<p>If you have a World of Warcraft mod that you'd like to integrate with Pawn,
please consider getting in touch with me. I may have suggestions that will
make your life easier. I've also made it possible for other developers to
create their own "scale providers" that can feed stat weights into Pawn just
like the Wowhead scales. If you'd like to create your own scale provider,
take a look at Wowhead.lua, and contact me if you have any questions, or
suggestions on ways that Pawn could be improved to work with your mod better.
(I can't, of course, guarantee that I'll make changes, but I might be able to
help.)</p>
<h2>Item valuation notes</h2>
<p>Here are some notes that may help you while you're setting up your Pawn
scales.</p>
<h3>Gems and socket bonuses</h3>
<p>
Pawn assumes that you'll fill in any item that has sockets with
appropriate-level gems that will maximize that item's value, whether it's using
the best gems of the correct colors to get the socket bonus, or gems of all one
color and ignoring the socket bonus. (In past versions of Pawn it was
possible to manually set a value for sockets, but Pawn's smarter now and that
manual override is no longer present.) There's no way to fine-tune what
Pawn considers "appropriate-level" gems, but in general it's what you'd expect—a
blue-quality or better Mists of Pandaria item will use blue-quality Mists of
Pandaria gems when determining the value of the item, Wrath of the Lich King
epics will use Wrath of the Lich King epic gems, and so on. You can use
the Gems tab and type in a specific item level to see exactly which gems Pawn
suggests that you use for a given scale and item level—the items that it
suggests there are the same ones it uses in its calculations, and they're the
same ones that it suggests in the socketing advisor that appears when you
shift-right-click an item.</p>
<h4>
Base versus current values</h4>
<p>
The socket values based on the gems that Pawn suggests for you only apply to the base version of an item.
No points are awarded for empty sockets in the current version of an item.
(You should gem your items and not be such a scrub!) So, for items with
empty sockets, the current value for the item will be <em>lower </em>than the base value. This makes it easy to compare socketed items with non-socketed items
based on their <em>potential</em> stats—just always
compare the base values of the two items. The Compare tab already does that for you.
(In almost all cases you always want to compare the base values of items.
The only time you really want to compare anything else is when answering the
question "should I equip this item right this very moment before I have a chance
to gem, enchant, and reforge it?")
</p>
<h3>Weapon speed</h3>
<p>Weapon speed can work a little differently than the other stats. Some
people value weapon speed based on how much faster or slower a weapon is than a
particular speed. The "speed baseline" stat (which isn't really a stat,
per se) lets you choose this baseline speed, instead of 0, which is the speed
baseline if you don't pick a different one. For example, to give an item 1
point for every tenth of a second slower than 2.9 seconds per swing (useful for,
say, enhancement shamans), set speed to 10 (10 = 1 / 0.1) and speed baseline to
2.9. If you value faster weapons, pick your preferred speed baseline and then set
the value speed to be negative, because higher numbers for speed are bad for
you.</p>
<p>Speed baseline shows up in the "special weapon stats" category.</p>
<h3>Special weapon stats</h3>
<p>If you want to value different types of weapons differently, don't use the
regular DPS, minimum damage, maximum damage, and speed stats; instead, use the
ones in the "special weapon stats" category at the end of the list. For
example, if you're a hunter, you might value ranged DPS much higher than melee
DPS, since most of your damage comes from ranged attacks.</p>
You won't want to use all of the weapon min damage, max damage, and DPS
stats all at once.<ul>
<li>Do you care about top-end damage only? Use the max damage
stats. (max damage, 1H: max damage, Ranged: max damage, ...)</li>
<li>Do you care about damage per second only? Use the DPS stats.
(DPS, 1H: DPS, Ranged: DPS, ...)</li>
<li>Do you care about only melee weapons in general, but not which
hand? Use the Melee stats. (Melee: min damage, Melee: DPS, ...)</li>
<li>Do you care about the top end damage of all melee weapons that fit
in your main hand? Use MH: max damage <em>and</em> 1H: max damage.</li>
<li>If you use the specialized versions of stats, don't also use the
general ones. For example, if you use Melee: DPS, don't also use
DPS.
If you use Melee: min damage and/or Melee: max damage, you probably don't want
to also use Melee: DPS.</li>
<li>The OH: DPS stat and other off hand-related stats do not take
into account the decreased damage and hit rate of off-hand weapons.
The information is, as always, pulled straight from the tooltip.</li>
<li>If you care about average damage versus minimum and maximum damage,
take the value you would have assigned to average damage if it existed
as a stat, and add half to minimum damage and half to maximum damage.
For example, if you wanted to set Ranged: average damage to 10, but then found
out that Ranged: average damage doesn't exist, set Ranged: min
damage to 5 and Ranged: max damage to 5 instead.</li>
</ul>
<h3>Normalizing values (like Wowhead)</h3>
<p>With the "Normalize values" option disabled (the default), Pawn calculates values by multiplying each stat on
an item by the value of that stat in each of your scales. If you enable
this option, Pawn will take that number and divide it by the sum of <em>all</em>
of the stat values in each of your scales. This helps to compensate for
how some scales might use numbers that average out to about 1.0, and others use
numbers in the tens.</p>
<p>For example, if your scale were ( Stamina = 1, Intellect = 2,
Crit = 1 ), then Wowhead would divide the item's total value by 4.
An item with 10 Stamina, 10 Intellect, and 20 Crit would have a value
of 50 with this option off, and 12.5 with this option on.</p>
<h3>Special effects and set bonuses</h3>
<p>Pawn doesn't have a value, for example, for "Equip: Increases the effect
that healing and mana potions have on the wearer by 40%" because only a few
items do that. Also, set bonuses are completely ignored by Pawn. You'll need
to take those special effects into account manually when deciding between an item that would give you a
bonus and an item that would not, as they won't be factored into the upgrade %
numbers shown by Pawn.</p>
<h2>Mod support</h2>
<p>Have a favorite mod that doesn't seem to work with Pawn? Let me know.
I may not be able to add support for your favorite, but I might be able to
suggest a replacement, or update Pawn to work better in a future version for
popular mods.</p>
<h3>Mods that have been tested and work with Pawn</h3>
<p>This is not a conclusive list. If any of these mods doesn't seem to be
working with Pawn, please make sure that you have the latest version of both it
and Pawn.</p>
<ul>
<li>Ackis Recipe List</li>
<li>ArkInventory</li>
<li>AtlasLoot</li>
<li>Armory</li>
<li>CowTip</li>
<li>EQCompare</li>
<li>EquipCompare</li>
<li>FuBar</li>
<li>ItemSync</li>
<li>Link Wrangler</li>
<li>LootLink</li>
<li>Mendeleev</li>
<li>MobInfo-2</li>
<li>MonkeyQuest</li>
<li>MultiTips</li>
<li>Outfitter</li>
<li>RatingBuster</li>
<li>Skinner</li>
<li>Spyglass</li>
<li>tdItemTip</li>
<li>tekKompare</li>
</ul>
<h4>ArkInventory</h4>
<p>When you have ArkInventory, ArkInventoryRules, <em>and</em> Pawn enabled, you can use the <code>pawnupgrade()</code> rule in
ArkInventory to run a Pawn comparison on items in your inventory for sorting. This will return true if the item is
an upgrade and false if it is indeterminate or not an upgrade. To determine if something is not an upgrade, use
<code>pawnnotupgrade()</code>. This rule will return true if the item is definitely not an upgrade, and false if it is
indeterminate or an upgrade. This can be used for auto-sell rules, such as <code>bind(3) and pawnnotupgrade()</code>.</p>