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Watcher

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  • 7 Likes
  • World of Warcraft
  • 842 Monthly Downloads
  • Supports: 5.4.0
  • 308,258 Total Downloads
  • Updated 09/10/2013
  • Created 04/10/2009
  • 568 Favorites
  • Project Site
  • Comments
  • Release Type: Release
  • License: GNU General Public License version 3 (GPLv3)
  • Newest File: Watcher v2.19.00
or

About Watcher

Introduction

Watcher is a DPS improvement addon. Its goal is to provide useful and intelligent information in order to boost DPS.

If anybody is interested in taking over this addon, please PM the project manager. Currently, I will only maintain it for enevitable patches that break the addon, but will not be doing any major enhancements.

Some classes have native support but other requires you to add spells manually. If you would like your class to get more native spells then provide a list of spells and their behaviour and I'll attempt to implement them.

Description

Through the use of a priority table for attacks, Watcher times cooldowns and dots to provide information on which attack should be performed next.

http://www.curseforge.com/media/images/14/486/watcher2.png

Attacks ready to be performed are displayed using a stack with the most prioritised attack shown on top.

http://www.curseforge.com/media/images/14/485/watcher1.png

5.1 status

Watcher no longer hides when the player enters a vehicle, as some combat is done within vehicles Fixed the scaling issue that was causing text to flicker and gradually grow over the course of a long fight Added a new option to spell configurations that allows you to ignore your current mana/rage/energy The holy power scale for Paladins has been fixed and set to a maximum of 5

Useful Information

For setting up the addon for the first time please see here. (Outdated, but still useful)

If you have a bug to report or have a suggestion to improve the addon, please, could you make a ticket here.

Watcher v2.19.00

compatible with 5.4.0

Michael Starkweather:
    - Changed duration string to display 1m instead of 60
    - Embedded AceTimer
    - Major work done on move into an event based system.
    - Changed move up and move down to up and down to support larger fonts
    - Added edit button that pops out spell settings from priority menu. Changed move up and move down to reselect the spell/filter set that you are moving.
    - Changed cooldown filter slightly to allow for the cooldown of unusable spells past the previous 3 second mark.
    - Fixed not being able to add 0 to the time segments after removing it.
    - Fixed icon size being odd without Masque. Fixed tooltip for health. Adjusted aura refresh threshold max to 60sec. Should support monk stagger now.
    - Added option to check player health instead of enemy health
    - Will not show if there are no setup priorities.
    - Now orders specs correctly so that the one that pops up is the spec that you are in.
    - Added two new options -- MaxStackedIcons and StackHeight. Moved Timeline settings into own display settings tab. Fixed not being able to edit Timeline time segments Can now edit the maximum number of icons
    - Switching talents should now properly change the priority list.
    - Fixed show on enemy target. Again.
    - Fix for invulnerable enemy targets not showing using Show Only If Target Exists
    - Fixed turning off keybind labels. Removed MONOCHROME font effect since it crashes the game regularly. Added "Casting a spell that has a cooldown removes it from the list."
    - Fixed totems. Hopefully for the last time.
    - Mistype on 295 of Filters.lua Ooops
    - Fixed totems.
    - Hopefully fixed totem time detection.
    - Added totem filter.
    Changed "None" to "Usable"
    - Actually fixed moving.
    - Fixed moving frame.
    - Renamed a bunch of things.
    - Fixing for packaging
    - Spellcheck.
    - Attempt number 2 on trying to get packager to like it.
    - Fix AceLocale and AceGUI
    - Fix for AceGUI and AceLocale not embedding
    - First attempt at doing a packaging test.
    - Removed buffTypes since using LibDispelable
    - Added CheckSecondaryResource filter.
    Fixed flipped >= and <= in Classification filter.
    - Added LibDispel and wrote CheckTargetAura filter
    - Added target casting interruptible filter
    - Added license to files
    - Target classification filter now working
    - Fixed CheckSpellTalent
    - Changed some minor things for consistency.
    Updated CHANGELOG.txt to be.. better.
    - Added CHANGELOG.txt
    - Added LICENCE.txt
    - Added .pkgmeta file to embed latest versions of libraries.
    - First attempt at showing only one icon.
    - Fixed usability patch to make so cooldowns and aura tracking doesn't go away when not enough resources.
    - Changed tooltip for power filter.
    Keybind display now working.
    - Fixed priority lists retaining deleted values of spells/filter sets
    - Fixed inverted aura detection.
    - Priority list options appear on first load.
    Changed "Default" name to "None" and made so that cannot change the filters attached to it.
    
    Priority list GUI doesn't show the filter set "None" in the sidebar.
    - Usability is ignored if ability is on cooldown.
    - More work on getting frame tied into new backend.
    Max refresh rate on frame is now 60fps.
    - Removal (and commenting out) of all old code and starting to integrate newDB into the frame and overall usage.
    Priority list is evaluated at enable time currently. This is working.
    
    Beginning of spell filter evaluation.
    
    New frame draw method. Hopefully it works -- untested as of now
    - Changed priority frame GUI to display position in list.
    - Working GUI for editing priority lists with default values. These priority lists are set up automatically to be all of the available specs of your class.
    - Can now add spells based on name presuming that the character has the spell.
    - Initial commit.

Comments

First Previous Page 9 of 53 Next Last
  • #711
    Any chance for getting Engineering spells added? Like Pyro rocket and Saronite bombs? Love that addon by the way, The rocket and the Bombs if used properly can significatly up DPS considering they cost no Focus. Thanks for the amazing addon.
  • #709
    The new setting for minfocus is awesome and helped me avoid casting Serpent or Black Arrow prior to Explosive Shot and not having enough focus for ExS.
    But if after the ExS there is enough focus for a Serpent, it won't show up because its less than the minfocus setting. Casting it, followed up by 2 steadies/cobras would lead to still having enough focus for an explosive though.
    The minfocus setting is too inflexible, it needs to be in relation with the cooldown of the next higher priority spell.

    May I suggest a focus forecast function
    forecast = foc_cur + (cd_hi * fo_reg) + (cd_hi/fofi_ct * bon_foc_reg)
    foc_cur = current focus level
    cd_hi = cooldown of the signature shot / next higher priority spell in seconds
    fo_reg = base focus regen rate, maybe altered by current haste
    fofi_ct = cast time of cobra/steady
    bon_foc_reg = bonus focus they provide per shot

    for example, just after a ExS we have 27 focus, and 5 seconds cooldown on the next ExS ... to put in the numbers, the forecast for focus after this 5 seconds would be
    27 + 5*6 + 5/1.66*9 = 27 + 30 + 27 = 84
    we can theoretically cast 3 steadies/cobras in these 5 seconds which brings us to 84 focus forecast.

    Now what we want to do is determine whether it ll be enough focus for a SrS and ExS
    cost = foc_2nd + foc_1st + bon_foc_reg
    25 + 44 + 9 = 78
    we are sacrificing one steady/cobra to shoot the SrS, thats why the cost includes the 9 lost focus.

    cost then the ability is to be shown on thee queue.

    ofc its a rough estimate, and wouldn't include dynamic haste and TotH procs, but at least you will know that if you shoot that SrS now, it wont delay your ExS.

    Now it would be totally awesome to have this calculated dynamically, but if its too hard to implement, maybe a simple minfocus timetable for the spells will do. It will still be needed to be able to reference the cooldown of a higher pririty shot.
    But with this you could just enter pre-calculated static values of minfocus for SrS depending on ExS (5,4,3,2,1) CD and be good to go.

    On second thought it gets even more complicated for low tier priority spells.
    Arcane for Example
    focus forecast would be the same, but in the cost section you have to estimate the cost of all possible shots before the CD of the 1st prio shot Ex, also subtracting the lost cobras.
    bit complicated but possible.

    btw, let me say a big thank you.
    your addon rocks!
  • #710
    Hi, I've been considering doing something like this for a while but other features have always gotten in my way.

    It's definitely something I think would improve the addon greatly and I think the early equations you've supplied will help.

    The current features are almost finished so I think I will give this a go once they're done. Hopefully, it won't be terribly broken.
  • #704
    Hi Gellin, your addon is great.
    I use it on my warrior and it works fine. But now I have a warlock and I have problem when I try to "Adjust Time from DoT treshold" for my DoTs. The maximum value is 9 seconds but I need 18 seconds for Corruption or 60 seconds for Bane of Doom.
    Is it possible the max value of "Adjust Time from DoT treshold" field in the Spell setings tab to be 60 seconds?
  • #705
    Yes, definitely possible. I'm thinking of adding an input box which you can type the value you want into.
  • #707
    Thank you for the fast reply :)
    I look forward to this because this way your addon will make warlock's life a lot easier.
    All the best to you.
  • #701
    I'm having trouble with Templar's Verdict (Ret Pala) - I've added it to the Spells, but if i assign it a priority i get several LUA errors per second.

    Am i doing something wrong? :)
  • #702
    You're probably not doing anything wrong; a lot of changes have occured to how spells behave with the API and it's changed the way certain things behave. Could you give an example of the error messages you receive, please?

    I will attempt to add the spell myself but my current working copy is very different so the outcome might be very different to yours.
  • #703
    Ah, I had only put the Spell in the "Set Name" Box, not "Set Spell" once it was in there the errors stopped.

    It now shows up (set to only show on 3 stacks of Holy Power), But is just an empty box, missing the Spell icon.
  • #706
    No spell icon because I screwed up some code so all my fault there. I'll have it fixed in the next release but it's going to be a rather large one so I can't give much of a deadline for it.
  • #708
    No problem, it's the only spell without an icon so I know what I need to hit.

    Look forward to the next release, great addon.
  • #699
    Hmm, I had another idea for an additional feature, its still something I think thats important to DPS classes though not really a dps feature. That would be the ability to show an icon based on your current threat.

    This way you could add into your rotation your threat reducing ability, Feign Death, Fade, Soul Shatter, Invisibility, Cower (Druid cat form) and make it highest priority, set it to show when your threat passes say 90%. So when you generate too much threat you see the icon telling you to use your threat reduction skill to reduce it.
  • #700
    Definitely implementable. I'll put it on the list for things to do.
  • #698
    I know this was asked for before, but I am going to ask again, in redoing the dk.lua file. I was unable to implement 2 spells, Pestilence and Outbreak, this is because they require the checking of 2 debuffs, Blood Plague and Frost Fever.

    Also Pestilence also requires the ability to put a pseudo cooldown, so the spell will only show up every 30 seconds even if it is available, otherwise it will always be shown as the spell to use.

    Would it be possible for you to add multiple buff/debuff checking using an AND, OR, XOR logic, and the ability to restrict spells to only be shown every set time interval whether they are available or not.
  • #697
    I have updated the spell_functions.lua significantly, I have added functions for spells based on number of combo points/holy power, and health, as well as fixing the existing one for mana.

    I also updated all the existing functions such as Buff, Debuff, Direct, Apply etc... so that they take extra optional arguments to cast only on combo points/holy power, health or mana.

    I also updated the dk.lua, it includes every castable Death Knight spell including talents and cataclysm spells, and is set up using the spell_functions.lua functions.

    I will put both lua code into tickets on the CurseForge development site, hope you find them useful.

    I hope to add all the spells to all the other classes eventually, all using the new spell_functions.lua functions.
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