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Character Gear Optimizer

CharacterGearOptimizer - Gear Set Management Made Simple
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CharacterGearOptimizer v3.1.10

File nameCharacterGearOptimizer-v3.1.10.zip
Uploaded
Oct 5, 2026
Downloads
25
Size
233.0 KB
Flavors
ClassicMoP ClassicRetailClassic TBCTitan Reforged ClassicForever
File ID
9068998
Type
R
Release
Supported game versions
  • 12.1.0
  • 12.0.7
  • 5.5.4
  • 4.4.2
  • 3.80.2
  • 3.4.5
  • 2.5.6
  • 1.60.1
  • 1.15.9
  • 1.15.8

What's new

[3.1.0] - 2026-09-14

Added — Dynamic Hit Cap

  • New HitCap.lua: a pure, UI-free hit-cap engine. It detects the equipped or planned combat setup (ranged weapon, one-hander, two-hander, dual wield, shield + main hand), resolves which attack category the selected profile is optimizing, and computes the correct cap from the Classic combat table.
  • "Melee Hit" in Cap Priorities is now "Dynamic Hit Cap" (same hitCapped saved-variable key, so existing characters keep their setting).
  • New "DW White Cap" toggle. Dual-wield profiles chase the special-attack cap by default (9% at level 60 vs a raid boss); ticking the box switches them to the full dual-wield white cap (28%). The addon never forces the white cap silently.
  • Season of Discovery hunters use a 6% ranged raid-boss hit cap, applied as an explicit project policy constant and documented as such in code.
  • Talent-provided hit is detected by spell ID first, with a locale-aware tooltip parser (built from the client's own global strings) and the original English parser as fallbacks. The three are reconciled by max, never summed.
  • Permanent non-talent hit (e.g. Draenei Heroic Presence) is recognised and subtracted from what gear has to supply.
  • HUD, stats-panel tooltips and Cap Priorities tooltips now show: selected attack type, base hit cap, hit from talents, hit from gear, remaining hit required, and capped/uncapped state.
  • New /cgo hitcap command printing that breakdown plus every combat-table assumption behind the number.
  • Offline test suites: tests/test_hitcap.lua (86 assertions) and tests/test_hitcap_integration.lua, run together by tests/run_all.sh.
  • Compat.lua gained hit-cap feature probes (HasCombatRatings, HasWeaponSkill, HasItemClassAPI, IsSeasonOfDiscovery, GetHitCapCapabilities) so every client branch is feature-detected.

Changed

  • The optimizer now prioritises hit only up to the selected cap. Partial progress toward the cap keeps the profile's full hit weight; rating past the cap is credited at capPriorities.hitCapOverCapWeight (default 0). A new over-cap cleanup pass re-ranks the finished set on the cap-adjusted score, so a set is never kept merely because it carries excess hit. It refuses any swap that would break the hit cap or any other active cap goal.
  • Rating-to-percent conversion is calibrated from the live character (GetCombatRating / GetCombatRatingBonus) instead of assumed; Classic Era and SoD correctly use 1 rating = 1% because item hit is stored as a percentage.
  • The hit cap recalculates on equipment, talent, specialization, level and world-entry changes (bursts are coalesced into a single refresh).
  • Classic Era / SoD no longer hides the hit cap checkbox behind resistance priorities; both are now shown.

Preserved

  • Manual stat weights, all existing cap priorities, and PvP mode behaviour are unchanged. PvP mode deliberately keeps the old static cap, because the dynamic engine models raid-boss combat tables.
  • Every supported client continues to load: all five TOC files load HitCap.lua between StatCalculations.lua and Classic.lua.

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