Mirroar / TopFit

A World of Warcraft Addon that helps you with Equipment choices.
http://www.wowinterface.com/downloads/info16177-TopFit.html
8 stars 6 forks source link

Make equip aware of itemSubType #32

Open ghost opened 10 years ago

ghost commented 10 years ago

Put some thought into this.

Above the stats people put in, there should be some Class / Role weights that trump everything else. This way a Rogue doesn't get a spell power off-hand equipped.

Here are the basic rules:

Hunters - Must be a bow, gun, or crossbow.

Rogues, Fury / Arms Warriors, Enhancement Shaman, Death Knights, Monks - OH and MH items must have DPS. (Should also have a check box for "Must Use 2H" probably near "Force Armor Type"... in which case they would be limited to selecting from 2H Axes, Maces, Polearms, etc...)

Protection Warriors, Protection Paladins - OH must have armor on it. Another checkbox, "Must Use Shield" next to "Force Armor Type" for that profile.)

All of this would require tweaks to the code to allow for recognition of the itemSubType -- which I think we can pull up using the API.

Lastly we'd need to split up OH and MH Weapon DPS and Weapon Speed (DPS alone is probably fine), and then when doing the check just calculate for slot 16 and slot 17 differently. Run the MH calc, then run the OH calc... so really it's just making the code aware to run the calc a second time against the unselected gear for slot 17, using the OH speed and DPS.

In my head it's done. I just need to learn LUA better. (=

ckaotik commented 9 years ago

This is definitely on our TODO list and has been for about 2 years now :( The way we (personally) solved rogue intellect off hands until now was by assigning a huge negative weight for intellect ;) However, as always, there are exceptions when a 200dps intellect dagger used in an off hand is worth more than using for example you skinning knife because it's the only alternative you have.

Lastly we'd need to split up OH and MH Weapon I agree this would be useful for advanced players however it's not quite as easy as it seems. Meanwhile you'll have to rely on using forced items. Also, you don't want to run calculations twice since all slots are connected once you start using caps. While there's no longer a need for hit caps, some specs still require at least x% crit or so.

ghost commented 9 years ago

Please keep in mind that the game has very few caps these days. 6.0 was designed to avoid caps as they were too complex for most players to understand.

As in there is only one real cap I know of currently for PVE... several steps for haste... and I do agree steps are too complex. But let's not focus on caps.

I propose that we focus on an "easy fix" which is just to run the calculations once for MH and again for OH using a different weapon speed / DPS weight for OH.

ghost commented 9 years ago

Anyway just saying that if it's a choice between having a problem with caps, or having a problem with rogues / warriors / DK / monks weapons... I'd rather have the issue with caps.