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9.1.5 changes

Open zealvurte opened this issue 3 years ago • 17 comments

9.1.5 needs a small amount of changes to VP.

Spells:

  • 125's (Deranged Gouge for Possessed Scavenger encounters) second effect's target has changed from none to "random-enemy", so it now actually works:
	[125]={
		{type="nuke", damageATK=60, target="random-enemy"},
		{type="aura", modDamageDealt=-50, target="random-enemy", duration=1},
	},
    • or (for more efficient predictions):
	[125]={
		{type="aura", damageATK1=60, modDamageDealt=-50, target="random-enemy", duration=1},
	},
  • 310's (Axe of Determination for the Ben Howell follower) second effect's duration has been increased from 1 to 2: {type="aura", modDamageDealt=20, target=4, duration=2},
  • 356 (Bone Ambush for the new Locating The Cache encounter in the new Locating the Traitors' Cache mission) has been added: [356]={type="nuke", damageATK=100, target=1}, — the tooltip suggests the target should have been target="enemy-back", while the points value specified is incompatible with the effect type, so the tooltip and/or values may change in a future build.

overrideAA: See https://github.com/hythloday/VenturePlanSoDMissions/issues/60#issuecomment-949996111

zealvurte avatar Nov 01 '21 04:11 zealvurte

Thanks for following up on this. How's your version coming along?

solkarnar avatar Nov 02 '21 17:11 solkarnar

Thanks for following up on this. How's your version coming along?

Slowly, as I have other priorities. I'm mostly just keeping the data up to date while verifying logs in my spare time.

zealvurte avatar Nov 03 '21 11:11 zealvurte

@zealvurte do you have a repo yet?

N6REJ avatar Nov 03 '21 14:11 N6REJ

@zealvurte do you have a repo yet?

Yes, but it has no functional addon code in it currently. It's just a script to generate the spell data, and documentation of various simulation aspects (with references to VP's implementation where useful).

zealvurte avatar Nov 03 '21 20:11 zealvurte

sim error results and real logs.txt log of spell 125

LostTemple1990 avatar Nov 04 '21 17:11 LostTemple1990

These changes are now available in my cumulative-fixes branch.

Divergentcurl avatar Nov 04 '21 21:11 Divergentcurl

I hate to be that person, but with the cumulative fixes branch, do I just download the package and replace all the current files in my VP folder with those package files, or is there some other procedure? I'd like to be as current as possible with VP and there seems to have been a TON of updates to the combat/companion algorithms from various community members over the last bunch of weeks. Thanks.

Ookami313 avatar Nov 04 '21 23:11 Ookami313

No worries, it's a perfectly fine question. I think the easiest method is to:

  • go to the branch (so to https://github.com/Divergentcurl/VenturePlanSoDMissions/tree/cumulative-fixes)
  • click the green button Code and then on Download ZIP
  • you should receive a file called VenturePlanSoDMissions-cumulative-fixes.zip
  • copy the files inside to [WoW folder]_retail_\Interface\AddOns\VenturePlanSoDMissions\

If you get a message that you are running an undoctored version of VenturePlan, have a look at the updated Getting it running section. You only have to do this once.

Please let me know if you notice that certain updates are missing, I would like to gather them all in once place.

Divergentcurl avatar Nov 05 '21 09:11 Divergentcurl

Thanks for the reply. I believe that I have the initial updates to the lua files listed in the 'Getting it running' section, but I'll verify since I can't remember when I last updated the addon to make it current for that point in time. I sort of let it sit idle when it came to applying the community updates for a while in hopes of an actual new VP being released, but since it seems to be slow going trying to get it up and running lately I figured I'd try to start adding these new spell changes considering I'm getting my companions up in level and taking on new higher level missions. Any way, thanks for the help, it's much appreciated. If I have any further questions where should I post them since I don't want to derail this topic if it's not really for support. Thanks.

Ookami313 avatar Nov 05 '21 13:11 Ookami313

for faster sim of spell 125 it's better to change spell 125 to

[125]={
		{type="aura", target="random-enemy", damageATK1=60, modDamageDealt=-50, duration=1},
	},

Though it's not a good way to do so,I think it is a good choice to have this change for the users who only use this addon but not care of what it actually works This change may run much faster in sim because it only select one target per cast

LostTemple1990 avatar Nov 05 '21 14:11 LostTemple1990

@Ookami313: I have updated the 'Getting it running' section with an extra step so this addon can work better. You can always open a new issue or discussion (see the tab Discussions above) if you have further questions.

@LostTemple1990: Would that not make the sim inaccurate, as it would only sim the situations where the target of the aura and the nuke are the same?

Divergentcurl avatar Nov 05 '21 17:11 Divergentcurl

@LostTemple1990: Would that not make the sim inaccurate, as it would only sim the situations where the target of the aura and the nuke are the same?

This is the first spell that has two random target effects, so the behaviour hasn't been implemented before. Logs show the random target is actually kept between successive effects. Combining the effects works around the fact VP would otherwise generate a lot of invalid predictions where it selects different random targets for each effect. I've updated my original comment to include the combined version.

zealvurte avatar Nov 05 '21 18:11 zealvurte

@zealvurte your doing a great job. Nice to see you taking the helm. If you want an easy way to get it on curse let me know.

N6REJ avatar Nov 05 '21 19:11 N6REJ

@zealvurte Ah, so this is actually more accurate as well as faster. I have updated my branch with this fix.

Divergentcurl avatar Nov 05 '21 21:11 Divergentcurl

SpecificLogs.txt single log for spell 356

LostTemple1990 avatar Nov 06 '21 11:11 LostTemple1990

If i still get failed missions, how do I report the them? I read you're suppose to run this comment in game.

" /dump C_Garrison.GetMissionDeploymentInfo(CovenantMissionFrame:GetMissionPage().missionInfo.missionID) "

do I run this after I have failed the mission?

Johnydoe1977 avatar Nov 13 '21 08:11 Johnydoe1977

If i still get failed missions, how do I report the them? I read you're suppose to run this comment in game.

" /dump C_Garrison.GetMissionDeploymentInfo(CovenantMissionFrame:GetMissionPage().missionInfo.missionID) "

do I run this after I have failed the mission?

You need to be on the mission's screen when you run that (i.e. if you let VP bulk process them all for you, you won't be able to use it). It only tells you some basic mission and follower info, which isn't always enough to identify why your mission failed.

See https://github.com/hythloday/VenturePlanSoDMissions/issues/43 if you want to generate logs that can be analysed.

zealvurte avatar Nov 16 '21 15:11 zealvurte