1. #1

    Feral Cat Potential Rip and Rake Damages

    Hello, i've been looking for some addons to show me if i put rip or rake on my target what will be the damage for per 2 seconds. Many addons already show that(even blizz default ui). But they don't predict it. When i put a rip on a target for example: it says 12000 damage per 2 seconds. And on rake it says 99. I need something that can predict that damage and show me. So i can know if i refresh my rip or rake it will do more damage.
    PS: I already know droodfocus doing that. It says that if you refresh your rip or rake it will do more or less damage. But i need something spesific as I mentioned.
    Thanks for your help already.

  2. #2
    High Overlord Collie's Avatar
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    Jun 2011
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    I use a WeakAuras group to track my bleed ratios. Ovale Spell Priority with Leafkiller's script can do this for you, in addition to predicting what your next action should be, but I'd rather handle things on my own and so I made this. It doesn't display the raw damage of Rip or Rake, just the percent ratios of a potential Rip/Rake against the one that already exists on the target - which is far easier to interpret than damage numbers.

    The Rip ratio display relies on a variable to tell it how many CPs you currently have, so it probably won't to work right out of the box. The code will all be there for you to paw through regardless.

    WeakAuras import string:

    Code:
    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    I know this isn't precisely what you asked for, but the code could easily be altered to provide actual damage. Let me know if you have any questions about it.

    Thanks for the WeakAura -- In the future please wrap it around CODE and /CODE (in brackets) so it doesn't take up a whole page.
    Last edited by Sunfyre; 2012-11-26 at 04:35 PM.

  3. #3
    Firstly, thanks for you help. Secondly, as you mentioned at the end of your post this isnt what i am looking for. I tried this though but these codes not doing more than tellmewhen. Thanks anyway.

  4. #4
    High Overlord Collie's Avatar
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    So you just want a numeric readout of how hard Rip/Rake will tick every 2/3 seconds? That'd be fairly easy to do and I'll see what I can whip up later tonight, but I have to say I'm curious why you prefer that to something like a percent ratio.

    Also, thanks Sunfyre.
    Last edited by Collie; 2012-11-26 at 06:11 PM.

  5. #5
    Quote Originally Posted by Collie View Post
    So you just want a numeric readout of how hard Rip/Rake will tick every 2/3 seconds? That'd be fairly easy to do and I'll see what I can whip up later tonight, but I have to say I'm curious why you prefer that to something like a percent ratio.

    Also, thanks Sunfyre.
    When you put your cursor on rip it says 12000 damage per 2 seconds, for example. I just need two simple boxes one for rake one for rip which are going to say my potential rip and rake damage(has to predict). And i tried your codes and mostly it didnt worked correctly or maybe i did something wrong I don't know.

    Quote Originally Posted by Collie View Post
    but I have to say I'm curious why you prefer that to something like a percent ratio.
    To be honest i don't even need anything to know if my rip will be harder or not. Because it's simply will do if any of my trinkets or cd's pop-up.
    But i want exact numbers. My highest potential rip is 17944 right now and if i can put this when boss is %25 or under i can do alot more dps. Thats why.
    Last edited by lastexit; 2012-11-26 at 06:57 PM.

  6. #6
    High Overlord Collie's Avatar
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    Well, all right. To each their own.

    Try this. It's a much simpler approach, with Rip using Blizzard's own (rather sluggish) CP detection. Both display the amount of damage they will tick for on the target, but will only show when you're in Cat Form. There's just one single display to show both Rip and Rake's damage, which updates in real time to track your stats, buffs, and number of CPs for Rip. If you want I could separate them into two different displays, but it'll chew on your CPU a little bit more.

    WA string:

    Code:
    dWKOkaGie0Lqf0OikNIiTkurVsQQmlqYTiI2fvv8lPsjddv6yGAzKWZGKPHKUgPY2OQ8nevJtQKZjvfRdrkUhQqhuuzHikpKu1ebXfLQSrs0hLQsJerQojcSsrvZKiCteXof5NGunuiYrrfyPsfpvPPkkxfKYwLkL6SsLIwlIu6TsLkZLQkDxPsv7v1FrvnyjhgQfJqpMKMmv5Yk2mK6Zqy0uv1PPYQLkfEne1Sb62KYUb8Bcdhjwokpxktx46i12rK8DPQQXJQ48evRhvP9t5d)SVUVeaeddnwD8lbQcGMFZr0b6c58HWODE81JdLcM232xMIUG)Q917R3Z(gdpHsqmI23Kay(2cSkYT1X78eSIVefmVHrgwfzpMGYxYaD8YlM5zvMqagokF9CTUbnGA4i1CIFBbwf5MsqmI23Kay(Qs3cHw2Wt8vsj7UUZkYKOxpiwbjhj56BpRGqWIKe56Mw19DVKsA5rtdOgobGmPwERSYkRafQyqRYHeuwPxOruGKWbenOSccwdJyiHgmCuaDddkRGi0VugqqcGaLvKGBXWKBfhTcAaUixeyvKrs0)HjJqkGy5dJqPqzvFNqVqJOajHdiAYiKciw(WiekRimWmetqOuOSQnGJAiJCOScAaUacwdJyKrifqS8HrOuPqzvBah1qgmmuwbnaxKJMHLrifqS8Hriuwrie2G1SsG2k9daM5OBekvkuwjtgmxUw1pR67eKGBXWK3dn6rnKjvQvDlRG5YvQL3kRSYklVvwzLvo0wjdIq)szabjaIvCKJwbZTluDbl1QW)bWYBLvwzLvwzLvqWAyedj0GHJcOBywXrRGG1WigsObdhfq3WSItRG9JcDwERSYkRgaplVvwzLvwERSYkRafQyqR64OWhcwdJySIJwjtMmzYGHrzfNwrcUfdtUuR6NvOuW1koTsVqJOajHdiAwXPvKGBXWKBv)SIRF4sTlQwXPv6fAefijCarZkoTkhswXPvKGBXWKlvQvCAfeSggXqcny4Oa6gMuR40kfsT8wzLvwbkuXGw1bJ8WhcwdJySIJwHguiyYKbtvHv9ZkzC9dkUwXPv5qsQvCAfj4wmm5sTItRGG1WigsObdhfq3WKA5TYkRSYYBLvwzfBcAgGvOfmnCiJWookKgR4qp)c0bJ8qASId9iekR64OWhcwdJyGYQoyKh(qWAyeJul)a49LiMraGsMaiozFjkyEdtVauWE2tWpb)KINGFc1tWpr9jU(r3JVmrGJjB4j(MGEQ3xIyvKrWe0aE6fGc2ZEc(k9bdZLCF(0PdLcyFur11rlPoupP4k9bdZLCF(0PdLcyFur11rlPoupH6k9bdZLCF(0PdLcyFur11rlPoupr9j4hFBdiAKeoG4R(EPSED(gmhced7zFf9ha6aGYpzFbWAt7zpb)vpoSsPGP94RkDleA8935nFvPBHq77qQbi(Q3FCyfjtRHrmFvPBHqBdSkYTVwEl)xv6wi0GqZWHta89RkDleAjS289RkDleAFrtdOgobGmPwERSYkRytqZaSky0JLFa8(sdmKAaIVy6q8v1)rf5V0u8WX8vLUfcn(HCkZ3wGd623Hudq0(Ui1tcj4NdADYXphsijbb9GaLvls9Kqc(5GwNC870tzNElP3dcuwTi1tcj4NdADYXVtpsGE3UhKhFJHN4K9LiMPxakyp7j4NGFsXv6thkQ(qrLCDOOIQp6OI6OLuhQNq9e3NO(e8JVEtdh0mCmN4xpxJciwE2Wt8Ldv)IwaeFZXCyqRsygt0)V0abZHaXWE2xv6wi0(IMgqnCcazsT8wzLvwXMGMbyfAmyBS8dG3JVovbWj(nCAd7K9nCAdtjigr7BsamFbfyVN9LUn8bgsnSt8BGbhG4jyY)2OmQp7BZbGaCEsXxnAWW9SNuCYE84lDB4hyWbioXV0THVkiU1ozFzcW5zF1Obd3ZE84RkiU1E23Mdab48fshOraKVA0GH7zFH0bAea5K94Xx62W3ZHgTtLgmKFIFPBdFEfaZj(4RCOJgDBINKeLoUFjIvr2JjOOxakyp7j4NGFsXtWpH6j4NO(ex)O7Xx0cGyD8opPq33y4jwhVZtWk(goTHPxakyp7j4NGFsXtWpH6j4NO(e8JVTWPISCi0mC4eaN4xpxJciwE2WtiXGo(A1xIcM3WoXVefmVH1ZdX8njaMVSbHtaKjNY8ngEIVTaRIC7K91)XHW)4kjNlkFDromCF8PJk3(OORJwsQK)1Pka43CEZ3oe0xsp7laTwgZHaXWApb)fdsXF8tWFjkyEdBD8opb77Bm8e0S5leLwTboOBeXmRq9ngEcLcG4RsMJxR4aAShdhyRYY(2cSkYnLcG4RsMJxR4aAShdhyRYY(goTHToENNGv81Z1OaILNn8eDCi8p(A1xN3xYaNXZkiynmIXkiUgfqS8VHtBykfaXxLmhVwXb0ypgoWwLL9fndRnBWWb(jFF7VZl8)kPsomvY56dvF8ro5uPYL7rljvDFXEEUWjaWG8dMdbIH1E2JVefmVHraqBINGH)6ai1WAZj(LOG5nmOJgDBIN09vWCdqGdNa4lPd9oeqAHEklNeFX0H4K9TfyvKB6fGc2ZEc(j4Nu8e8tOEc(jQpb)4Bm8e6fGc2ZEc(j4Nu8e8tOEc(jQpb)4Xx8Z(QhhwPuW0(saqmm0y1XVeOkaA(nhrhOlKZhcJ25XxpoukyAp(sQNGPYL7JFa

    I realize this is pretty basic, but I don't know what sort of other conditions you were interested in including (only when in combat, only when Savage Roar is up, only when I'm in this zone, etc.)

    On a side note, I'm kind of happy you asked for this. I didn't realize my original Rake formula was over-estimating so much. I tested the new calculations in a variety of gear, and now both the Rip and Rake numbers should be within +10 points of the actual damage. Do let me know how accurate they appear to be for you.
    Last edited by Collie; 2012-11-26 at 08:50 PM.

  7. #7
    I am going to test it now. The look of rip and rake as i wanted. Looks awesome by far ill let you know if they are accurate and working good. Thank you.

    And also i have that in my mind that if we put the same but this one shows the rake and the rip on the boss and different colors?(for instance: current red, the one you wrote green) Sounds very useful i guess.

    Also i will do the simulationcraft for when refreshing rip and rake gives you more dps. Will share with you.
    Last edited by lastexit; 2012-11-26 at 09:04 PM.

  8. #8
    High Overlord Collie's Avatar
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    Quote Originally Posted by lastexit View Post
    And also i have that in my mind that if we put the same but this one shows the rake and the rip on the boss and different colors?(for instance: current red, the one you wrote green) Sounds very useful i guess.
    I'm not quite following you. Could you explain that a bit more, please?

  9. #9
    Quote Originally Posted by Collie View Post
    I'm not quite following you. Could you explain that a bit more, please?
    I'll give you a detailed explanation after i finish testing.

    ---------- Post added 2012-11-27 at 02:26 AM ----------

    Your codes are working correctly and i liked it very much. This is what i was exactly looking for. Atleast i thought it would be enough. After trying on tsulong heroic i see that it's very hard to follow those numbers and that thing came in my mind you wanted me to explain more.

    Firstly, the one you write should only show 5 combo point rip damage even if i don't have 5 combo points. Because i don't think if anyone would like to see the potential damage of 1,2,3,4 combo points rip also it's making it harder to be followed. Secondly, there should be another code(about the same you write already) which will show the same damages but currently on the boss doing damage. Lastly, there should be another mix of those two. What I mean is it will subtract the predicted rip and rake damage from the one on the boss currently doing damage. At the end we will have 3 different codes which will show us potential rip and rake damages, the ones on the boss currently and last one which will clearly show us the amount of damage between current and predicted. So the colours: The predicted one and current on the boss should be different colours and the last one should be green if it's "+", and red if it's "-" and grey if it's "=".

    Since English is not my first language i might not be able to explain everything clearly. I will try to make it clear with an example:

    Predicted------Current on the boss--Differentiation of them
    __________---________________---__________________
    Rip: 68000 <-->Rip: 75000---------->Rip: -7000
    Rake: 35000<->Rake: 39000--------->Rake: -4000

    So if I refresh rip or rake in this situation i will do less damage. I know many addons and scripts do that already. But this is very simple and everyone can easily understand those. I hope those all not trouble for you and you and many people will benefit from it. Thanks.
    Last edited by lastexit; 2012-11-27 at 02:33 AM.

  10. #10
    I would be quite interested in using this as well. So Collie you can be sure it will give at least 2 people great happiness if you could complete this code: Also I will give you an internet or two.

  11. #11
    High Overlord Collie's Avatar
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    Okay. That's going to require a more elaborate solution, but the ratio WA I provided at the top should provide all of the foundation it needs; I'll check back in later with the progress I've made, but I do have work-related business to take care of first. (Also, the US realms being down means I can't test the code for accuracy or stability.)

  12. #12
    When/if you get it working may I suggest posting it to Ask-it! UI/Mods

  13. #13
    Quote Originally Posted by Collie View Post
    Okay. That's going to require a more elaborate solution, but the ratio WA I provided at the top should provide all of the foundation it needs; I'll check back in later with the progress I've made, but I do have work-related business to take care of first. (Also, the US realms being down means I can't test the code for accuracy or stability.)
    Looking forward to it. Let me know if i can do anything for you.

  14. #14
    High Overlord Collie's Avatar
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    I'll have a better chance to work on it tomorrow. I thought I would've had ample time to get it made before my raid tonight, but that's not how it worked out. In the mean time, just so I can be sure I understand you, let me break things down.

    There will be three displays for Rip and Rake, each showing: (1) potential damage, (2) current damage, and (3) the delta.
    * When the difference is positive (potential damage is higher than current,) the predicted and difference displays will be green.
    * When the difference is equal (potential damage is the same as the current,) the predicted and difference displays will be gray.
    * When the difference is negative (potential damage is lower than the current,) the predicted and difference displays will be red.

  15. #15
    Quote Originally Posted by Collie View Post
    I'll have a better chance to work on it tomorrow. I thought I would've had ample time to get it made before my raid tonight, but that's not how it worked out. In the mean time, just so I can be sure I understand you, let me break things down.

    There will be three displays for Rip and Rake, each showing: (1) potential damage, (2) current damage, and (3) the delta.
    * When the difference is positive (potential damage is higher than current,) the predicted and difference displays will be green.
    * When the difference is equal (potential damage is the same as the current,) the predicted and difference displays will be gray.
    * When the difference is negative (potential damage is lower than the current,) the predicted and difference displays will be red.
    Yes, exactly. If anything come in your mind that can make this better let me know.

  16. #16
    I am also very interested in this, and may be able to help manipulate the code in a way that is more aesthetically pleasing.. I have some ideas :]

    Essentially the information we need is "will refreshing this ability now do enough MORE damage that it justifies doing so" that means we have to look at the total remaining damage of the debuffs and compare to the possible damage of a new one. However, we also have to weigh it against the damage that shred would do with our current buffs.

    My problem is that even with this information available I'm not sure how best to use it. I feel like shadowpriests fumble over dot clipping with buffs that in practice really isn't worth it...

  17. #17
    Quote Originally Posted by dennisdkramer View Post
    I am also very interested in this, and may be able to help manipulate the code in a way that is more aesthetically pleasing.. I have some ideas :]

    Essentially the information we need is "will refreshing this ability now do enough MORE damage that it justifies doing so" that means we have to look at the total remaining damage of the debuffs and compare to the possible damage of a new one. However, we also have to weigh it against the damage that shred would do with our current buffs.

    My problem is that even with this information available I'm not sure how best to use it. I feel like shadowpriests fumble over dot clipping with buffs that in practice really isn't worth it...
    It's about knowing your character and theorycrafting. Maybe we could add something like if the + rip and rake damage more %20 more than gray it should give us a warning to refresh it. We need an alghoritm for that. If rip left time+%20 of difference between potential and current bigger than your 4*40 energy regen we should refresh. It's just an example and most probably wrong. But having those informations allow you to do less mistake.

  18. #18
    Stood in the Fire Paloro's Avatar
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    This is a very interesting idea (much like combustion helper for mages).

    I think that any decent feral will be able to use this and with already knowing the priority of bleed clipping be able to help make that decision on their own. I am looking forward to see how this turns out.

  19. #19

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