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Resilience Detecting Addon


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#21 Rhaegyn

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Posted 03 May 2008 - 10:54 PM

I've been working on a version for warriors that will automatically calculate everything instead of having to manually input damage. This should make it stop screwing up with battle shout/buff/gear changes. I have it working for deep wounds, but still can't figure out how to change it based on target's damage modifiers.
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#22 Rhaegyn

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Posted 03 May 2008 - 10:55 PM

is there a way mages can use this mod?


Fireball?
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#23 Rhaegyn

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Posted 04 May 2008 - 12:41 AM

Yep, that works now. :]

Is there any way for the number to round, rather than have it display "x has 421.312983901839018 resilience."?


It's pretty simple to have it output an int.

Under where it calculates resil just put something like

resilRounded = math.floor(resil + .5);

and change it to print resilRounded instead of resil:

Kramer_Print(targ .. " has " .. resilRounded .. " resilience");




I'm having a lot of trouble getting it to change based on buffs like Natural Perfection, Focused Will, and Cheat Death.
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#24 Shadowed

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Posted 04 May 2008 - 01:05 AM

You could just do Kramer_Print(string.format("%s has %.2f resilience.", targ, resil)) or %d instead of %.2f as well.

Which are you trying to check, the players buffs or the targets? Quick example of detecting damage reduction for Focused Will which should work fine.

local id = 0
while( true ) do
	id = id + 1
	local name, rank, texture, stack = UnitBuff("target", id)
	if( not name ) then break end
	rank = tonumber(string.match(rank, "(%d+)")) or 0
	
	if( name == "Focused Will" ) then
		local damageReduction = 1.0
		if( rank == 1 ) then
			damageReduction = damageReduction - (0.01 * stack)
		elseif( rank == 2 ) then
			damageReduction = damageReduction - (0.03 * stack)
		elseif( rank == 3 ) then
			damageReduction = damageReduction - (0.05 * stack)
		end
	end
end

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#25 Rhaegyn

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Posted 04 May 2008 - 01:11 AM

Wow, no wonder. I had basically that same thing, but I didn't realize there were three ranks. I was doing it for rank 1.
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#26 Lysander

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Posted 04 May 2008 - 04:44 AM

Make it work with Viper Sting please :D? Viper ticks for a set amount just like DoTs and is mitigated with Resil, so it probably wouldn't be that hard to make it accept Viper Sting. Viper is affected twice as much as DoTs tho :\.
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#27 Celandro

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Posted 05 May 2008 - 11:45 PM

For warriors, I highly recommend calculating based on Hamstring and Pummel crits. Hamstring hits for 63, pummel for 50. You do need to check for impale talent though. Should be fairly easy to do.
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#28 Magdain

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Posted 06 May 2008 - 01:19 AM

For warriors, I highly recommend calculating based on Hamstring and Pummel crits. Hamstring hits for 63, pummel for 50. You do need to check for impale talent though. Should be fairly easy to do.


Armor value.

That's an entirely different can of worms.
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#29 Shadowed

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Posted 06 May 2008 - 05:41 AM

Along with armor penetration, or sunder/FF on the actual target.

It's an incredible pain to do the calculations for melee, it's doable but a pain.
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#30 berzerk

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Posted 06 May 2008 - 03:49 PM

For melee you could use these abilities since they are not affected by armor:

Feral:
Rake
Rip
Pounce

Rogues:
Garrote
Rapture
Various poison abilities

Warriors
Deep wound
Rend

Retadins
Concecration?

Shamans
No idea, maybie they will have to do with flameshock

That should cover most stuff, dont forget to calc with blood frenzy, imp sanc aura, mangle and other things that increase Bleed damages. Would be awsome if you got it working for melee to.

Edited by berzerk, 06 May 2008 - 03:49 PM.
forgot shamans

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#31 Celandro

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Posted 06 May 2008 - 05:59 PM

Yes it would require 1 crit and 1 non-crit to determine both AC and resil for a target. Reduction of AC is pretty trivial to add up, the armor pen is on the character sheet and adding up the ac reduction from sunders is easy. Only improved expose armor vs. regular expose armor is tricky. Hamstring is usually applied before imp expose armor would be.
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#32 xrayzor

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Posted 17 May 2008 - 08:41 PM

Still works in 2.4.2?
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#33 Sascatuan

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Posted 29 May 2008 - 09:49 PM

This mod has not worked since 2.4? And has not had any updates since its release on 4/22 , is this mod even still in devolopment or has it been abandoned?
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#34 Rhaegyn

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Posted 31 May 2008 - 01:08 AM

I think the main use of this was for the TR. With that down, there isn't much of a reason to work on it.

Edit: It still works though, just tried it.

Edited by Rhaegyn, 31 May 2008 - 01:20 AM.

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#35 Cyric

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Posted 02 July 2008 - 03:16 PM

It does'nt work on my computer.
I tried SW:P an MF, but there is nothing in my chat, what ever I type, there is the "Ivalid area (is case-sensitive, try all lower case)"-error every time.
How can I fix that?
cyric
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#36 Algrumm

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Posted 03 July 2008 - 06:54 AM

I was considering making a similar mod, then I saw this and someone thought about it before me.

:<
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#37 Huntertank

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Posted 18 July 2008 - 04:54 AM

Great mod.
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#38 Morfius

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Posted 24 July 2008 - 06:51 AM

Great mod.


Yeah it was amazing, too bad it dont work for me anymore heh :(
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#39 clicky

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Posted 28 July 2008 - 01:06 PM

guys can anyone explain how that works ? and how do i install it ?
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#40 Droih

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Posted 29 July 2008 - 10:24 AM

guys can anyone explain how that works ? and how do i install it ?




Isn't it just like anyother addon? put it in your AddOn map, if you read his explanation you need to config it some with the spells that you use first and such.
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