt : 03-27-08 at 12:38 PM.
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Unread 04-01-08, 03:50 PM  
Tchernobyl
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Okay, so maybe i'm blind but.. what am i watching out for? when am i supposed to slam and whatnot? `
Explain for this nub!
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Unread 04-04-08, 05:17 PM  
Dridzt
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You're trying to 'weave' your slams in between your auto-attacks.
Slam delays the swing timer until it hits.. so if you begin to cast slam as you were about to auto-attack (but haven't yet),
your auto-attack will not happen until slam has landed which is alot of wasted time.

You need to be casting slam as close as possible to the start of your swing timer,
and this is what this addon helps with by visualizing it.
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Unread 04-11-08, 09:18 AM  
vishnou00
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Thanks for the patch, I had a 2.4 version working for a few days now, just didn't get around uploading it.

I will see if you did it better, my fix was always somewhat hackish, and I think some features were cut (but I don't remember if those were released... mostly debuff tracking, so you can see what is on the mob. Did Demon's jub, but spitting the output through sink then most combat text addons)
Last edited by vishnou00 : 04-11-08 at 09:20 AM.
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Unread 04-11-08, 11:21 AM  
vishnou00
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Blood frenzy talent check is done, I will see if I can get parry working with event timestamps.

sneak peek:
add this somewhere (end of file if you like)
Code:
function Slammer:HasBloodFrenzy()
    BloodFrenzyName,_,_,_,BloodFrenzyRank = GetTalentInfo(1,19)
	return BloodFrenzyName == "Blood Frenzy" and BloodFrenzyRank > 0
end
and
Code:
                if not self:IsBleedUp() and self:HasBloodFrenzy() then
instead of
Code:
                if not self:IsBleedUp() then
at line 341
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Unread 04-11-08, 01:48 PM  
Dridzt
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Thanks for the update, it works fine from the what I've seen in-game.

I'll take down my patch (well, request that it's deleted, I can't do it myself)

One request:
Shouts and sunder are somewhat ubiquitous warrior abilities and the nagger is convenient there.
Bleeds is not something you want up all the time (at least in pve situations there's many times you do not)

Can we have an option to disable specific nags?
At the moment I'm disabling it all (or editing the source) since I like the shout reminder,
and don't mind the sunder reminder... but I don't want the bleed reminder

Thanks again for keeping this nice mod working
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Unread 04-13-08, 11:05 PM  
vishnou00
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Originally posted by Dridzt
Can we have an option to disable specific nags?
Would the bleed nag only on when you have the blood frenzy talent suit you? Since I'm not getting around to implement another feature anytime soon, I'll just upload my working version.

A more thorough solution would be some kind of timing setting for each nag, e.g.:
-value of 8 for thunderclap: 4 sec for a resist, 2 sec for stance switch, 2 sec to wait for the right time to switch (right before a right hit if you don't have tactical mastery, right after a 30 rage ability)
-value of 5 for sunder: 3 sec for two attempt (accounting parry/dodge/miss), 2 sec for the nagger delay (it's periodic based on weapon swing)
-value of -1 for bleed: magical value saying you don't want it checked.
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Unread 04-13-08, 11:14 PM  
vishnou00
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Ironically, I don't have a slam spec anymore, but it's becoming useful at timing stance change and not facing the mob because you move around for whatever reason (grabbing another mob, knowing when to expect some rage income). MS tanking is a decent spec for non progression main-tanking (MrT heroic, 10 mans, off-tanking in progression content), with a lot of threat vs survivability control through AP instead of shield block value. Being based on a slow main hand weapon, knowing the timing of the next swing is pretty useful.
Last edited by vishnou00 : 04-13-08 at 11:24 PM.
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