Ovale Spell Priority

286 - Ability to save character stats

What version of Ovale are you using?

One thing that'd be useful is the ability to save (usually your base, raidbuffed) stats and then reference those stats for comparison purposes later.  Maybe have a button in the options to save a set of stats or a slash command.  Then give a bunch of functions to reference these saved stats (SavedAttackPower, SavedMastery, etc)

This would allow us to find how much more damage than base an ability would do which would open up many options with advantages over a traditional DoT ratio.

User When Change
ShmooDude Sep 02, 2013 at 19:59 UTC Changed status from Waiting to Replied
jlam Sep 02, 2013 at 14:47 UTC Changed status from Accepted to Waiting
jlam Aug 30, 2013 at 21:39 UTC Changed status from New to Accepted
jlam Aug 30, 2013 at 21:39 UTC Changed assigned to from Sidoine to jlam
ShmooDude Aug 29, 2013 at 02:39 UTC Create

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  • Avatar of ShmooDude ShmooDude Sep 02, 2013 at 19:59 UTC - 0 likes

    @jlam: Go

    Yeah, that would probably be a better method, though possibly more coding work. Either way works for me.

    It'd need to be base character stats + current long term raid buffs (the 8 that get consolidated in the UI).

    @jlam: Go

    Most obvious one would be for a destruction warlock using chaos bolt. Something like:

    if Damage(chaos_bolt) > BaseDamage(chaos_bolt) * 1.1 and BurningEmbers() > 10

    This would use all our burning embers on chaos bolt anytime it will hit 10% or harder than a normal chaos bolt.

    There's also the potential for different kind of DoT logic (comparing a potential dot vs the base dot instead of current dot) though I have nothing specific at this time on that (just a few thoughts that I haven't really tried out in any sims yet).

    Alternativly, it could be implemented something like:

    if SpellDamageVsBase(chaos_bolt) > 1.1 and BurningEmbers() > 10

    Where you calculate that ratio internally via the function. I rather prefer the former as that's pretty similar to what I'm already using in the feral script and also has the potential to use the raw damage value instead of a ratio.

    Last edited Sep 03, 2013 by ShmooDude
  • Avatar of jlam jlam Sep 02, 2013 at 14:47 UTC - 0 likes

    Could you give examples of how you would use this feature?

  • Avatar of jlam jlam Aug 30, 2013 at 21:39 UTC - 0 likes

    I think it would be better to do what sites like AskMrRobot do: take the base stats of a naked character and add in the stats from gear (which can be found via inspection and something I can already do in OvaleEquipement, which was enhanced recently in my repository to check item level), and then factor in existing raid buffs.

    Saving stats using a command line or a button feels ugly to do in a combat addon, and you'd have to watch your buff bar to make sure you didn't have short-duration, temporary buffs that enhanced your stats. Directly computing as described above seems much less error-prone.



Last updated
Sep 02, 2013
Aug 29, 2013
Replied - Someone has replied after waiting for more information.
Enhancement - A change which is intended to better the project in some way
Medium - Normal priority.

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