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Murkmire (4.2)
Wolfhunter (4.1)
Updated:10/21/18 11:50 AM
Created:06/20/17 04:11 PM
Monthly downloads:1,405
Total downloads:63,889
Favorites:77
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4.2
Constellations  Popular! (More than 5000 hits)
Version: 0.4.7
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 can not 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 comment on 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 0.4.7
  • API Bump to Murkmire (100025)

Version 0.4.6
  • Added a few missing skills and item procs. Thanks to Jonno for reporting them.

Version 0.4.5
  • Fixed critical error in Ability Data

Version 0.4.4
  • API Bump to Wolfhunter (100024)
  • Added Several missing Skills: One Hand and Shield, Werewolf, Psijic Guild, some Light and Heavy Attacks. Thanks to gvarnadoe and BjørnTheBurr for reporting some of them.

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
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Archived Files (19)
File Name
Version
Size
Uploader
Date
0.4.6
64kB
decay2
09/13/18 04:04 PM
0.4.5
64kB
decay2
08/13/18 05:17 AM
0.4.4
64kB
decay2
08/12/18 05:23 PM
0.4.4
64kB
decay2
08/12/18 05:21 PM
0.4.3
65kB
decay2
05/21/18 08:12 AM
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 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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Unread 07/06/17, 05:29 PM  
decay2
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Re: Re: Re: Re: Re: Unrecognized skills

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?
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Unread 07/06/17, 03:29 PM  
MK32

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Re: Re: Re: Re: Unrecognized skills

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.
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Unread 07/05/17, 03:35 PM  
decay2
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Forum posts: 69
File comments: 357
Uploads: 6
Re: Re: Re: Unrecognized skills

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 ?
Last edited by decay2 : 07/05/17 at 03:35 PM.
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Unread 07/05/17, 12:44 PM  
MK32

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Re: Re: LUA error

Originally Posted by decay2
Originally Posted by MK32
If I attempt to set min and max at 75 for Thematurge I get this error. I am using a Combat Metrics import if that matters.

user:/AddOns/Constellations/Constellations.lua:1092: attempt to index a nil value
stack traceback:
user:/AddOns/Constellations/Constellations.lua:1092: in function 'CST.Calculate'
Constellations_CalculateCalculateButton_MouseUp:2: in function '(main chunk)'
I'll have a look.

That being said you don't need to limit the max really. It will consider using 75 points along with other options.
I have found that often it is better to actually use 81 (the next jump point)
Thank you. Asayre's spreadsheet indicates diminishing returns above 75, compared to adding those extra points into Elfborn or Elemental. The delta increase in damage from 75 to 76 is very small compared to adding another point into either Elfborn or Elemental. Am I missing something?
Last edited by MK32 : 07/05/17 at 12:44 PM.
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Unread 07/05/17, 12:26 PM  
MK32

Forum posts: 0
File comments: 121
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Re: Re: Unrecognized skills

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
Last edited by MK32 : 07/05/17 at 12:27 PM.
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Unread 07/05/17, 03:29 AM  
decay2
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File comments: 357
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Re: Constellation - Instructions For Use

Originally Posted by Shadowshire
What are these "ratios" and how do I find out what their respective values are?

Does Constellations take into account that, in the combat calculations, all decimal fractions are now "floored" (truncated) to the integer value for the respective stars that have percentages? For example, 5.10% is truncated to 5 and 5.98% is truncated to 5. This means that the actual percentage benefit only increaes when the integer portion of the percentage value changes.
The ratios need to be taken from some combat addon. You need to know which fraction of your overall damage was done by Dots and which ones by Direct Damage and so on. This requires quite a bit of understanding of the game, so the easier option is to use Combat Metrics and import directly from there. I guess I'll work on an extended description, but the tooltips should give you an idea already.

Constellations takes jumppoints of the Champion Points into account. So it knows that all the fractions must be ignored. It even knows the real value so even when the tooltip shows 19.00 but in reality is 18.997 (a mistake that Zenimax made) it correctly assigns 18 and not 19.
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Unread 07/04/17, 04:42 PM  
Shadowshire

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Post Constellation - Instructions For Use

On the first tab in Constellations you need to enter the ratios of the various types of Damage you cause.
What are these "ratios" and how do I find out what their respective values are?

Does Constellations take into account that, in the combat calculations, all decimal fractions are now "floored" (truncated) to the integer value for the respective stars that have percentages? For example, 5.10% is truncated to 5 and 5.98% is truncated to 5. This means that the actual percentage benefit only increaes when the integer portion of the percentage value changes.
__________________
---- Shadowshire ..... nil carborundum illegitimi
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