In the interest of having a centralized hub to discuss or check up what needs to be done, I'll be updating this lists as things get checked in. If you want to discuss one of these topics in more detail, feel free to open a different issue. Note that all these only relate to making the whole thing work again; if you feel more comfortable by refining other aspects of the library, those are always welcomed too.
-Write and/or update the 3 new models. This is, of course, the biggest and most delicate task; we need to keep a very tight control over it as that's where the strength of any formulator lies.
-Update the proc and gear buff 'databases' with the new trinkets and tier sets. Also, it'd be nice if we had a way for the front-end to simply input the spell ids for those so it could pick up on them without the issues we had in the past (see lfr-WoU).
-Implement the new racials (also, fix the exp/hit related ones).
-Figure out the formulae for shadow blades, poisons (dp and it's instant proc, wp and venomous wounds), dispatch, etc. Also: check that the old ones work as expected. This may need a bit of testing, but perhaps someone can figure this out browsing the dbc files (in simcraft/rawr/enhsim perhaps).
-New feature that would be extremely nice to have: a way to compute the compound ep of a weapon, so we don't have users swapping them like we did with the legendary daggers. Combat rogues will get to choose what type of mh weapon to weild so that'd be a good improvement.
Solved Issues:
-Talent and glyph rankings.
-Update the way mastery works if it's changed (ie: the paperdoll now shows it in the same fashion as other rating stats; how does that relate to the final percentage number that we need?)
-Have a way to internally implement the level-scaling tradeskill perks without forcing the front-end to tell what buff to use. Implemented those that are not linked to gear stats, like ring enchants and the like.
-Include and model the 3 new enchants, and how that relates to the proc class. Particularly, finish the way hurricane was handled or update the proc class so it can handle multiple-stats procs more nicely. Using the most p to date known behaviour.
-Check in the new miss/dodge/parry/glance mechanics (base rates and implications in the hit_chance methods).
-See how the new hit/exp propagate through the EP methods and update accordingly.
-Figure out a better way to tell the modeler what cycle (spec) to choose (the new talents are not tied to the spec).
In the interest of having a centralized hub to discuss or check up what needs to be done, I'll be updating this lists as things get checked in. If you want to discuss one of these topics in more detail, feel free to open a different issue. Note that all these only relate to making the whole thing work again; if you feel more comfortable by refining other aspects of the library, those are always welcomed too.
-Write and/or update the 3 new models. This is, of course, the biggest and most delicate task; we need to keep a very tight control over it as that's where the strength of any formulator lies.
-Update the proc and gear buff 'databases' with the new trinkets and tier sets. Also, it'd be nice if we had a way for the front-end to simply input the spell ids for those so it could pick up on them without the issues we had in the past (see lfr-WoU).
-Implement the new racials (also, fix the exp/hit related ones).
-Figure out the formulae for shadow blades, poisons (dp and it's instant proc, wp and venomous wounds), dispatch, etc. Also: check that the old ones work as expected. This may need a bit of testing, but perhaps someone can figure this out browsing the dbc files (in simcraft/rawr/enhsim perhaps).
-New feature that would be extremely nice to have: a way to compute the compound ep of a weapon, so we don't have users swapping them like we did with the legendary daggers. Combat rogues will get to choose what type of mh weapon to weild so that'd be a good improvement.
Solved Issues:
-Talent and glyph rankings.
-Update the way mastery works if it's changed (ie: the paperdoll now shows it in the same fashion as other rating stats; how does that relate to the final percentage number that we need?)
-Have a way to internally implement the level-scaling tradeskill perks without forcing the front-end to tell what buff to use. Implemented those that are not linked to gear stats, like ring enchants and the like.
-Include and model the 3 new enchants, and how that relates to the proc class. Particularly, finish the way hurricane was handled or update the proc class so it can handle multiple-stats procs more nicely. Using the most p to date known behaviour.
-Check in the new miss/dodge/parry/glance mechanics (base rates and implications in the hit_chance methods).
-See how the new hit/exp propagate through the EP methods and update accordingly.
-Figure out a better way to tell the modeler what cycle (spec) to choose (the new talents are not tied to the spec).