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Summerset (4.0)
Updated:05/21/18 08:12 AM
Created:06/20/17 04:11 PM
Monthly downloads:6,968
Total downloads:39,479
Favorites:63
MD5:
4.0
Constellations  Popular! (More than 5000 hits)
Version: 0.4.3
by: decay2 [More]
Description

Please note that the addon is still in beta so don't expect everything to be perfect.

After all that recent changes to the Champion Point System, distributing your CP to optimize your DPS has become a rather complicated affair. Theory Crafters like Asayre and Br1ckst0n/Woeler have worked to make CP calculators available, but this still requires you to get a parse, analyse it and enter the data manually.

This addon aims to simplify this process by automatically reading a Combat Metrics parse and enter all data automatically.

It then attempts to calculate a better CP distribution and shows your original and new damage factor.

Instructions:
  • Open Combat Metrics or the Champion Point Menu. The Constellations window will then open as well.
  • On the first tab in Constellations you need to enter the ratios of the various types of Damage you cause.
  • If you want to import a parse from Combat Metrics, browse to a fight and press the import button in the Constellations Window.
  • Don't forget to adjust your "Damage Bonus %" value, as this isn't determined automatically.
  • You can also select units (e.g. only the boss) in Combat Metrics so damage to other targets gets neglected.
  • Alternatively you can enter everything manually.
  • On the second tab you can edit the original CP composition. For new Combat Metrics Parses (since 0.7.4 on 20th of June) the CP composition is saved, so it will be restored on import. Otherwise your current CP distribution is preset.
  • When everything is set, press the calculate button on the 2nd tab.
  • If the new damage factor is higher (indicated by green text color) a better CP distribution has been found.

Current Limitations:
  • The addon can not automatically detect your Damage Done values. You need to set it yourself.
  • The addon cannot set any CP's, you only get shown what would be optimal.
  • Some abilities including most abilities which are not rank 4 are still missing from the database, which means they won't be automatically imported. A debug message will hint at these abilities. Please report them here, so I can implement them in the future. If you have some experience in theory crafting you can also add them to this spreadsheet which I (and hopefully others) will update.

Big thanks to Latin for doing most of the work to collect data for all those abilities. Addtional thanks to Asayre for his theory crafting work on all the ingame mechanics.

Decay2 aka Solinur (Pact EU)
Version 0.4.3
  • API Bump to Summerset (100023)
  • Update LAM to r26

Version 0.4.2
  • Added ability data for Summerset. This required several hours of tedious work. Luckily @Latin did most of this work for me, for which I'm very grateful. If you are on US maybe consider sending hi, a little donation.

Version 0.4.1
  • Fixed two issues that would throw an error in some cases.

Version 0.4.0
  • Added crit damage done and penetration to the values retrieved from Combat Metrics on import.
  • Added button to reset detailed penetration data which is used after import from Combat Metrics

Version 0.3.10
  • Added new Abilitiy IDs for Puncturing Sweeps and Biting Jabs. Those were introduced due to the refactoring of those abilities by ZOS.
  • Added Zaan set proc.
  • Added some low rank abilities.

Version 0.3.9
  • Updated LibAddonMenu to version 2.0 r25 to fix an issue

Version 0.3.8
  • API Bump to Clockwork City (100021)
  • Added a few abilities
  • Fixed properties for Twisting Path

Version 0.3.7
  • Added Endless Fury Explosion

Version 0.3.6
  • API Bump to Horns of the Reach (100020)
  • Fixed some leaked global variables.
  • Added a bunch of Destro Staff abilities of lower ranks (thanks to catch22atplay)

Version 0.3.5
  • Fixed a bug that could cause incorrect calculations (including the suggestion to set CP not at jump points)

Version 0.3.4
  • Fixed an error that appeared when setting Min and Max for a CP to the same value.
  • Added data for a bunch of monster sets

Version 0.3.3
  • Added French Translation done by Llwydd - Thanks!
  • Fixed an error in the calculation Formula. In some cases this might change the result quite a bit.
  • Fixed messed up labels after Import
  • Updated Ability DB

Version 0.3.2
  • Fixed an error that happened when on type of damage was 0

Version 0.3.1
  • Updated Ability Database

Version 0.3.0
  • Initial Upload
Optional Files (0)


Archived Files (14)
File Name
Version
Size
Author
Date
0.4.2
65kB
decay2
04/23/18 06:58 PM
0.4.1
62kB
decay2
03/15/18 05:14 PM
0.4.0
62kB
decay2
03/12/18 03:53 PM
0.3.10
57kB
decay2
02/11/18 05:39 PM
0.3.9
57kB
decay2
01/05/18 12:28 PM
0.3.8
54kB
decay2
11/18/17 05:31 PM
0.3.7
54kB
decay2
09/21/17 01:51 PM
0.3.6
54kB
decay2
08/13/17 12:41 PM
0.3.5
54kB
decay2
07/29/17 01:02 PM
0.3.4
54kB
decay2
07/09/17 05:11 PM
0.3.3
53kB
decay2
06/27/17 01:11 PM
0.3.2
52kB
decay2
06/21/17 03:47 PM
0.3.1
52kB
decay2
06/20/17 04:39 PM
0.3.0
52kB
decay2
06/20/17 04:16 PM


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Unread 09/15/17, 07:05 PM  
dpencil

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Missing Skill - Endless Fury Explosion

Endless Fury Explosion (Rank 4) is missing from Constellations data:

[Constellations] (30346) Endless Fury Explosion - No Data for this Ability!
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Unread 09/01/17, 11:55 PM  
catch22atplay

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Originally Posted by catch22atplay
I used to get both metrics and constellation on the same screen as above. I've since reinstalled the game and updated addons and constellations now only shows on the CP screen. Is there a command to bring it up out of the CP screen?

NM figured it out. If you change metrics scale you need to move that GUI over more to make room for constellations. Then you need to do a /reloadui. All good now.

Sadly I missed the Clench rank III IDs.
Last edited by catch22atplay : 09/02/17 at 12:05 AM.
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Unread 08/13/17, 11:34 AM  
decay2
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Forum posts: 66
File comments: 290
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Originally Posted by catch22atplay
Originally Posted by decay2
Originally Posted by catch22atplay
[40948] = {true, false, false, true}, --Flame Touch
[62659] = {false, true, false, true}, --Flame Touch dot
[40950] = {true, false, false, true}, --Frost Touch
[62695] = {false, true, false, true}, --Frost Touch dot
[29089] = {true, false, false, true}, --Shock Touch
[62722] = {false, true, false, true}, --Shock Touch dot

Here's the ids you asked for. There was no Shock Touch etc in the addon. I went ahead and added those lines to the addon.

Note that while testing this i ran across another spell that this addon said "no data etc etc" The spell in question is Daedric Prey's damage that hits other mobs, the secondary effect. So i added a line directly above where Daedric Prey is listed.

[44514] = {true, false, false, true}, --Daedric Prey aoe effect

Not sure if the last is correct for the addon. Will it now count all the deadric Prey's twice? Or will it make it work correctly. Also as there is another ID can't this be incorporated into Combat Metrics so that it will list the 2 damages separately. Might have to put an * next to it as you did some other spells.

And FYI Min Max doesn't work so well with Spell Erosion.
Thanks for the additions, I'll add them soon. Combat Metrics uses Id's for damage effects (and names for buffs) so if two effects with the same name are there but they have different Id's they will both be listed. The * is shown when a spell has a duration set in the API which usually indicates dots (but not always, especially not ground target AOEs).

Also the logic right now uses all remaining points in Spell Ersosion when it checks for all the variants. Although it respects the min/max setting in some stages of the process, I need to add a few checks to make sure it respects them until the end.

Which ranks are those skills you listed?
The flame and frost were rank II.
The shock i believe was Rank I. Don't quote me on that though

Rank III's are as follows. Actually let me just list them all with the ranks for as many as i have


[29089] = {true, false, false, true}, --Shock Touch Rank I i believe
[62722] = {false, true, false, true}, --Shock Touch dot Rank I i believe
[40948] = {true, false, false, true}, --Flame Touch Rank II
[62659] = {false, true, false, true}, --Flame Touch dot Rank II
[40950] = {true, false, false, true}, --Frost Touch Rank II
[62695] = {false, true, false, true}, --Frost Touch dot Rank II
[40962] = {true, false, false, true}, --Shock Touch rank III
[62729] = {false, true, false, true}, --Shock Touch dot rank III
[40957] = {true, false, false, true}, --Flame Touch rank III
[62662] = {false, true, false, true}, --Flame Touch dot rank III
[40959] = {true, false, false, true}, --Frost Touch rank III
[62698] = {false, true, false, true}, --Frost Touch dot rank III
[40962] = {true, false, false, true}, --Shock Touch rank IV
[62731] = {false, true, false, true}, --Shock Touch dot rank IV
[40965] = {true, false, false, true}, --Flame Touch rank IV
[62665] = {false, true, false, true}, --Flame Touch dot rank IV
[40967] = {true, false, false, true}, --Frost Touch rank IV
[62701] = {false, true, false, true}, --Frost Touch dot rank IV

[44514] = {true, false, false, true}, --Daedric Prey aoe effect Rank IV

[68458] = {false, true, false, true}, --Deep Freeze

[45505] = {true, false, false, true}, --Tri Focus (Shock)

[38993] = {true, false, false, true}, --Shock Clench rank I
[62733] = {false, true, false, true}, --Shock Clench dot rank I
[62734] = {false, true, false, true}, --Shock Clench Explosion rank I
[38985] = {true, false, false, true}, --Flame Clench rank I
[62668] = {false, true, false, true}, --Flame Clench dot rank I
[38989] = {true, false, false, true}, --Frost Clench rank I
[62702] = {false, true, false, true}, --Frost Clench dot rank I
[40991] = {true, false, false, true}, --Shock Clench rank II
[62736] = {false, true, false, true}, --Shock Clench dot rank II
[62737] = {false, true, false, true}, --Shock Clench Explosion rank II
[40984] = {true, false, false, true}, --Flame Clench rank II
[62671] = {false, true, false, true}, --Flame Clench dot rank II
[40988] = {true, false, false, true}, --Frost Clench rank II
[62705] = {false, true, false, true}, --Frost Clench dot rank II


I don't use frost and didn't realize that it also has another abilty called "Deep Freeze". Probably not a rank for it. I'll find out when i test rank IV. Yup no ranks.

I typically test on a dummy and not multi targets. You are correct that Daedric Prey does show up twice on combat metric. However Constellations does need the line i included for the aoe secondary effect.

Note also that Tri Focus was missing as well. I assigned it as true, false, false, true as i believe that's how it works. But i am not sure.

Also note there is a Shock Clench aoe effect in which you have none listed. I listed the rank I version.
Updated clench to rank II.
Thanks for your help, I just added them to the version I'm going to upload later today
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Unread 08/03/17, 01:26 PM  
catch22atplay

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Originally Posted by decay2
Originally Posted by catch22atplay
[40948] = {true, false, false, true}, --Flame Touch
[62659] = {false, true, false, true}, --Flame Touch dot
[40950] = {true, false, false, true}, --Frost Touch
[62695] = {false, true, false, true}, --Frost Touch dot
[29089] = {true, false, false, true}, --Shock Touch
[62722] = {false, true, false, true}, --Shock Touch dot

Here's the ids you asked for. There was no Shock Touch etc in the addon. I went ahead and added those lines to the addon.

Note that while testing this i ran across another spell that this addon said "no data etc etc" The spell in question is Daedric Prey's damage that hits other mobs, the secondary effect. So i added a line directly above where Daedric Prey is listed.

[44514] = {true, false, false, true}, --Daedric Prey aoe effect

Not sure if the last is correct for the addon. Will it now count all the deadric Prey's twice? Or will it make it work correctly. Also as there is another ID can't this be incorporated into Combat Metrics so that it will list the 2 damages separately. Might have to put an * next to it as you did some other spells.

And FYI Min Max doesn't work so well with Spell Erosion.
Thanks for the additions, I'll add them soon. Combat Metrics uses Id's for damage effects (and names for buffs) so if two effects with the same name are there but they have different Id's they will both be listed. The * is shown when a spell has a duration set in the API which usually indicates dots (but not always, especially not ground target AOEs).

Also the logic right now uses all remaining points in Spell Ersosion when it checks for all the variants. Although it respects the min/max setting in some stages of the process, I need to add a few checks to make sure it respects them until the end.

Which ranks are those skills you listed?
The flame and frost were rank II.
The shock i believe was Rank I. Don't quote me on that though

Rank III's are as follows. Actually let me just list them all with the ranks for as many as i have


[29089] = {true, false, false, true}, --Shock Touch Rank I i believe
[62722] = {false, true, false, true}, --Shock Touch dot Rank I i believe
[40948] = {true, false, false, true}, --Flame Touch Rank II
[62659] = {false, true, false, true}, --Flame Touch dot Rank II
[40950] = {true, false, false, true}, --Frost Touch Rank II
[62695] = {false, true, false, true}, --Frost Touch dot Rank II
[40962] = {true, false, false, true}, --Shock Touch rank III
[62729] = {false, true, false, true}, --Shock Touch dot rank III
[40957] = {true, false, false, true}, --Flame Touch rank III
[62662] = {false, true, false, true}, --Flame Touch dot rank III
[40959] = {true, false, false, true}, --Frost Touch rank III
[62698] = {false, true, false, true}, --Frost Touch dot rank III
[40962] = {true, false, false, true}, --Shock Touch rank IV
[62731] = {false, true, false, true}, --Shock Touch dot rank IV
[40965] = {true, false, false, true}, --Flame Touch rank IV
[62665] = {false, true, false, true}, --Flame Touch dot rank IV
[40967] = {true, false, false, true}, --Frost Touch rank IV
[62701] = {false, true, false, true}, --Frost Touch dot rank IV

[44514] = {true, false, false, true}, --Daedric Prey aoe effect Rank IV

[68458] = {false, true, false, true}, --Deep Freeze

[45505] = {true, false, false, true}, --Tri Focus (Shock)

[38993] = {true, false, false, true}, --Shock Clench rank I
[62733] = {false, true, false, true}, --Shock Clench dot rank I
[62734] = {false, true, false, true}, --Shock Clench Explosion rank I
[38985] = {true, false, false, true}, --Flame Clench rank I
[62668] = {false, true, false, true}, --Flame Clench dot rank I
[38989] = {true, false, false, true}, --Frost Clench rank I
[62702] = {false, true, false, true}, --Frost Clench dot rank I
[40991] = {true, false, false, true}, --Shock Clench rank II
[62736] = {false, true, false, true}, --Shock Clench dot rank II
[62737] = {false, true, false, true}, --Shock Clench Explosion rank II
[40984] = {true, false, false, true}, --Flame Clench rank II
[62671] = {false, true, false, true}, --Flame Clench dot rank II
[40988] = {true, false, false, true}, --Frost Clench rank II
[62705] = {false, true, false, true}, --Frost Clench dot rank II


I don't use frost and didn't realize that it also has another abilty called "Deep Freeze". Probably not a rank for it. I'll find out when i test rank IV. Yup no ranks.

I typically test on a dummy and not multi targets. You are correct that Daedric Prey does show up twice on combat metric. However Constellations does need the line i included for the aoe secondary effect.

Note also that Tri Focus was missing as well. I assigned it as true, false, false, true as i believe that's how it works. But i am not sure.

Also note there is a Shock Clench aoe effect in which you have none listed. I listed the rank I version.
Updated clench to rank II.
Last edited by catch22atplay : 08/07/17 at 11:42 PM.
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Unread 08/03/17, 03:42 AM  
decay2
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Forum posts: 66
File comments: 290
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Originally Posted by catch22atplay
[40948] = {true, false, false, true}, --Flame Touch
[62659] = {false, true, false, true}, --Flame Touch dot
[40950] = {true, false, false, true}, --Frost Touch
[62695] = {false, true, false, true}, --Frost Touch dot
[29089] = {true, false, false, true}, --Shock Touch
[62722] = {false, true, false, true}, --Shock Touch dot

Here's the ids you asked for. There was no Shock Touch etc in the addon. I went ahead and added those lines to the addon.

Note that while testing this i ran across another spell that this addon said "no data etc etc" The spell in question is Daedric Prey's damage that hits other mobs, the secondary effect. So i added a line directly above where Daedric Prey is listed.

[44514] = {true, false, false, true}, --Daedric Prey aoe effect

Not sure if the last is correct for the addon. Will it now count all the deadric Prey's twice? Or will it make it work correctly. Also as there is another ID can't this be incorporated into Combat Metrics so that it will list the 2 damages separately. Might have to put an * next to it as you did some other spells.

And FYI Min Max doesn't work so well with Spell Erosion.
Thanks for the additions, I'll add them soon. Combat Metrics uses Id's for damage effects (and names for buffs) so if two effects with the same name are there but they have different Id's they will both be listed. The * is shown when a spell has a duration set in the API which usually indicates dots (but not always, especially not ground target AOEs).

Also the logic right now uses all remaining points in Spell Ersosion when it checks for all the variants. Although it respects the min/max setting in some stages of the process, I need to add a few checks to make sure it respects them until the end.

Which ranks are those skills you listed?
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Unread 08/02/17, 11:23 PM  
catch22atplay

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[40948] = {true, false, false, true}, --Flame Touch
[62659] = {false, true, false, true}, --Flame Touch dot
[40950] = {true, false, false, true}, --Frost Touch
[62695] = {false, true, false, true}, --Frost Touch dot
[29089] = {true, false, false, true}, --Shock Touch
[62722] = {false, true, false, true}, --Shock Touch dot

Here's the ids you asked for. There was no Shock Touch etc in the addon. I went ahead and added those lines to the addon.

Note that while testing this i ran across another spell that this addon said "no data etc etc" The spell in question is Daedric Prey's damage that hits other mobs, the secondary effect. So i added a line directly above where Daedric Prey is listed.

[44514] = {true, false, false, true}, --Daedric Prey aoe effect

Not sure if the last is correct for the addon. Will it now count all the deadric Prey's twice? Or will it make it work correctly. Also as there is another ID can't this be incorporated into Combat Metrics so that it will list the 2 damages separately. Might have to put an * next to it as you did some other spells.

And FYI Min Max doesn't work so well with Spell Erosion.
Last edited by catch22atplay : 08/03/17 at 12:46 AM.
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Unread 07/31/17, 02:55 AM  
decay2
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Originally Posted by catch22atplay


This is what i get with my sorc self buffed and debuffed. Now this doesn't mean the addon is wrong. However the exploit passive should be factored in there some how. And we know this requires 75 in The Ritual and that 75 in Thaumaturge is the best choice.


FYI i have 442cp. Gear is Necropotence and Julianas with 1 monster helm. No my rotation is not optimal. But there's a reason for that.
It's not that easy to include the passives into the routine. I'm still thinking about how to do that. Meanwhile use the min /max inputs to guide the dumb algorithm towards some smarter choices. .
Last edited by decay2 : 07/31/17 at 02:56 AM.
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Unread 07/30/17, 08:21 PM  
catch22atplay

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This is what i get with my sorc self buffed and debuffed. Now this doesn't mean the addon is wrong. However the exploit passive should be factored in there some how. And we know this requires 75 in The Ritual and that 75 in Thaumaturge is the best choice.


FYI i have 442cp. Gear is Necropotence and Julianas with 1 monster helm. No my rotation is not optimal. But there's a reason for that.
Last edited by catch22atplay : 08/02/17 at 07:58 PM.
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Unread 07/28/17, 05:25 AM  
decay2
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Originally Posted by catch22atplay
Originally Posted by vpdk7
Originally Posted by catch22atplay
. And the familiars damage pulse increases with Master at arms as well. No spell that i use as a sorc gets increased by Thaurmaturge except the secondary effect of Destructive Touch which is a DOT. Burning effect i'd assume is increased by it as well as it should.
Is this correct? because at uesp familiars pulse and blockade is only thaurmaturge while liquid lightning is only master at arms.
No i was incorrect. I was bugged when testing. Oddly even my Illandris 2 piece set tooltip was showing doing 200 more damage then it should. Not that i test by tooltips cause i don't. But something was wrong.
The only way i could get good results was restarting the game after changing CP allocation.

Thaumaturge is used for Blockade, Liquid, Shock heavy attacks except the final tick, Pets Pulse, and oddly enough Mines.

Mast at Arms is used for Frag, Prey, Force Shock, Touch, Mages Wrath, Light attacks, and Heavy attacks, for a shock staff this is the final tick only.

Note i didn't cover everything nor did i include secondary effects. However note that Destructive Touch's secondary effect is a dot and gets increased by Thaumaturge.

Decay, the addon when used correctly is actually fairly accurate. It's suggests CP points extremely close to mine. My apologies dude.

Now if you could add the data for Shock Touch that would be cool. Unless you have the morphs (shock clench etc) i can wait til i level mine up.
Oh thanks for reporting back on this. I also forgot about checking those spells once more, like I said, sorry for that. I'll check shock touch once more, but I guess only rank 4 is in for now. If you can provide me the ability id's and the ranks, I can add them though.

There still seems to be a bug where sometimes it doesn't result in proper jumppoint values but I haven't manage to reproduce this yet. If someone encounters this I'd like a screenshot of the chat output and the values that were set.

Edit: Found it!
Last edited by decay2 : 07/29/17 at 01:04 PM.
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Unread 07/27/17, 11:20 AM  
catch22atplay

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Originally Posted by vpdk7
Originally Posted by catch22atplay
. And the familiars damage pulse increases with Master at arms as well. No spell that i use as a sorc gets increased by Thaurmaturge except the secondary effect of Destructive Touch which is a DOT. Burning effect i'd assume is increased by it as well as it should.
Is this correct? because at uesp familiars pulse and blockade is only thaurmaturge while liquid lightning is only master at arms.
No i was incorrect. I was bugged when testing. Oddly even my Illandris 2 piece set tooltip was showing doing 200 more damage then it should. Not that i test by tooltips cause i don't. But something was wrong.
The only way i could get good results was restarting the game after changing CP allocation.

Thaumaturge is used for Blockade, Liquid, Shock heavy attacks except the final tick, Pets Pulse, and oddly enough Mines.

Mast at Arms is used for Frag, Prey, Force Shock, Touch, Mages Wrath, Light attacks, and Heavy attacks, for a shock staff this is the final tick only.

Note i didn't cover everything nor did i include secondary effects. However note that Destructive Touch's secondary effect is a dot and gets increased by Thaumaturge.

Decay, the addon when used correctly is actually fairly accurate. It's suggests CP points extremely close to mine. My apologies dude.

Now if you could add the data for Shock Touch that would be cool. Unless you have the morphs (shock clench etc) i can wait til i level mine up.
Last edited by catch22atplay : 07/27/17 at 11:31 AM.
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Unread 07/11/17, 09:55 AM  
vpdk7

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Originally Posted by catch22atplay
. And the familiars damage pulse increases with Master at arms as well. No spell that i use as a sorc gets increased by Thaurmaturge except the secondary effect of Destructive Touch which is a DOT. Burning effect i'd assume is increased by it as well as it should.
Is this correct? because at uesp familiars pulse and blockade is only thaurmaturge while liquid lightning is only master at arms.
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Unread 07/10/17, 03:29 AM  
decay2
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Re: Re: Re: Re: Re: Re: Re: Unrecognized skills

Originally Posted by MK32
It's a mess. I'll try to clean it up and post it somewhere.
Not really neccessary, what I wanted to point at is that from 75 to 76 you wouldn't expect an increase in damage at all. This is because the next increase (the jumppoint) is at 81. A spreadsheet telling of any increase from 75 to 76 sounds like it is from a time before the Morrowind expansion.
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Unread 07/10/17, 03:22 AM  
decay2
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Originally Posted by catch22atplay
To bad a lot of the data for destruction staff and sorc abilities incorrectly assigns Thaumaturge as -True- on the spreadsheet you linked. Liquid Lightning for example is NOT a dot and does not get increased damage by using Thaumaturge. It instead increases via Master at Arms. And the familiars damage pulse increases with Master at arms as well. No spell that i use as a sorc gets increased by Thaurmaturge except the secondary effect of Destructive Touch which is a DOT. Burning effect i'd assume is increased by it as well as it should.

Retested this a few hours ago btw.

I can't say it's a great addon unless i'm assured it's assigning cp correctly. If it's using the incorrect data from the spreadsheet it's completely useless to me.
I just looked over Destruction Staff abilities and don't see an issue there, what are you pointing at?
I can have a look at Sorc abilities.
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Unread 07/10/17, 02:23 AM  
catch22atplay

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To bad a lot of the data for destruction staff and sorc abilities incorrectly assigns Thaumaturge as -True- on the spreadsheet you linked. Liquid Lightning for example is NOT a dot and does not get increased damage by using Thaumaturge. It instead increases via Master at Arms. And the familiars damage pulse increases with Master at arms as well. No spell that i use as a sorc gets increased by Thaurmaturge except the secondary effect of Destructive Touch which is a DOT. Burning effect i'd assume is increased by it as well as it should.

Retested this a few hours ago btw.

I can't say it's a great addon unless i'm assured it's assigning cp correctly. If it's using the incorrect data from the spreadsheet it's completely useless to me.
Last edited by catch22atplay : 07/10/17 at 02:25 AM.
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Unread 07/09/17, 08:50 PM  
MK32

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Re: Re: Re: Re: Re: Re: Unrecognized skills

Originally Posted by decay2
Originally Posted by MK32
Originally Posted by decay2
Originally Posted by MK32
Originally Posted by decay2
Originally Posted by MK32
Force pulse and Ilambris not recognized.

BTW Great addon!
I still have to go trough the monster sets. Force pulse should work though. Is it rank 4? Because for now there is only support for rank 4 abilities.

Everything is max level. Got these ID's in chat. Might be a component of Force Pulse, instead of the main damage tick.

48997 Force Pulse
80525 Ilambris
80526 Ilambris
Of course ! Forgot about the splash damage . Gonna test this soon along with all the monster sets.

Also which spreadsheet are you referring to ? Is it updated for Morrowind ?
ty! I updated and added to the spreadsheet so it's possible I missed something but Thematurge 75 to 76 damage increase is very low compared to Elfborn 40 to 41 damage increase for example.
Can you link the spreadsheet?
It's a mess. I'll try to clean it up and post it somewhere.
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