One thing I have noticed is that it doesn't snapshot Rip, which is kind of a big deal because it increases DPS by quite a lot actually. In my testing it raised my DPS by about 200-400 playing manually vs following MaxDPS.
For instance, for me with no buffs Rip does 288 every 1.1 seconds. Full snapshot it does 415 every 1.1 seconds.
If I wait for it to tell me to cast Ferocious Bite, but instead Tiger's Fury > Bloodtalons > Rip for a max snapshot Rip then follow along with MaxDPS it does keep it refreshed via Ferocious Bite. It just never recommends snapshotting it is the problem.
https://i.gyazo.com/026f7462f7d78a7f727 ... 1bb348.png
Moonfire really doesn't matter, but snapshotting Rake and Rip with Tiger's Fury and Bloodtalons makes a very noticeable difference in DPS.
if talents[_FeralFrenzy] and combo == 0 then return _FeralFrenzy; end
if talents[_FeralFrenzy] and MaxDps:SpellAvailable(_FeralFrenzy, timeShift) and combo == 0 then return _FeralFrenzy; end
local ripPandemic = MaxDps:TargetAura(_Rip, timeShift + 5); if (not MaxDps:TargetAura(_Rip, timeShift) and combo >= 5) or (combo >= 5 and not ripPandemic and ph > 0.25 and not talents[_Sabertooth]) then return _Rip; end
Currently as a player that understands those mechanics, I know that when it asks me to cast Ferocious Bite, because of my weak aura that keeps track of my snapshots I can tell if I should actually do that, or if I need to up my snapshot on Rip. Personally I use Sabertooth, which makes Ferocious Bite refresh the full duration of Rip regardless of pandemic and it maintains the snapshot. So once it's snapshotted to it's max potential you can just Ferocious Bite if you have that talent. If not Ferocious Bite is rarely casted, as you would need to Rip with your combo points quite often.
tldr though; Tiger's Fury and Bloodtalons need a base multiplier value. When you cast Rip you check your auras for those buffs and set them to a Rip variable. Something like "ripsnap". When it loops through if it should cast Rip or not, it would want to check your current buffs to get a total multiplier value, and compare it to your current value (ripsnap) to see if it would be higher. If it's not higher you would just pass it. That's how it would work with Sabertooth though, it would be different if you didn't have it. You also have the issue of target swapping and how that all works I'm not sure, but the weak aura I use manages it some how. Would be so much easier if the spell ID changed depending on it's strength.