#Critical Strike Rating + Recklessness

18 messages · Page 1 of 1 (latest)

main stump
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I think GetCritChance factors in all the temporary buffs you have so you dont need to add anything to it

eager prairie
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No sadly it doesnt, it would if recklessness gave me a baseline crit value but it just increases the critchance of my abilitys by 20%, not my overall crit rating.

left sorrel
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There is a default stat trigger

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Use that, check if it updates

main stump
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oh right cus recklessness is only for certain things

left sorrel
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If not, add a buff trigger too and then use the dynamic information of both triggers to add up. Not custom text which fetches the information again

main stump
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ya do that

eager prairie
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im not so fluent with the weakauras, would you care to explain how i do that please?

left sorrel
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you would need an stat trigger which is under the unit header and a buff trigger for the buff you care about which is under the aura header

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you can mouseover the textbox in the display tab to know more about the textrepalcements you can use and use the format options under the ⚙️ for formatting of those numbers

eager prairie
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hmmm. I got the triggers as i want them to be in that the icon shows me the Current Stat% of Crit below in textformat, but I dont know how to add the 20% of the recklessness when its active as it doesnt get added to my crit value, but rather is just a buff that increases critchance off all my abilitys by 20%. Same would go for the new 4-Set which I would want to Add another 10% Crit per Stack to keep better track of it

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i have added recklessness as a second trigger for now (which i will change to "merciless Assault" once i have the 4 set) it does activate the icon but not the and also set the display text to "Crit %1.criticalpercent" which shows my baseline amout of crit (but does not add the recklessness 20% yet)

main stump
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You need to use a custom text %c then add the crit stat number to the recklessness number

eager prairie
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function()
local _, _, _, _, _, _, _, _, _, _, critChance, _ = GetPlayerStats()
local reckActive = false

-- Check if Recklessness is active
for i = 1, 40 do
    local _, _, _, _, _, _, _, _, _, spellId = UnitBuff("player", i)
    if spellId == 1719 then
        reckActive = true
        break
    end
end

-- Add 20% crit to base crit chance if Recklessness is active
if reckActive then
    critChance = critChance + 20
end

-- Always show base line crit
return string.format("Crit: %.2f%%", critChance)

end

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I tried this, but it doesnt seem to work properly.

left sorrel
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!aura_env the data is already there.

limber marshBOT
left sorrel
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You don't need to collect this information again