72 - DK Cooldown ready vs Spell Usable
on my DK I want to have a timer for the cooldown on Unbreakable Armor and Howling Blast. If I use the ability on a target dummy the timer starts and everything appears fine. The problem is when the cooldown on a required rune i.e. Frost is longer than the cooldown on the ability the cooldown changes to the cooldown on the rune.
Is there a way to ignore any increase in the duration of the cooldown before the ability is ready?
| User | When | Change |
|---|---|---|
| Kitjan | Sep 09, 2010 at 16:03 UTC | Changed status from Started to Fixed |
| Kitjan | Sep 06, 2010 at 05:40 UTC | Changed status from Fixed to Started |
| Kitjan | Aug 20, 2010 at 06:08 UTC | Changed status from Started to Fixed |
| Kitjan | Aug 18, 2010 at 04:41 UTC | Changed status from New to Started |
| phoenix51 | Jun 30, 2010 at 18:49 UTC | Create |
- 7 comments
- 7 comments
Facts
- Last updated
- Mar 30, 2012
- Reported
- Jun 30, 2010
- Status
- Fixed - Developer made requested changes. QA should verify.
- Type
- Defect - A shortcoming, fault, or imperfection
- Priority
- Medium - Normal priority.
- Votes
- 1
- Reply
- #7
Kitjan Sep 09, 2010 at 16:02 UTC - 0 likesShould be fixed for reals in 3.1.7, I scrape the tooltip to get the actual CD for the spell
- Reply
- #6
Kitjan Sep 06, 2010 at 05:48 UTC - 0 likesAs rDuck points out in Ticket 78, the fix I did for this in 3.1.5 doesn't work very well for rune abilities with short cooldowns. So far, I know that this affected Howling Blast and Ghoul Frenzy. I have a fix (tested against Ghoul Frenzy) that will be in 3.1.7
- Reply
- #5
Kitjan Aug 20, 2010 at 06:08 UTC - 0 likesShould be fixed and working like you'd expect in 3.1.5.
- Reply
- #4
Kitjan Aug 18, 2010 at 04:43 UTC - 0 likesI played around with different heuristics for awhile, but I ended up using a version of your suggestion. I want to live with the changes for a few days, but expect a fix soon.
- Reply
- #3
Kitjan Aug 16, 2010 at 05:55 UTC - 0 likesmade a DK to experiment with. Pretty easy to reproduce watching the cooldown of Rune Tap and cycling between blood presence and frost presence to spend the runes.
Akarou: The problem with your suggestion is that it causes the CD bar to disappear at odd times. We can't tell when the CD of the watched spell changes, only if ANY cd needs to be re-evaluated, so using your last run with 4s left on Rune Tap would make the Rune Tap bar disappear - - even though it's not usable yet.
- Reply
- #2
Akarou Aug 08, 2010 at 21:00 UTC - 0 likesThis also happens if the ability is actually available, costs a blood rune, and you spend all your blood runes. It will then track the blood rune cooldown. I think this is a limitation in the wow ui cooldown api. I remember having problems with it before.
But an easy fix is to let us force a minimum cooldown for the bar to trigger, and possibly ignore any updates where the cooldown value > last update's cooldown value.
Edit: line 1136: "if start and cd_len and cd_len > 1.5" changed to "if start and cd_len and cd_len > 10"
This doesn't help at all with Howling Blast, as that has an 8 second cooldown and will just not show at all, but for the longer cooldowns it gets rid of the cooldown bar appearing all the time to show rune timers.
- Reply
- #1
Kitjan Jul 02, 2010 at 16:12 UTC - 0 likesHuh, NTK just asks the Blizzard API for the number to use. I'll have to see if there's a different way to ask; I agree with you that including the rune cooldown is not the expected behavior.