local DGV = DugisGuideViewer
if not DGV then return end
local L = DugisLocals

local GA = DGV:RegisterModule("GearAdvisor")
GA.essential = true
local _
local StatLogic = LibStub("LibStatLogic-1.2-Dugi")
local TipHooker = LibStub("LibTipHooker-1.1")
local select, GetAuctionItemClasses, GetAuctionItemSubClasses, GetExpertise, GetCombatRatingBonus, GetHitModifier, GetSpellHitModifier, GetMeleeHaste, GetRangedHaste, UnitSpellHaste = 
	select, GetAuctionItemClasses, GetAuctionItemSubClasses, GetExpertise, GetCombatRatingBonus, GetHitModifier, GetSpellHitModifier, GetMeleeHaste, GetRangedHaste, UnitSpellHaste
local GetCritChance, GetSpellCritChance, GetRangedCritChance, GetQuestLogChoiceInfo, GetQuestLogRewardInfo, GetQuestLogItemLink, GetQuestItemLink, GetQuestItemInfo, GetNumBankSlots = 
	GetCritChance, GetSpellCritChance, GetRangedCritChance, GetQuestLogChoiceInfo, GetQuestLogRewardInfo, GetQuestLogItemLink, GetQuestItemLink, GetQuestItemInfo, GetNumBankSlots
local GetContainerItemLink, BANK_CONTAINER_INVENTORY_OFFSET, EQUIPPED_FIRST, EQUIPPED_LAST, NUM_BANKGENERIC_SLOTS, BACKPACK_CONTAINER = 
	GetContainerItemLink, BANK_CONTAINER_INVENTORY_OFFSET,EQUIPPED_FIRST, EQUIPPED_LAST, NUM_BANKGENERIC_SLOTS, BACKPACK_CONTAINER
local UnitClass, GetInventoryItemLink, GetItemInfo, UnitLevel, GetInventoryItemID, GetCreateTable, QueueInvocation, strformat, RegisterReaction, RegisterFunctionReaction, RegisterMemberFunctionReaction, RegisterStopwatchReaction, TryGetCacheReaction, ListContains, PackStrings = 
		UnitClass, GetInventoryItemLink, GetItemInfo, UnitLevel, GetInventoryItemID, DGV.GetCreateTable, DGV.QueueInvocation, string.format, DGV.RegisterReaction, DGV.RegisterFunctionReaction, DGV.RegisterMemberFunctionReaction, DGV.RegisterStopwatchReaction, DGV.TryGetCacheReaction, DGV.ListContains, DGV.PackStrings
local BeginAutoroutine, InterruptAutoroutine, YieldAutoroutine, tPool, DoOutOfCombat, GetRunningAutoroutine = 
	DGV.BeginAutoroutine, DGV.InterruptAutoroutine, DGV.YieldAutoroutine, DGV.tPool, DGV.DoOutOfCombat, DGV.GetRunningAutoroutine
		
function GA:Initialize()
	--[[Dump: value=GetAuctionItemSubClasses(1)
	[1]="One-Handed Axes",
	[2]="Two-Handed Axes",
	[3]="Bows",
	[4]="Guns",
	[5]="One-Handed Maces",
	[6]="Two-Handed Maces",
	[7]="Polearms",
	[8]="One-Handed Swords",
	[9]="Two-Handed Swords",
	[10]="Staves",
	[11]="Fist Weapons",
	[12]="Miscellaneous",
	[13]="Daggers",
	[14]="Thrown",
	[15]="Crossbows",
	[16]="Wands",
	[17]="Fishing Poles"]]
	
	--[[Dump: value=GetAuctionItemSubClasses(2)
	[1]="Miscellaneous",
	[2]="Cloth",
	[3]="Leather",
	[4]="Mail",
	[5]="Plate",
	[6]="Cosmetic",
	[7]="Shields"]]
	local ITEM_CLASS_WEAPON, ITEM_CLASS_ARMOR = 1, 2
	local ARMOR_SUBCLASS_COSMETIC, ARMOR_SUBCLASS_SHIELDS = 6, 7
	local WEAPON_SUBCLASS_FISHING_POLE = 17
	local WEAPON_SUBCLASS_BOW, WEAPON_SUBCLASS_GUN, WEAPON_SUBCLASS_CROSSBOW = 3, 4, 15
	local WEAPON_SUBCLASS_POLEARMS, WEAPON_SUBCLASS_STAVES = 7, 10 
	local WEAPON_SUBCLASS_TWO_HANDED_AXES, WEAPON_SUBCLASS_TWO_HANDED_MACES, WEAPON_SUBCLASS_TWO_HANDED_SWORDS = 2, 6, 9
	
	local scoring = {
		["DEATHKNIGHT:1"] = "ARMOR_SPECIALIZATION_STAT,STA:ITEM_CLASS_WEAPON,1,2,5,6,7,8,9:ITEM_CLASS_ARMOR,1,2,3,4,5:XP_BONUS,1000000:DPS,0.2:STR,1:STA,0.8:MASTERY_RATING,0.64:STR,1:MULTISTRIKE_RATING,0.6:VERSATILITY_RATING,0.45:ARMOR,0.7:ARMOR_BONUS,.95:MELEE_CRIT_RATING,0.4:AP,0.2:AVOIDANCE_RATING,0.1:LEECH_RATING,0.05",
		["DEATHKNIGHT:1:PVP"] =  "ARMOR_SPECIALIZATION_STAT,STA:ITEM_CLASS_WEAPON,1,2,5,6,7,8,9:ITEM_CLASS_ARMOR,1,2,3,4,5:XP_BONUS,1000000:DPS,0.2:STR,1:STA,0.8:MASTERY_RATING,0.64:STR,1:MULTISTRIKE_RATING,0.6:VERSATILITY_RATING,0.45:ARMOR,0.7:ARMOR_BONUS,.95:MELEE_CRIT_RATING,0.4:AP,0.2:AVOIDANCE_RATING,0.1:LEECH_RATING,0.05",
		["DEATHKNIGHT:2"] = "ARMOR_SPECIALIZATION_STAT,STR:ITEM_CLASS_WEAPON,1,2,5,6,7,8,9:ITEM_CLASS_ARMOR,1,2,3,4,5:XP_BONUS,1000000:DPS,9.7:DPS|MAIN,6.1:DPS|OFF,2.95:STR,5.9:MULTISTRIKE_RATING,2.5:VERSATILITY_RATING,2.4:MASTERY_RATING,2.8:MELEE_HASTE_RATING,1.8:AP,4.35:MELEE_CRIT_RATING,2:ARMOR,0.01",
		["DEATHKNIGHT:2:PVP"] = "ARMOR_SPECIALIZATION_STAT,STR:ITEM_CLASS_WEAPON,1,2,5,6,7,8,9:ITEM_CLASS_ARMOR,1,2,3,4,5:XP_BONUS,1000000:DPS,9.7:DPS|MAIN,6.1:DPS|OFF,2.95:STR,5.9:MULTISTRIKE_RATING,2.5:VERSATILITY_RATING,2.4:MASTERY_RATING,2.8:MELEE_HASTE_RATING,1.8:AP,4.35:MELEE_CRIT_RATING,2:ARMOR,0.01",
		["DEATHKNIGHT:3"] = "ARMOR_SPECIALIZATION_STAT,STR:ITEM_CLASS_WEAPON,1,2,5,6,7,8,9:ITEM_CLASS_ARMOR,1,2,3,4,5:XP_BONUS,1000000:DPS,4.7:STR,6.3:MULTISTRIKE_RATING,3.4:VERSATILITY_RATING,2.5:MELEE_HASTE_RATING,2.1:MELEE_CRIT_RATING,2.65:AP,6.3:MASTERY_RATING,3.5:ARMOR,0.01",
		["DEATHKNIGHT:3:PVP"] = "ARMOR_SPECIALIZATION_STAT,STR:ITEM_CLASS_WEAPON,1,2,5,6,7,8,9:ITEM_CLASS_ARMOR,1,2,3,4,5:XP_BONUS,1000000:DPS,4.7:STR,6.3:MULTISTRIKE_RATING,3.4:VERSATILITY_RATING,2.5:MELEE_HASTE_RATING,2.1:MELEE_CRIT_RATING,2.65:AP,6.3:MASTERY_RATING,3.5:ARMOR,0.01",
		["MONK:1"] = "ARMOR_SPECIALIZATION_STAT,STA:ITEM_CLASS_WEAPON,1,5,7,8,10,11:ITEM_CLASS_ARMOR,1,2,3:XP_BONUS,1000000:DPS,1.6:DPS|MAIN,1.28:DPS|OFF,0.64:AGI,0.95:MULTISTRIKE_RATING,0.65:VERSATILITY_RATING,0.7:MELEE_HASTE_RATING,0.45:MELEE_CRIT_RATING,0.59:ARMOR,1.6:MASTERY_RATING,1.05:LEECH_RATING,0.05:AVOIDANCE_RATING,0.1:AP,0.2:STA,0.8",
		["MONK:1:PVP"] = "ARMOR_SPECIALIZATION_STAT,STA:ITEM_CLASS_WEAPON,1,5,7,8,10,11:ITEM_CLASS_ARMOR,1,2,3:XP_BONUS,1000000:DPS,1.6:DPS|MAIN,1.28:DPS|OFF,0.64:AGI,0.95:MULTISTRIKE_RATING,0.65:VERSATILITY_RATING,0.7:MELEE_HASTE_RATING,0.45:MELEE_CRIT_RATING,0.59:ARMOR,1.6:MASTERY_RATING,1.05:LEECH_RATING,0.05:AVOIDANCE_RATING,0.1:AP,0.2:STA,0.8",
		["MONK:2"] = "ARMOR_SPECIALIZATION_STAT,INT:ITEM_CLASS_WEAPON,1,5,7,8,10,11:ITEM_CLASS_ARMOR,1,2,3:XP_BONUS,1000000:INT,2:SPELL_POWER,1.8:SPI,1.2:SPELL_HASTE_RATING,0.9:SPELL_CRIT_RATING,1:MASTERY_RATING,0.7:MULTISTRIKE_RATING,1.1:VERSATILITY_RATING,0.8:ARMOR,0.01:DPS,0.01",
		["MONK:2:PVP"] = "ARMOR_SPECIALIZATION_STAT,INT:ITEM_CLASS_WEAPON,1,5,7,8,10,11:ITEM_CLASS_ARMOR,1,2,3:XP_BONUS,1000000:INT,2:SPELL_POWER,1.8:SPI,1.2:SPELL_HASTE_RATING,0.9:SPELL_CRIT_RATING,1:MASTERY_RATING,0.7:MULTISTRIKE_RATING,1.1:VERSATILITY_RATING,0.8:ARMOR,0.01:DPS,0.01",
		["MONK:3"] = "ARMOR_SPECIALIZATION_STAT,AGI:ITEM_CLASS_WEAPON,1,5,7,8,10,11:ITEM_CLASS_ARMOR,1,2,3:XP_BONUS,1000000:DPS,14.9:DPS|MAIN,12.9:DPS|OFF,6.6:MULTISTRIKE_RATING,3.15:AGI,6:VERSATILITY_RATING,2.7:MELEE_HASTE_RATING,2.55:MELEE_CRIT_RATING,2.8:MASTERY_RATING,1.55:AP,5.5:ARMOR,0.01",
		["MONK:3:PVP"] = "ARMOR_SPECIALIZATION_STAT,AGI:ITEM_CLASS_WEAPON,1,5,7,8,10,11:ITEM_CLASS_ARMOR,1,2,3:XP_BONUS,1000000:DPS,14.9:DPS|MAIN,12.9:DPS|OFF,6.6:MULTISTRIKE_RATING,3.15:AGI,6:VERSATILITY_RATING,2.7:MELEE_HASTE_RATING,2.55:MELEE_CRIT_RATING,2.8:MASTERY_RATING,1.55:AP,5.5:ARMOR,0.01",
		["WARRIOR:1"] = "ARMOR_SPECIALIZATION_STAT,STR:ITEM_CLASS_WEAPON,1,2,5,6,7,8,9,10,11,13:ITEM_CLASS_ARMOR,1,2,3,4,5|40,7:XP_BONUS,1000000:DPS,14.5:STR,4.9:MULTISTRIKE_RATING,2.25:VERSATILITY_RATING,2.45:MELEE_CRIT_RATING,2.5:AP,4.45:MASTERY_RATING,2.15:MELEE_HASTE_RATING,2:ARMOR,0.01",
		["WARRIOR:1:PVP"] = "ARMOR_SPECIALIZATION_STAT,STR:ITEM_CLASS_WEAPON,1,2,5,6,7,8,9,10,11,13:ITEM_CLASS_ARMOR,1,2,3,4,5|40,7:XP_BONUS,1000000:DPS,14.5:STR,4.9:MULTISTRIKE_RATING,2.25:VERSATILITY_RATING,2.45:MELEE_CRIT_RATING,2.5:AP,4.45:MASTERY_RATING,2.15:MELEE_HASTE_RATING,2:ARMOR,0.01",
		["WARRIOR:2"] = "ARMOR_SPECIALIZATION_STAT,STR:ITEM_CLASS_WEAPON,1,2,5,6,7,8,9,10,11,13:ITEM_CLASS_ARMOR,1,2,3,4,5|40,7:XP_BONUS,1000000:DPS,9.1:DPS|MAIN,9.1:DPS|OFF,7.75:STR,4.85:MULTISTRIKE_RATING,2.65:VERSATILITY_RATING,2.2:MELEE_CRIT_RATING,2.8:MASTERY_RATING,2.75:MELEE_HASTE_RATING,2.55:AP,4.4:ARMOR,0.01",
		["WARRIOR:2:PVP"] = "ARMOR_SPECIALIZATION_STAT,STR:ITEM_CLASS_WEAPON,1,2,5,6,7,8,9,10,11,13:ITEM_CLASS_ARMOR,1,2,3,4,5|40,7:XP_BONUS,1000000:DPS,9.1:DPS|MAIN,9.1:DPS|OFF,7.75:STR,4.85:MULTISTRIKE_RATING,2.65:VERSATILITY_RATING,2.2:MELEE_CRIT_RATING,2.8:MASTERY_RATING,2.75:MELEE_HASTE_RATING,2.55:AP,4.4:ARMOR,0.01",
		["WARRIOR:3"] = "ARMOR_SPECIALIZATION_STAT,STA:ITEM_CLASS_WEAPON,1,2,5,6,7,8,9,10,11,13:ITEM_CLASS_ARMOR,1,2,3,4,5|40,7:XP_BONUS,1000000:DPS,5.0:STA,0.75:MASTERY_RATING,0.55:STR,0.65:AVOIDANCE_RATING,0.1:MULTISTRIKE_RATING,0.35:ARMOR,0.85:ARMOR_BONUS,1:MELEE_HASTE_RATING,0.25:MELEE_CRIT_RATING,0.6:AP,0.3:LEECH_RATING,0.05",
		["WARRIOR:3:PVP"] = "ARMOR_SPECIALIZATION_STAT,STA:ITEM_CLASS_WEAPON,1,2,5,6,7,8,9,10,11,13:ITEM_CLASS_ARMOR,1,2,3,4,5|40,7:XP_BONUS,1000000:DPS,5.0:STA,0.75:MASTERY_RATING,0.55:STR,0.65:AVOIDANCE_RATING,0.1:MULTISTRIKE_RATING,0.35:ARMOR,0.85:ARMOR_BONUS,1:MELEE_HASTE_RATING,0.25:MELEE_CRIT_RATING,0.6:AP,0.3:LEECH_RATING,0.05",
		["PALADIN:1"] = "ARMOR_SPECIALIZATION_STAT,INT:ITEM_CLASS_WEAPON,1,2,5,6,7,8,9:ITEM_CLASS_ARMOR,1,2,3,4,5|40,7:XP_BONUS,1000000:INT,2:SPELL_POWER,1.8:SPI,1.2:MASTERY_RATING,1.1:SPELL_CRIT_RATING,0.9:SPELL_HASTE_RATING,1.0:MULTISTRIKE_RATING,0.8:VERSATILITY_RATING,0.7:ARMOR,0.01:DPS,0.01",
		["PALADIN:1:PVP"] = "ARMOR_SPECIALIZATION_STAT,INT:ITEM_CLASS_WEAPON,1,2,5,6,7,8,9:ITEM_CLASS_ARMOR,1,2,3,4,5|40,7:XP_BONUS,1000000:INT,2:SPELL_POWER,1.8:SPI,1.2:MASTERY_RATING,1.1:SPELL_CRIT_RATING,0.9:SPELL_HASTE_RATING,1.0:MULTISTRIKE_RATING,0.8:VERSATILITY_RATING,0.7:ARMOR,0.01:DPS,0.01",
		["PALADIN:2"] = "ARMOR_SPECIALIZATION_STAT,STA:ITEM_CLASS_WEAPON,1,2,5,6,7,8,9:ITEM_CLASS_ARMOR,1,2,3,4,5|40,7:XP_BONUS,1000000:DPS,0.2:STA,0.75:VERSATILITY_RATING,0.46:MULTISTRIKE_RATING,0.4:MASTERY_RATING,0.6:ARMOR,0.6:ARMOR_BONUS,1:MELEE_HASTE_RATING,0.35:STR,0.75:AVOIDANCE_RATING,0.1:LEECH_RATING,0.05:AP,0.2",
		["PALADIN:2:PVP"] = "ARMOR_SPECIALIZATION_STAT,STA:ITEM_CLASS_WEAPON,1,2,5,6,7,8,9:ITEM_CLASS_ARMOR,1,2,3,4,5|40,7:XP_BONUS,1000000:DPS,0.2:STA,0.75:VERSATILITY_RATING,0.46:MULTISTRIKE_RATING,0.4:MASTERY_RATING,0.6:ARMOR,0.6:ARMOR_BONUS,1:MELEE_HASTE_RATING,0.35:STR,0.75:AVOIDANCE_RATING,0.1:LEECH_RATING,0.05:AP,0.2",
		["PALADIN:3"] = "ARMOR_SPECIALIZATION_STAT,STR:ITEM_CLASS_WEAPON,1,2,5,6,7,8,9:ITEM_CLASS_ARMOR,1,2,3,4,5|40,7:XP_BONUS,1000000:DPS,12.45:STR,5.55:MULTISTRIKE_RATING,37:VERSATILITY_RATING,2.5:MELEE_HASTE_RATING,3:MASTERY_RATING,3.05:AP,5.05:MELEE_CRIT_RATING,2.65:ARMOR,0.01",
		["PALADIN:3:PVP"] = "ARMOR_SPECIALIZATION_STAT,STR:ITEM_CLASS_WEAPON,1,2,5,6,7,8,9:ITEM_CLASS_ARMOR,1,2,3,4,5|40,7:XP_BONUS,1000000:DPS,12.45:STR,5.55:MULTISTRIKE_RATING,37:VERSATILITY_RATING,2.5:MELEE_HASTE_RATING,3:MASTERY_RATING,3.05:AP,5.05:MELEE_CRIT_RATING,2.65:ARMOR,0.01",
		["DRUID:1"] = "ARMOR_SPECIALIZATION_STAT,INT:ITEM_CLASS_WEAPON,5,6,7,10,11,12,13:ITEM_CLASS_ARMOR,1,2,3:XP_BONUS,1000000:INT,5.8:MULTISTRIKE_RATING,2.95:SPELL_POWER,5.3:SPELL_HASTE_RATING,3:SPELL_CRIT_RATING,3.1:MASTERY_RATING,2.9:VERSATILITY_RATING,2.55:ARMOR,0.01:DPS,0.01",
		["DRUID:1:PVP"] = "ARMOR_SPECIALIZATION_STAT,INT:ITEM_CLASS_WEAPON,5,6,7,10,11,12,13:ITEM_CLASS_ARMOR,1,2,3:XP_BONUS,1000000:INT,5.8:MULTISTRIKE_RATING,2.95:SPELL_POWER,5.3:SPELL_HASTE_RATING,3:SPELL_CRIT_RATING,3.1:MASTERY_RATING,2.9:VERSATILITY_RATING,2.55:ARMOR,0.01:DPS,0.01",
		["DRUID:2"] = "ARMOR_SPECIALIZATION_STAT,AGI:ITEM_CLASS_WEAPON,5,6,7,10,11,12,13:ITEM_CLASS_ARMOR,1,2,3:XP_BONUS,1000000:DPS,6.25:AGI,6.65:AP,6.05:VERSATILITY_RATING,2.75:MULTISTRIKE_RATING,2.5:MASTERY_RATING,2.6:MELEE_CRIT_RATING,3.45:MELEE_HASTE_RATING,2.05:ARMOR,0.01",
		["DRUID:2:PVP"] = "ARMOR_SPECIALIZATION_STAT,AGI:ITEM_CLASS_WEAPON,5,6,7,10,11,12,13:ITEM_CLASS_ARMOR,1,2,3:XP_BONUS,1000000:DPS,6.25:AGI,6.65:AP,6.05:VERSATILITY_RATING,2.75:MULTISTRIKE_RATING,2.5:MASTERY_RATING,2.6:MELEE_CRIT_RATING,3.45:MELEE_HASTE_RATING,2.05:ARMOR,0.01",
		["DRUID:3"] = "ARMOR_SPECIALIZATION_STAT,STA:ITEM_CLASS_WEAPON,5,6,7,10,11,12,13:ITEM_CLASS_ARMOR,1,2,3:XP_BONUS,1000000:DPS,0.2:AGI,0.75:STA,0.8:MELEE_CRIT_RATING,0.5:VERSATILITY_RATING,0.55:MULTISTRIKE_RATING,0.4:MASTERY_RATING,0.7:AVOIDANCE_RATING,0.1:MELEE_HASTE_RATING,0.35:ARMOR,2:ARMOR_BONUS,1:AP,0.2:LEECH_RATING,0.05",
		["DRUID:3:PVP"] = "ARMOR_SPECIALIZATION_STAT,STA:ITEM_CLASS_WEAPON,5,6,7,10,11,12,13:ITEM_CLASS_ARMOR,1,2,3:XP_BONUS,1000000:DPS,0.2:AGI,0.75:STA,0.8:MELEE_CRIT_RATING,0.5:VERSATILITY_RATING,0.55:MULTISTRIKE_RATING,0.4:MASTERY_RATING,0.7:AVOIDANCE_RATING,0.1:MELEE_HASTE_RATING,0.35:ARMOR,2:ARMOR_BONUS,1:AP,0.2:LEECH_RATING,0.05",
		["DRUID:4"] = "ARMOR_SPECIALIZATION_STAT,INT:ITEM_CLASS_WEAPON,5,6,7,10,11,12,13:ITEM_CLASS_ARMOR,1,2,3:XP_BONUS,1000000:INT,2:SPELL_POWER,1.8:SPELL_HASTE_RATING,1.1:SPI,1.2:MASTERY_RATING,1:SPELL_CRIT_RATING,0.8:MULTISTRIKE_RATING,0.9:VERSATILITY_RATING,0.7:ARMOR,0.01:DPS,0.01",
		["DRUID:4:PVP"] = "ARMOR_SPECIALIZATION_STAT,INT:ITEM_CLASS_WEAPON,5,6,7,10,11,12,13:ITEM_CLASS_ARMOR,1,2,3:XP_BONUS,1000000:INT,2:SPELL_POWER,1.8:SPELL_HASTE_RATING,1.1:SPI,1.2:MASTERY_RATING,1:SPELL_CRIT_RATING,0.8:MULTISTRIKE_RATING,0.9:VERSATILITY_RATING,0.7:ARMOR,0.01:DPS,0.01",
		["ROGUE:1"] = "ARMOR_SPECIALIZATION_STAT,AGI:ITEM_CLASS_WEAPON,13:ITEM_CLASS_ARMOR,1,2,3:XP_BONUS,1000000:DPS,4.8:DPS|MAIN,4.8:DPS|OFF,1.4:AGI,5.6:MULTISTRIKE_RATING,2.25:VERSATILITY_RATING,2.2:MASTERY_RATING,2.75:MELEE_HASTE_RATING,1.85:AP,5.1:MELEE_CRIT_RATING,2.7:ARMOR,0.01",
		["ROGUE:1:PVP"] = "ARMOR_SPECIALIZATION_STAT,AGI:ITEM_CLASS_WEAPON,13:ITEM_CLASS_ARMOR,1,2,3:XP_BONUS,1000000:DPS,4.8:DPS|MAIN,4.8:DPS|OFF,1.4:AGI,5.6:MULTISTRIKE_RATING,2.25:VERSATILITY_RATING,2.2:MASTERY_RATING,2.75:MELEE_HASTE_RATING,1.85:AP,5.1:MELEE_CRIT_RATING,2.7:ARMOR,0.01",
		["ROGUE:2"] = "ARMOR_SPECIALIZATION_STAT,AGI:ITEM_CLASS_WEAPON,1,5,8,11,13:ITEM_CLASS_ARMOR,1,2,3:XP_BONUS,1000000:DPS,5.15:DPS|MAIN,5.15:DPS|OFF,2.77:AGI,5.75:MULTISTRIKE_RATING,2.5:VERSATILITY_RATING,2.4:MELEE_HASTE_RATING,2.55:MASTERY_RATING,2.2:MELEE_CRIT_RATING,2.35:AP,5.2:ARMOR,0.01",
		["ROGUE:2:PVP"] = "ARMOR_SPECIALIZATION_STAT,AGI:ITEM_CLASS_WEAPON,1,5,8,11,13:ITEM_CLASS_ARMOR,1,2,3:XP_BONUS,1000000:DPS,5.15:DPS|MAIN,5.15:DPS|OFF,2.77:AGI,5.75:MULTISTRIKE_RATING,2.5:VERSATILITY_RATING,2.4:MELEE_HASTE_RATING,2.55:MASTERY_RATING,2.2:MELEE_CRIT_RATING,2.35:AP,5.2:ARMOR,0.01",
		["ROGUE:3"] = "ARMOR_SPECIALIZATION_STAT,AGI:ITEM_CLASS_WEAPON,13:ITEM_CLASS_ARMOR,1,2,3:XP_BONUS,1000000:DPS,5.95:DPS|MAIN,5.95:DPS|OFF,1.2:AGI,5.85:MULTISTRIKE_RATING,2.7:VERSATILITY_RATING,2.35:MASTERY_RATING,2.65:MELEE_HASTE_RATING,1.6:AP,4.6:MELEE_CRIT_RATING,2.4:ARMOR,0.01",
		["ROGUE:3:PVP"] = "ARMOR_SPECIALIZATION_STAT,AGI:ITEM_CLASS_WEAPON,13:ITEM_CLASS_ARMOR,1,2,3:XP_BONUS,1000000:DPS,5.95:DPS|MAIN,5.95:DPS|OFF,1.2:AGI,5.85:MULTISTRIKE_RATING,2.7:VERSATILITY_RATING,2.35:MASTERY_RATING,2.65:MELEE_HASTE_RATING,1.6:AP,4.6:MELEE_CRIT_RATING,2.4:ARMOR,0.01",
		["SHAMAN:1"] = "ARMOR_SPECIALIZATION_STAT,INT:ITEM_CLASS_WEAPON,1,2,5,6,10,11,13:ITEM_CLASS_ARMOR,1,2,3,4|40,7:XP_BONUS,1000000:INT,4.9:SPELL_POWER,4.45:MULTISTRIKE_RATING,3.5:SPELL_HASTE_RATING,2.45:MASTERY_RATING,2.3:SPELL_CRIT_RATING,2.5:VERSATILITY_RATING,2.15:ARMOR,0.01:DPS,0.01",
		["SHAMAN:1:PVP"] = "ARMOR_SPECIALIZATION_STAT,INT:ITEM_CLASS_WEAPON,1,2,5,6,10,11,13:ITEM_CLASS_ARMOR,1,2,3,4|40,7:XP_BONUS,1000000:INT,4.9:SPELL_POWER,4.45:MULTISTRIKE_RATING,3.5:SPELL_HASTE_RATING,2.45:MASTERY_RATING,2.3:SPELL_CRIT_RATING,2.5:VERSATILITY_RATING,2.15:ARMOR,0.01:DPS,0.01",
		["SHAMAN:2"] = "ARMOR_SPECIALIZATION_STAT,AGI:ITEM_CLASS_WEAPON,1,5,11,13:ITEM_CLASS_ARMOR,1,2,3,4|40,7:XP_BONUS,1000000:DPS,3.3:DPS|MAIN,3.3:DPS|OFF,2.45:AGI,5.4:MULTISTRIKE_RATING,2.05:VERSATILITY_RATING,2:MELEE_HASTE_RATING,2.6:MASTERY_RATING,2.15:MELEE_CRIT_RATING,2.1:STR,2.5:AP,2.4:ARMOR,0.01",
		["SHAMAN:2:PVP"] = "ARMOR_SPECIALIZATION_STAT,AGI:ITEM_CLASS_WEAPON,1,5,11,13:ITEM_CLASS_ARMOR,1,2,3,4|40,7:XP_BONUS,1000000:DPS,3.3:DPS|MAIN,3.3:DPS|OFF,2.45:AGI,5.4:MULTISTRIKE_RATING,2.05:VERSATILITY_RATING,2:MELEE_HASTE_RATING,2.6:MASTERY_RATING,2.15:MELEE_CRIT_RATING,2.1:STR,2.5:AP,2.4:ARMOR,0.01",
		["SHAMAN:3"] = "ARMOR_SPECIALIZATION_STAT,INT:ITEM_CLASS_WEAPON,1,2,5,6,10,11,13:ITEM_CLASS_ARMOR,1,2,3,4|40,7:XP_BONUS,1000000:INT,2:SPELL_POWER,1.8:SPI,1.2:MULTISTRIKE_RATING,0.8:MASTERY_RATING,1.1:SPELL_CRIT_RATING,0.9:VERSATILITY_RATING,0.7:ARMOR,0.01:DPS,0.01",
		["SHAMAN:3:PVP"] = "ARMOR_SPECIALIZATION_STAT,INT:ITEM_CLASS_WEAPON,1,2,5,6,10,11,13:ITEM_CLASS_ARMOR,1,2,3,4|40,7:XP_BONUS,1000000:INT,2:SPELL_POWER,1.8:SPI,1.2:MULTISTRIKE_RATING,0.8:MASTERY_RATING,1.1:SPELL_CRIT_RATING,0.9:VERSATILITY_RATING,0.7:ARMOR,0.01:DPS,0.01",
		["HUNTER:1"] = "ARMOR_SPECIALIZATION_STAT,AGI:ITEM_CLASS_WEAPON,3,4,15:ITEM_CLASS_ARMOR,1,2,3,4|40:XP_BONUS,1000000:DPS,5.55:AGI,5.6:MULTISTRIKE_RATING,2.35:VERSATILITY_RATING,2.15:AP,5.1:RANGED_CRIT_RATING,2.25:RANGED_HASTE_RATING,2.2:MASTERY_RATING,2.1:ARMOR,0.01",
		["HUNTER:1:PVP"] = "ARMOR_SPECIALIZATION_STAT,AGI:ITEM_CLASS_WEAPON,3,4,15:ITEM_CLASS_ARMOR,1,2,3,4|40:XP_BONUS,1000000:DPS,5.55:AGI,5.6:MULTISTRIKE_RATING,2.35:VERSATILITY_RATING,2.15:AP,5.1:RANGED_CRIT_RATING,2.25:RANGED_HASTE_RATING,2.2:MASTERY_RATING,2.1:ARMOR,0.01",
		["HUNTER:2"] = "ARMOR_SPECIALIZATION_STAT,AGI:ITEM_CLASS_WEAPON,3,4,15:ITEM_CLASS_ARMOR,1,2,3,4|40:XP_BONUS,1000000:DPS,14.75:AGI,5.65:MULTISTRIKE_RATING,2.45:VERSATILITY_RATING,2.4:RANGED_CRIT_RATING,3:RANGED_HASTE_RATING,2.35:AP,5.15:MASTERY_RATING,2.5:ARMOR,0.01",
		["HUNTER:2:PVP"] = "ARMOR_SPECIALIZATION_STAT,AGI:ITEM_CLASS_WEAPON,3,4,15:ITEM_CLASS_ARMOR,1,2,3,4|40:XP_BONUS,1000000:DPS,14.75:AGI,5.65:MULTISTRIKE_RATING,2.45:VERSATILITY_RATING,2.4:RANGED_CRIT_RATING,3:RANGED_HASTE_RATING,2.35:AP,5.15:MASTERY_RATING,2.5:ARMOR,0.01",
		["HUNTER:3"] = "ARMOR_SPECIALIZATION_STAT,AGI:ITEM_CLASS_WEAPON,3,4,15:ITEM_CLASS_ARMOR,1,2,3,4|40:XP_BONUS,1000000:DPS,4.75:AGI,6.25:MULTISTRIKE_RATING,2.95:VERSATILITY_RATING,2.3:AP,5.65:RANGED_CRIT_RATING,2.4:RANGED_HASTE_RATING,1.25:MASTERY_RATING,1.9:ARMOR,0.01",
		["HUNTER:3:PVP"] = "ARMOR_SPECIALIZATION_STAT,AGI:ITEM_CLASS_WEAPON,3,4,15:ITEM_CLASS_ARMOR,1,2,3,4|40:XP_BONUS,1000000:DPS,4.75:AGI,6.25:MULTISTRIKE_RATING,2.95:VERSATILITY_RATING,2.3:AP,5.65:RANGED_CRIT_RATING,2.4:RANGED_HASTE_RATING,1.25:MASTERY_RATING,1.9:ARMOR,0.01",
		["MAGE:1"] = "ITEM_CLASS_WEAPON,8,10,12,13,16:ITEM_CLASS_ARMOR,1,2:XP_BONUS,1000000:INT,5.25:SPELL_POWER,4.8:MULTISTRIKE_RATING,2.5:MASTERY_RATING,3.15:SPELL_HASTE_RATING,2.7:SPELL_CRIT_RATING,2.4:VERSATILITY_RATING,2.3:ARMOR,0.01:DPS,0.01",
		["MAGE:1:PVP"] = "ITEM_CLASS_WEAPON,8,10,12,13,16:ITEM_CLASS_ARMOR,1,2:XP_BONUS,1000000:INT,5.25:SPELL_POWER,4.8:MULTISTRIKE_RATING,2.5:MASTERY_RATING,3.15:SPELL_HASTE_RATING,2.7:SPELL_CRIT_RATING,2.4:VERSATILITY_RATING,2.3:ARMOR,0.01:DPS,0.01",
		["MAGE:2"] = "ITEM_CLASS_WEAPON,8,10,12,13,16:ITEM_CLASS_ARMOR,1,2:XP_BONUS,1000000:INT,4.8:MULTISTRIKE_RATING,2.6:SPELL_POWER,4.35:SPELL_CRIT_RATING,2.7:SPELL_HASTE_RATING,2.65:MASTERY_RATING,3.5:VERSATILITY_RATING,2.05:ARMOR,0.01:DPS,0.01",
		["MAGE:2:PVP"] = "ITEM_CLASS_WEAPON,8,10,12,13,16:ITEM_CLASS_ARMOR,1,2:XP_BONUS,1000000:INT,4.8:MULTISTRIKE_RATING,2.6:SPELL_POWER,4.35:SPELL_CRIT_RATING,2.7:SPELL_HASTE_RATING,2.65:MASTERY_RATING,3.5:VERSATILITY_RATING,2.05:ARMOR,0.01:DPS,0.01",
		["MAGE:3"] = "ITEM_CLASS_WEAPON,8,10,12,13,16:ITEM_CLASS_ARMOR,1,2:XP_BONUS,1000000:INT,5.5:SPELL_POWER,5:MULTISTRIKE_RATING,3.55:SPELL_HASTE_RATING,2.2:SPELL_CRIT_RATING,2.7,0.33,2:MASTERY_RATING,2.4:VERSATILITY_RATING,2.8:ARMOR,0.01:DPS,0.01",
		["MAGE:3:PVP"] = "ITEM_CLASS_WEAPON,8,10,12,13,16:ITEM_CLASS_ARMOR,1,2:XP_BONUS,1000000:INT,5.5:SPELL_POWER,5:MULTISTRIKE_RATING,3.55:SPELL_HASTE_RATING,2.2:SPELL_CRIT_RATING,2.7,0.33,2:MASTERY_RATING,2.4:VERSATILITY_RATING,2.8:ARMOR,0.01:DPS,0.01",
		["PRIEST:1"] = "ITEM_CLASS_WEAPON,10,13,5,16:ITEM_CLASS_ARMOR,1,2:XP_BONUS,1000000:INT,2:SPELL_POWER,1.8:SPI,1.2:SPELL_HASTE_RATING,1:SPELL_CRIT_RATING,1.1:MASTERY_RATING,0.9:MULTISTRIKE_RATING,0.7:VERSATILITY_RATING,0.8:ARMOR,0.01:DPS,0.01",
		["PRIEST:1:PVP"] = "ITEM_CLASS_WEAPON,10,13,5,16:ITEM_CLASS_ARMOR,1,2:XP_BONUS,1000000:INT,2:SPELL_POWER,1.8:SPI,1.2:SPELL_HASTE_RATING,1:SPELL_CRIT_RATING,1.1:MASTERY_RATING,0.9:MULTISTRIKE_RATING,0.7:VERSATILITY_RATING,0.8:ARMOR,0.01:DPS,0.01",
		["PRIEST:2"] = "ITEM_CLASS_WEAPON,10,13,5,16:ITEM_CLASS_ARMOR,1,2:XP_BONUS,1000000:INT,2:SPELL_POWER,1.8:SPI,1.2:SPELL_HASTE_RATING,1:SPELL_CRIT_RATING,0.9:MASTERY_RATING,0.8:MULTISTRIKE_RATING,1.1:VERSATILITY_RATING,0.7:ARMOR,0.01:DPS,0.01",
		["PRIEST:2:PVP"] = "ITEM_CLASS_WEAPON,10,13,5,16:ITEM_CLASS_ARMOR,1,2:XP_BONUS,1000000:INT,2:SPELL_POWER,1.8:SPI,1.2:SPELL_HASTE_RATING,1:SPELL_CRIT_RATING,0.9:MASTERY_RATING,0.8:MULTISTRIKE_RATING,1.1:VERSATILITY_RATING,0.7:ARMOR,0.01:DPS,0.01",
		["PRIEST:3"] = "ITEM_CLASS_WEAPON,10,13,5,16:ITEM_CLASS_ARMOR,1,2:XP_BONUS,1000000:INT,4.9:SPELL_POWER,4.4:MULTISTRIKE_RATING,2.55:SPELL_HASTE_RATING,2.6:SPELL_CRIT_RATING,3.3:MASTERY_RATING,2.3:VERSATILITY_RATING,2.45:ARMOR,0.01:DPS,0.01",
		["PRIEST:3:PVP"] = "ITEM_CLASS_WEAPON,10,13,5,16:ITEM_CLASS_ARMOR,1,2:XP_BONUS,1000000:INT,4.9:SPELL_POWER,4.4:MULTISTRIKE_RATING,2.55:SPELL_HASTE_RATING,2.6:SPELL_CRIT_RATING,3.3:MASTERY_RATING,2.3:VERSATILITY_RATING,2.45:ARMOR,0.01:DPS,0.01",
		["WARLOCK:1"] = "ITEM_CLASS_WEAPON,8,10,12,13,16:ITEM_CLASS_ARMOR,1,2:XP_BONUS,1000000:INT,4.8:SPELL_POWER,4.4:MULTISTRIKE_RATING,2.35:MASTERY_RATING,2.9:SPELL_HASTE_RATING,2.65:SPELL_CRIT_RATING,2.4:VERSATILITY_RATING,2.3:ARMOR,0.01:DPS,0.01",
		["WARLOCK:1:PVP"] = "ITEM_CLASS_WEAPON,8,10,12,13,16:ITEM_CLASS_ARMOR,1,2:XP_BONUS,1000000:INT,4.8:SPELL_POWER,4.4:MULTISTRIKE_RATING,2.35:MASTERY_RATING,2.9:SPELL_HASTE_RATING,2.65:SPELL_CRIT_RATING,2.4:VERSATILITY_RATING,2.3:ARMOR,0.01:DPS,0.01",
		["WARLOCK:2"] = "ITEM_CLASS_WEAPON,8,10,12,13,16:ITEM_CLASS_ARMOR,1,2:XP_BONUS,1000000:INT,4.8:SPELL_POWER,4.4:MULTISTRIKE_RATING,2.5:MASTERY_RATING,2.4:SPELL_HASTE_RATING,2.45:SPELL_CRIT_RATING,2.2:VERSATILITY_RATING,2.1:ARMOR,0.01:DPS,0.01",
		["WARLOCK:2:PVP"] = "ITEM_CLASS_WEAPON,8,10,12,13,16:ITEM_CLASS_ARMOR,1,2:XP_BONUS,1000000:INT,4.8:SPELL_POWER,4.4:MULTISTRIKE_RATING,2.5:MASTERY_RATING,2.4:SPELL_HASTE_RATING,2.45:SPELL_CRIT_RATING,2.2:VERSATILITY_RATING,2.1:ARMOR,0.01:DPS,0.01",
		["WARLOCK:3"] = "ITEM_CLASS_WEAPON,8,10,12,13,16:ITEM_CLASS_ARMOR,1,2:XP_BONUS,1000000:INT,5:SPELL_POWER,4.55:MULTISTRIKE_RATING,2.3:SPELL_CRIT_RATING,2.7:SPELL_HASTE_RATING,2:MASTERY_RATING,2.25:VERSATILITY_RATING,2.15:ARMOR,0.01:DPS,0.01",
		["WARLOCK:3:PVP"] = "ITEM_CLASS_WEAPON,8,10,12,13,16:ITEM_CLASS_ARMOR,1,2:XP_BONUS,1000000:INT,5:SPELL_POWER,4.55:MULTISTRIKE_RATING,2.3:SPELL_CRIT_RATING,2.7:SPELL_HASTE_RATING,2:MASTERY_RATING,2.25:VERSATILITY_RATING,2.15:ARMOR,0.01:DPS,0.01",
		["tiebreaker"] = {{"ARMOR",1},{"DPS",1},{"STA",2}}
	}	
	local defaultLevelingSpec = {
		["DEATHKNIGHT"] = 1,
		["MONK"] = 3,
		["WARRIOR"] = 1,
		["PALADIN"] = 3,
		["DRUID"] = 2,
		["ROGUE"] = 1,
		["SHAMAN"] = 2,
		["HUNTER"] = 1,
		["MAGE"] = 1,
		["PRIEST"] = 3,
		["WARLOCK"] = 2
	}
	
	local SPELL_SCHOOL_HOLY = 2
	local SPELL_SCHOOL_FIRE = 3
	local SPELL_SCHOOL_NATURE = 4
	local SPELL_SCHOOL_FROST = 5
	local SPELL_SCHOOL_SHADOW = 6
	local SPELL_SCHOOL_ARCANE = 7
	local defaultSpellSchool = {
		["MONK:2"] = SPELL_SCHOOL_NATURE,
		["PALADIN:1"] = SPELL_SCHOOL_HOLY,
		["DRUID:1"] = SPELL_SCHOOL_NATURE,
		["DRUID:4"] = SPELL_SCHOOL_NATURE,
		["SHAMAN:1"] = SPELL_SCHOOL_NATURE,
		["SHAMAN:3"] = SPELL_SCHOOL_NATURE,
		["MAGE:1"] = SPELL_SCHOOL_ARCANE,
		["MAGE:2"] = SPELL_SCHOOL_FIRE,
		["MAGE:3"] = SPELL_SCHOOL_FROST,
		["PRIEST:1"] = SPELL_SCHOOL_HOLY,
		["PRIEST:2"] = SPELL_SCHOOL_HOLY,
		["PRIEST:3"] = SPELL_SCHOOL_SHADOW,
		["WARLOCK:1"] = SPELL_SCHOOL_SHADOW,
		["WARLOCK:2"] = SPELL_SCHOOL_SHADOW,
		["WARLOCK:3"] = SPELL_SCHOOL_SHADOW
	}
	
	--StatLogic:GetStatMod(stat, school, talentGroup, modTable, armorSpecOverride)
	local function sumStrength(sum, sumType, link, armorSpecOverride) return sum["STR"] and (sum["STR"] * StatLogic:GetStatMod("MOD_STR", nil, nil, nil, armorSpecOverride)) or 0 end
	local function sumAgility(sum, sumType, link, armorSpecOverride) return sum["AGI"] and (sum["AGI"] * StatLogic:GetStatMod("MOD_AGI", nil, nil, nil, armorSpecOverride)) or 0 end
	local function sumStamina(sum, sumType, link, armorSpecOverride) return sum["STA"] and (sum["STA"] * StatLogic:GetStatMod("MOD_STA", nil, nil, nil, armorSpecOverride)) or 0 end
	local function sumIntellect(sum, sumType, link, armorSpecOverride) return sum["INT"] and (sum["INT"] * StatLogic:GetStatMod("MOD_INT", nil, nil, nil, armorSpecOverride)) or 0 end
	local function sumSpirit(sum, sumType, link) return sum["SPI"] and (sum["SPI"] * StatLogic:GetStatMod("MOD_SPI")) or 0 end
	
	-- local function sumExpertise(sum, sumType, link, slot)
		-- local add = (slot~=INVSLOT_OFFHAND and sum["EXPERTISE"]) or 0 --exclude offhand for this calculation
		-- return StatLogic:GetEffectFromRating((sum["EXPERTISE_RATING"] or 0), "EXPERTISE_RATING")+add
	-- end
	local function sumMeleeAttackPower(sum, sumType, link) 
		local ap = sum["AP"] or 0 --deprecated 4.0.1 AFAIK
		ap = ap + StatLogic:GetAPFromStr(sumStrength(sum, sumType, link))
		ap = ap + StatLogic:GetAPFromAgi(sumAgility(sum, sumType, link))
	
		return ap * StatLogic:GetStatMod("MOD_AP")
	end
	-- local function sumSpellHit(sum, sumType, link, slot)
		-- local rating = sum["SPELL_HIT_RATING"] or 0
		-- local spi = sumSpirit(sum, sumType, link) 
		-- rating = rating + spi*StatLogic:GetStatMod("ADD_SPELL_HIT_RATING_MOD_SPI")
		-- local hit, _, ratingPerBonus = StatLogic:GetEffectFromRating(rating, "SPELL_HIT_RATING")
		-- local expertise = sumExpertise(sum, sumType, link, slot)
		-- hit = hit + expertise*StatLogic:GetStatMod("ADD_SPELL_HIT_MOD_EXPERTISE")
		-- return hit, ratingPerBonus
	-- end
	-- local function sumMeleeHit(sum, sumType, link)
		-- local rating = sum["MELEE_HIT_RATING"] or 0
		-- local spi = sumSpirit(sum, sumType, link) 
		-- rating = rating + spi*StatLogic:GetStatMod("ADD_SPELL_HIT_RATING_MOD_SPI")
		-- local bonus, _, ratingPerBonus = StatLogic:GetEffectFromRating(rating, "MELEE_HIT_RATING")
		-- return bonus, ratingPerBonus
	-- end
	local function sumMeleeCrit(sum, sumType, link) --GetCritFromAgi numbers don't seem right for monk.  No monk specs have crit cap before 1, se we can safely ignore this test failure.
		return StatLogic:GetCritFromAgi(sumAgility(sum, sumType, link))+StatLogic:GetEffectFromRating(sum["MELEE_CRIT_RATING"] or 0, "MELEE_CRIT_RATING")
	end
	local function sumMeleeHaste(sum, sumType, link)
		return StatLogic:GetEffectFromRating(sum["MELEE_HASTE_RATING"] or 0, "MELEE_HASTE_RATING")*StatLogic:GetStatMod("MOD_MELEE_HASTE")
	end
	local function sumMeleeDPS(sum, sumType, link, slot)
		local dps = sum["DPS"] or 0
		local ap = sumMeleeAttackPower(sum, sumType, link)
		if slot~=INVSLOT_OFFHAND then --exclude offhand for this calculation
			dps = dps + ap/ATTACK_POWER_MAGIC_NUMBER
		end
		dps = dps*StatLogic:GetStatMod("MOD_DMG")*StatLogic:GetStatMod("MOD_MELEE_HASTE")
		return dps
	end
	local function sumMastery(sum, sumType, link)
		local rating = sum["MASTERY_RATING"] or 0
		return StatLogic:GetEffectFromRating(rating, "MASTERY_RATING")*StatLogic:GetStatMod("MOD_MASTERY")
	end
	-- local function sumDodge(sum, sumType, link)
		-- local rating = sum["DODGE_RATING"] or 0
		-- return StatLogic:GetEffectFromRating(rating, "DODGE_RATING") + StatLogic:GetDodgeFromAgi(sumAgility(sum, sumType, link))
	-- end
	-- local function sumParry(sum, sumType, link)
		-- local rating = sum["PARRY_RATING"] or 0
		-- local str = sumStrength(sum, sumType, link)
		-- rating = rating + str*StatLogic:GetStatMod("ADD_PARRY_RATING_MOD_STR")
		-- return StatLogic:GetEffectFromRating(rating, "PARRY_RATING")
	-- end
	local function sumArmor(sum, sumType, link)
		return (sum["ARMOR"] or 0) * StatLogic:GetStatMod("MOD_ARMOR") + (sum["ARMOR_BONUS"] or 0)
	end
	
	--BASE_MISS_CHANCE_PHYSICAL
	--BASE_MISS_CHANCE_SPELL
	--DUAL_WIELD_HIT_PENALTY
	
	local orig_GetSpecialization
	local function GetSpecialization(...)
		if not orig_GetSpecialization then orig_GetSpecialization = _G.GetSpecialization end
		local spec = orig_GetSpecialization(...)
		if not spec and select("#", ...)==0 then return defaultLevelingSpec[select(2,UnitClass("player"))] end
		return spec
	end
	
	-- local function VisitCSV(func, itemLink, spec, level, slot, itemSums, uncapped, ...)
		-- local returns = GetCreateTable()
		-- for i=1,select("#", ...) do
			-- returns:InsertList(func(itemLink, spec, level, slot, itemSums, uncapped, strsplit(",", (select(i,...)))))
			-- local last = returns[returns.n]
			-- if type(last)=="number" and last<0 then --allow short circuit on negative values
				-- returns:Pool()
				-- return last
			-- end
		-- end
		-- return returns:Pool()
	-- end
	
	local function GetAllCSV(...)
		local tbl = {}
		for i=1,select("#", ...) do
			tinsert(tbl, {strsplit(",", (select(i,...)))})
		end
		return tbl
	end
	
	local scoringSpecs = {}
	local function GetScoringInfo(spec, pvp)
		if not spec then
			spec = GetSpecialization()
		end
		local key = pvp and spec.."PVP" or spec
		if not scoringSpecs[key]  then
			local _, class = UnitClass("player")
			if pvp then
				scoringSpecs[spec.."PVP"] = GetAllCSV(strsplit(":", scoring[PackStrings(class, spec, "PVP")]))
			else
				scoringSpecs[spec] = GetAllCSV(strsplit(":", scoring[PackStrings(class, spec)]))
			end
		end
		return unpack(scoringSpecs[key])
	end
	GA.scoringSpecs = scoringSpecs
	
	local function GetTieBreakerScoringInfo()
		return unpack(scoring.tiebreaker)
	end
	
	local itemClassTable = {}
	local itemSubClassTable = {}
	do
		local classTable = GetCreateTable(GetAuctionItemClasses())
		for classIndex,className in classTable:IPairs() do
			itemClassTable[className] = classIndex
			itemSubClassTable[className] = {}
			local subClassTable = GetCreateTable(GetAuctionItemSubClasses(classIndex))
			for subClassIndex,subClassName in subClassTable:IPairs() do
				itemSubClassTable[className][subClassName] = subClassIndex
			end
			subClassTable:Pool()
		end
		classTable:Pool()
	end
	local function GetItemClassIndex(localizedItemClass, localizedItemSubclass)
		local classIndex = itemClassTable[localizedItemClass]
		if not classIndex then return end
		return classIndex, itemSubClassTable[localizedItemClass][localizedItemSubclass]
	end
	
	local function PlayerCanTitansGrip(weaponSubClass, spec, level)
		local hasTitansGrip = select(2,UnitClass("player"))=="WARRIOR" and spec==2 and level>=38
		if not hasTitansGrip then return end
		return weaponSubClass==WEAPON_SUBCLASS_TWO_HANDED_AXES or weaponSubClass==WEAPON_SUBCLASS_TWO_HANDED_MACES or weaponSubClass==WEAPON_SUBCLASS_TWO_HANDED_SWORDS or weaponSubClass==WEAPON_SUBCLASS_POLEARMS
	end
	
	local function PlayerCanDualWield(spec, level)
		local class = select(2,UnitClass("player"))
		if class=="DEATHKNIGHT" or class=="ROGUE" then
			return true
		elseif class=="SHAMAN" and level>=10 and spec==2 then
			return true
		elseif class=="MONK" and level>=10 and (spec==1 or spec==3) then
			return true
		elseif class=="WARRIOR" and level>=10 and spec==2 then
			return true
		end
	end
	

	local function PlayerShouldDualWieldWithMainHand(spec, level, equipSlot, itemSubclass)
		return 
			PlayerCanDualWield(spec, level) and 
			(equipSlot=="INVTYPE_WEAPON" or equipSlot=="INVTYPE_WEAPONMAINHAND" or PlayerCanTitansGrip(itemSubclass, spec, level))
	end
	
	local function GetValidKeyTransform(key, itemLink, spec, level, uniqueInventorySlot, itemClass, itemSubclass, equipSlot)
		if uniqueInventorySlot==INVSLOT_OFFHAND then
			if key=="DPS" or key=="DPS|MAIN" then return end
			if key=="DPS|OFF" and itemClass==ITEM_CLASS_WEAPON then
				if not PlayerCanDualWield(spec, level) then return end
				if 
					equipSlot=="INVTYPE_SHIELD" or equipSlot=="INVTYPE_WEAPONOFFHAND" or equipSlot=="INVTYPE_HOLDABLE" or equipSlot=="INVTYPE_WEAPON" or
					PlayerCanTitansGrip(itemSubclass, spec, level)
				then
					return "DPS"
				end
			end
		elseif uniqueInventorySlot==INVSLOT_MAINHAND then
			if key=="DPS|OFF" then return end
			if (key=="DPS" or key=="DPS|MAIN") and PlayerShouldDualWieldWithMainHand(spec, level, equipSlot, itemSubclass) then
				return key=="DPS|MAIN" and "DPS" or nil
			end
		end
		return key
	end
	
	local function nextValidSlot(includeEmpty, slot)
		if not slot then slot = EQUIPPED_FIRST
		else slot = slot+1 end
		
		for i=slot,EQUIPPED_LAST do
			local itemLink = GetInventoryItemLink("player", i)
			if includeEmpty or itemLink then return i,itemLink end
		end
		return
	end
	
	local function NextUniqueInventorySlot(invariant, control)
		if not control then return "INVTYPE_HEAD", INVSLOT_HEAD
		elseif control=="INVTYPE_HEAD" then return "INVTYPE_NECK", INVSLOT_NECK
		elseif control=="INVTYPE_NECK" then return "INVTYPE_SHOULDER", INVSLOT_SHOULDER
		elseif control=="INVTYPE_SHOULDER" then return "INVTYPE_CHEST", INVSLOT_CHEST
		elseif control=="INVTYPE_CHEST" then return "INVTYPE_WAIST", INVSLOT_WAIST
		elseif control=="INVTYPE_WAIST" then return "INVTYPE_LEGS", INVSLOT_LEGS
		elseif control=="INVTYPE_LEGS" then return "INVTYPE_FEET", INVSLOT_FEET
		elseif control=="INVTYPE_FEET" then return "INVTYPE_WRIST", INVSLOT_WRIST
		elseif control=="INVTYPE_WRIST" then return "INVTYPE_HAND", INVSLOT_HAND
		elseif control=="INVTYPE_HAND" then return "INVTYPE_FINGER", INVSLOT_FINGER1, INVSLOT_FINGER2
		elseif control=="INVTYPE_FINGER" then return "INVTYPE_TRINKET", INVSLOT_TRINKET1, INVSLOT_TRINKET2
		elseif control=="INVTYPE_TRINKET" then return "INVTYPE_CLOAK", INVSLOT_BACK
		elseif control=="INVTYPE_CLOAK" then return INVSLOT_MAINHAND, INVSLOT_MAINHAND, INVSLOT_OFFHAND
		end
	end
	
	local function PoolItemSums(reaction)
		reaction:UnpackCache():Pool()
	end
	
	local function GetItemSums(itemLink)
		-- local cacheKey = "GetItemSums"..itemLink
		-- local cacheReaction = TryGetCacheReaction(cacheKey)
		-- if cacheReaction then
			-- return cacheReaction:UnpackCache()
		-- end
		
		local itemSums = GetCreateTable()
		StatLogic:GetSum(itemLink, itemSums)
		DGV.InitTable(itemSums)
--DGV:DebugFormat("GetItemSums", "itemLink", itemLink, "itemSums", itemSums)
		-- return RegisterReaction("BAG_UPDATE"):SetCache(cacheKey, itemSums):WithAction(PoolItemSums):UnpackCache()
		return itemSums
	end
	
	--Armor Specialization Stats
	--STA, AGI, INT, STR
	local function GetItemStatSum(key, itemLink, invSlot, itemSums)
		local poolItemSums
		if not itemSums then
			poolItemSums = true
			itemSums = GetItemSums(itemLink)
		end
		local itemSum--, bonus, ratingPerBonus, ratingId
		-- if key=="SPELL_HIT_RATING" then 									--Hit chance is a little special. It is awarded by expertise(spell) and spirit in order to aide hybrid classes
			-- bonus, ratingPerBonus = sumSpellHit(itemSums, nil, itemLink, uniqueInventorySlot) --So spirit and expertise (including racial weapon specializations) should be additionally scored
			-- itemSum = bonus*ratingPerBonus											--as hit chance, when a given spec cares about hit chance
			-- ratingId = CR_HIT_SPELL
		-- elseif key=="MELEE_HIT_RATING" then
			-- bonus, ratingPerBonus = sumMeleeHit(itemSums, nil, itemLink, uniqueInventorySlot)
			-- itemSum = bonus*ratingPerBonus
			-- ratingId = CR_HIT_MELEE
		-- elseif key=="RANGED_HIT_RATING" then
			-- bonus, ratingPerBonus = sumMeleeHit(itemSums, nil, itemLink, uniqueInventorySlot)
			-- itemSum = bonus*ratingPerBonus
			-- ratingId = CR_HIT_RANGED
		-- else
			itemSum = itemSums[key] or 0
			--bonus, ratingId, ratingPerBonus = StatLogic:GetEffectFromRating(itemSum, key)
		-- end
		if poolItemSums then itemSums:Pool() end
		return itemSum--, bonus, ratingPerBonus, ratingId
	end
	
	local function UniqueInventoryToInvSlot(uniqueInventorySlot)
		if type(uniqueInventorySlot)=="number" then
			return uniqueInventorySlot
		elseif uniqueInventorySlot=="INVTYPE_FINGER" then
			return INVSLOT_FINGER1, INVSLOT_FINGER2
		elseif uniqueInventorySlot=="INVTYPE_TRINKET" then
			return INVSLOT_TRINKET1, INVSLOT_TRINKET2
		elseif uniqueInventorySlot=="INVTYPE_CLOAK" then
			return INVSLOT_BACK
		else
			return _G["INVSLOT"..strsub(uniqueInventorySlot, 8)]
		end
	end
	
	local function UnbindSpecDataTable(dataTable)
--DGV:DebugFormat("UnbindSpecDataTable")
		if dataTable.cacheInValid then
--DGV:DebugFormat("UnbindSpecDataTable", "dataTable", tostring(dataTable))
			dataTable:Pool()
			return
		end
	end
	
	local CalculateScore
	local function GetBestBaselineRating(key, spec, pvp, level, uniqueInventorySlot, itemLink)
--DGV:DebugFormat("GetBestBaselineRating", "key", key, "spec", spec, "level", level, "uniqueInventorySlot", uniqueInventorySlot)
		local dataTable = GA:GetSpecDataTable(spec, pvp, nil, nil, true):BindToAutoroutineLifetime(UnbindSpecDataTable)
--if true then return 0 end
		local invSlot
		local inv1, inv2 = UniqueInventoryToInvSlot(uniqueInventorySlot)
		local current1, current2 = GetInventoryItemLink("player", inv1), GetInventoryItemLink("player", inv2)
		local bestEquippedSlot = 
			(dataTable[inv1] == current1 and inv1) or 
			(dataTable[inv1] == current2 and inv1) or 
			(inv2 and dataTable[inv2] == current1 and inv2) or
			(inv2 and dataTable[inv2] == current2 and inv2)
--if true then return 0 end
		if not inv2 then
			invSlot = inv1
		elseif dataTable[inv1]==itemLink then
			invSlot = inv1
		elseif dataTable[inv2]==itemLink then
			invSlot = inv2
		elseif bestEquippedSlot then
			invSlot = bestEquippedSlot
		else
			local score1 = CalculateScore(dataTable[inv1], spec, pvp, level, uniqueInventorySlot, nil, nil, true)
			local score2 = CalculateScore(dataTable[inv2], spec, pvp, level, uniqueInventorySlot, nil, nil, true)
			-- local score1 = DGV:CalculateScore(nil, current1, spec, level, uniqueInventorySlot, nil, nil, nil, true)
			-- local score2 = DGV:CalculateScore(nil, current2, spec, level, uniqueInventorySlot, nil, nil, nil, true)
			invSlot = score1>=score2 and inv2 or inv1
		end
--if true then return 0 end
		local ratingCount = 0
		for unique,inv1,inv2 in NextUniqueInventorySlot do
			if invSlot~=inv1 then
				ratingCount = ratingCount + GetItemStatSum(key, dataTable[inv1], inv1)
			end
			if invSlot~=inv2 and inv2 and dataTable[inv2] then
				ratingCount = ratingCount + GetItemStatSum(key, dataTable[inv2], inv2)
			end
		end
		return ratingCount
	end
	
	local function GetCurrentRating(key)
		local cacheKey = "GetCurrentRating"..key
		local cacheReaction = TryGetCacheReaction(cacheKey)
		if cacheReaction then
			return cacheReaction:UnpackCache()
		end
		local ratingCount = 0
		for unique,inv1,inv2 in NextUniqueInventorySlot do
			local inv1Item = GetInventoryItemLink("player", inv1)
			if inv1Item then
				ratingCount = ratingCount + GetItemStatSum(key, inv1Item, inv1)
			end
			local inv2Item = GetInventoryItemLink("player", inv2)
			if inv2 and inv2Item then
				ratingCount = ratingCount + GetItemStatSum(key, inv2Item, inv2)
			end
		end
		RegisterReaction("PLAYER_EQUIPMENT_CHANGED"):SetCache(cacheKey, ratingCount)
		return ratingCount
	end
	
	local function GetSpecializationSpellSchool(spec)
		if not spec then
			spec = GetSpecialization()
		end
		local _, class = UnitClass("player")
		return defaultSpellSchool[PackStrings(class, spec)]
	end
	
	--EXPERTISE_RATING
	--MELEE_HIT_RATING
	--SPELL_HIT_RATING
	--RANGED_HIT_RATING
	--MELEE_HASTE_RATING
	--RANGED_HASTE_RATING
	--SPELL_HASTE_RATING
	--MELEE_CRIT_RATING
	--SPELL_CRIT_RATING
	--RANGED_CRIT_RATING
	local function GetCurrentRatingBonus(key, spec)
		local _, class = UnitClass("player")
		-- if key=="EXPERTISE_RATING" then
			-- local expertise, offhandExpertise, rangedExpertise = GetExpertise()
			-- return class=="HUNTER" and rangedExpertise or expertise
		-- elseif key=="MELEE_HIT_RATING" then
			-- return GetCombatRatingBonus(CR_HIT_MELEE) + GetHitModifier()
		-- elseif key=="SPELL_HIT_RATING" then
			-- return GetCombatRatingBonus(CR_HIT_SPELL) + GetSpellHitModifier()
		-- elseif key=="RANGED_HIT_RATING" then
			-- return GetCombatRatingBonus(CR_HIT_RANGED) - GetHitModifier()
		-- else
		if key=="MELEE_HASTE_RATING" then
			return GetMeleeHaste()
		elseif key=="RANGED_HASTE_RATING" then
			return GetRangedHaste()
		elseif key=="SPELL_HASTE_RATING" then
			return UnitSpellHaste("player")
		elseif key=="MELEE_CRIT_RATING" then
			return GetCritChance()
		elseif key=="SPELL_CRIT_RATING" then
			return GetSpellCritChance(GetSpecializationSpellSchool(spec))
		elseif key=="RANGED_CRIT_RATING" then
			return GetRangedCritChance()
		end
	end
	
	local function GetBestBaselineBonus(key, spec, pvp, level, uniqueInventorySlot, itemLink, ratingPerBonus)
		-- local cacheKey = strformat("%s%s%d%d%s", "GetBestBaselineBonus", key, spec, level, tostring(uniqueInventorySlot))
		-- local cacheReaction = TryGetCacheReaction(cacheKey)
		-- if cacheReaction then
			-- return cacheReaction:UnpackCache()
		-- end
		local currentBonus = GetCurrentRatingBonus(key, spec)
		if not currentBonus then return end
		local baseLineRating = GetBestBaselineRating(key, spec, pvp, level, uniqueInventorySlot, itemLink)
		local currentRating = GetCurrentRating(key)
		local ratingDifference = baseLineRating - currentRating
		local baselineBonus = currentBonus + ratingDifference/ratingPerBonus
--DGV:DebugFormat("GetBestBaselineBonus", "key", key, "baselineBonus", baselineBonus, "baseLineRating", baseLineRating, "currentRating", currentRating, "ratingDifference", ratingDifference, "currentBonus", currentBonus, "ratingDifference/ratingPerBonus", ratingDifference/ratingPerBonus)
		-- RegisterStopwatchReaction(0):SetCache(cacheKey, baselineBonus)
		return baselineBonus
	end
	
	local function GetCapValue(key, cap)
		local capNumber = tonumber(cap)
		if capNumber then return capNumber*100 end
		local levelDifference = DGV:UserSetting(DGV_GASTATCAPLEVELDIFFERENCE)
		if cap=="NO_MISS" then
			-- if key=="MELEE_HIT_RATING" or key=="RANGED_HIT_RATING" then
				-- capNumber = BASE_MISS_CHANCE_PHYSICAL[levelDifference]
			-- elseif key=="SPELL_HIT_RATING" then
				-- capNumber = BASE_MISS_CHANCE_SPELL[levelDifference]
			-- end
		elseif key=="EXPERTISE_RATING" then
			-- if cap=="NO_DODGE" then
				-- capNumber = BASE_ENEMY_DODGE_CHANCE[levelDifference]
			-- elseif cap=="NO_PARRY" then
				-- capNumber = BASE_ENEMY_DODGE_CHANCE[levelDifference]+BASE_ENEMY_PARRY_CHANCE[levelDifference]
			-- end
		end
--DGV:DebugFormat("GetCapValue", "key", key, "capNumber", capNumber)
		return capNumber
	end
	
	local function CalculateRatingScore(key, baseLineBonus, rating, bonus, ratingPerBonus, weight, cap, ...)
--DGV:DebugFormat("CalculateRatingScore", "baseLineBonus", baseLineBonus, "bonus", bonus, "rating", rating, "weight", weight, "cap", cap)
		weight = tonumber(weight)
		cap = GetCapValue(key, cap)
		local scoreBelowCap, scoreAboveCap = 0,0
--DGV:DebugFormat("CalculateRatingScore 1", "baseLineBonus", baseLineBonus, "rating", rating, "bonus", bonus)
		if not cap or (baseLineBonus+bonus)<cap then
			scoreBelowCap = rating*weight
		elseif baseLineBonus<cap then
			local bonusRatio = (cap-baseLineBonus)/bonus
			scoreBelowCap = (rating*bonusRatio)*weight
			bonus = (1-bonusRatio)*bonus
			rating = (1-bonusRatio)*rating
		end
		if cap and baseLineBonus+bonus>cap then
			scoreAboveCap = CalculateRatingScore(key, baseLineBonus, rating, bonus, ratingPerBonus, ...)
		end
		
--DGV:DebugFormat("CalculateRatingScore 2", "key", key, "baseLineBonus", baseLineBonus, "rating", rating, "bonus", bonus, "weight", weight, "cap", cap, "scoreBelowCap", scoreBelowCap, "scoreAboveCap", scoreAboveCap)
		return scoreBelowCap+scoreAboveCap
	end
	
	local function CheckSubclass(level, itemRarity, itemSubclass, ...)
		for i=1,select("#", ...) do
			local arg = select(i, ...)
			local number, requiredLevel = strsplit("|", arg)
			number = tonumber(number)
			requiredLevel = tonumber(requiredLevel) or 0
			local selectedArg = (requiredLevel<=level or itemRarity==7) and number or -1 --itemRarity==7 excuses heirlooms, so long as character can eventually use the armor type
			if selectedArg==itemSubclass then return true end
		end
	end
	
	local function IsArmorSpecSlot(slot)
		return
			slot==INVSLOT_CHEST or
			slot==INVSLOT_FEET or
			slot==INVSLOT_HAND or
			slot==INVSLOT_HEAD or
			slot==INVSLOT_LEGS or
			slot==INVSLOT_SHOULDER or
			slot==INVSLOT_WAIST or
			slot==INVSLOT_WRIST
	end

	local function ItemIsEquipped(itemLink, itemIteratorTable)
		if itemIteratorTable then
			return itemIteratorTable.player and not itemIteratorTable.bags
		else
			for slot,link in nextValidSlot do
				if link==itemLink then return true end
			end
		end
	end
	
	local function ItemIsBanned(itemLink, itemIteratorTable)
		return DGV.chardb.GA_Blacklist and DGV.chardb.GA_Blacklist[DGV:GetItemIdFromLink(itemLink)] and not ItemIsEquipped(itemLink, itemIteratorTable)
	end	
	
	local function CalculateScoreForInfo(itemLink, spec, pvp, level, uniqueInventorySlot, itemSums, enforceArmorSpecSubclass, uncapped, key, value, ...)
		if key == "ARMOR_SPECIALIZATION_STAT" then return 0 end
		local itemString = string.match(itemLink, "item[%-?%d:]+")
		local _, itemId = strsplit(":", itemString)
		local itemRarity, _, _, itemClass, itemSubclass, _, equipSlot = select(3, GetItemInfo(itemLink))
		itemClass, itemSubclass = GetItemClassIndex(itemClass, itemSubclass)
		if itemClass~=ITEM_CLASS_WEAPON and itemClass~=ITEM_CLASS_ARMOR then return -2 end
		
		if DGV:UserSetting(DGV_FISHINGPOLE) and ItemIsEquipped(itemLink) then 
			if itemClass==ITEM_CLASS_WEAPON and itemSubclass==WEAPON_SUBCLASS_FISHING_POLE then 
				return 2000000
			elseif tonumber(itemId) == 6256 or 
				tonumber(itemId) == 19969 or
				tonumber(itemId) == 50287 or
				tonumber(itemId) == 93732 or
				tonumber(itemId) == 118380 or
				tonumber(itemId) == 117405 or
				tonumber(itemId) == 88710 or
				tonumber(itemId) == 33820 or
				tonumber(itemId) == 118393						
				then 
				return 2000000
			elseif itemClass==ITEM_CLASS_WEAPON and itemSubclass==WEAPON_SUBCLASS_FISHING_POLE then
				return -2
			end
		end
		
		if itemClass==ITEM_CLASS_ARMOR and itemSubclass==ARMOR_SUBCLASS_COSMETIC then return -2 end
		if (key == "ITEM_CLASS_WEAPON" and itemClass==ITEM_CLASS_WEAPON) or (key == "ITEM_CLASS_ARMOR" and itemClass==ITEM_CLASS_ARMOR) then
			if 
				enforceArmorSpecSubclass and 
				itemClass==ITEM_CLASS_ARMOR and 
				itemSubclass~=ARMOR_SUBCLASS_SHIELDS and 
				itemSubclass~=enforceArmorSpecSubclass and
				IsArmorSpecSlot(UniqueInventoryToInvSlot(uniqueInventorySlot))
			then
				return -4
			end
			return CheckSubclass(level, itemRarity, itemSubclass, value, ...) and 0 or -3
		elseif key ~= "ITEM_CLASS_WEAPON" and key ~= "ITEM_CLASS_ARMOR" then
			local keyTransform = GetValidKeyTransform(key, itemLink, spec, level, uniqueInventorySlot, itemClass, itemSubclass, equipSlot)
			if not keyTransform then return 0 end
			local itemSum = GetItemStatSum(keyTransform, itemLink, uniqueInventorySlot, itemSums)
--if true then return itemSum*value end
			local slot1, slot2 = UniqueInventoryToInvSlot(uniqueInventorySlot)
			if uncapped or itemSum==0 or not select(1, ...) or not GetCurrentRatingBonus(keyTransform, spec) then
				return itemSum*value, itemSum
			end
			local bonus, _, ratingPerBonus = StatLogic:GetEffectFromRating(itemSum, keyTransform)
			local baseLineBonus = GetBestBaselineBonus(keyTransform, spec, pvp, level, uniqueInventorySlot, itemLink, ratingPerBonus)
--if true then return itemSum*value end
			local score = CalculateRatingScore(keyTransform, baseLineBonus, itemSum, bonus, ratingPerBonus, value, ...)
			return score, itemSum
		end
	end

	
	local function GetUniqueID(control)
		return string.format("%s|%s|%d", tostring(control.func), tostring(control.bag), control.slot)
	end
	
	local function ItemWasFirst(control, link)
		if control.first==link then
			control.first = nil
			return true
		end
	end
	
	--GetContainerItemLink(container, slot)
	--BACKPACK_CONTAINER: Backpack (0)
	--1 through GetNumBankSlots(): Bag slots (as presented in the default UI, numbered right to left)
	--GetInventoryItemLink("unit", slot) EQUIPPED_FIRST, EQUIPPED_LAST
	--GetNumQuestRewards
	--GetNumQuestChoices
	--GetQuestLogItemLink("itemType", index)
	--GetQuestItemLink("itemType", index)
	--name, link, quality, iLevel, reqLevel, class, subclass, maxStack, equipSlot, texture, vendorPrice = GetItemInfo(itemID) or GetItemInfo("itemName") or GetItemInfo("itemLink")
	local ITEM_ITERATOR_SKIP_EQUIPPED = 1
	local ITEM_ITERATOR_SKIP_REWARDS = 2
	local ITEM_ITERATOR_SKIP_LOOT_ROLL = 4
	local ITEM_ITERATOR_SKIP_ENCOUNTER_JOURNAL = 8
	local ITEM_ITERATOR_SKIP_VENDOR = 16
	local ITEM_ITERATOR_SKIP_LOOT = 32
	local ITEM_ITERATOR_SKIP_ALL_EXTERNAL = bit.bor(ITEM_ITERATOR_SKIP_REWARDS, ITEM_ITERATOR_SKIP_LOOT_ROLL, ITEM_ITERATOR_SKIP_ENCOUNTER_JOURNAL, ITEM_ITERATOR_SKIP_VENDOR, ITEM_ITERATOR_SKIP_LOOT)
	local function ItemIterator(invariant, control)
		if not control then 
			if type(invariant)=="table" then
				control = invariant
				control:BindToAutoroutineLifetime(tPool)
				if control.first then
					return control, control.first
				end
			else
				control = GetCreateTable():BindToAutoroutineLifetime(tPool)
				control.skip = invariant
			end
		end
		if not control.func then
			control.func = GetInventoryItemLink
		end
		local skip = control.skip
		local skipEquipped = skip and bit.band(skip, ITEM_ITERATOR_SKIP_EQUIPPED)==ITEM_ITERATOR_SKIP_EQUIPPED
		local skipRewards = skip and bit.band(skip, ITEM_ITERATOR_SKIP_REWARDS)==ITEM_ITERATOR_SKIP_REWARDS
		local skipLootRoll = skip and bit.band(skip, ITEM_ITERATOR_SKIP_LOOT_ROLL)==ITEM_ITERATOR_SKIP_LOOT_ROLL
		local skipEncounterJournal = skip and bit.band(skip, ITEM_ITERATOR_SKIP_ENCOUNTER_JOURNAL)==ITEM_ITERATOR_SKIP_ENCOUNTER_JOURNAL
		local skipVendor = skip and bit.band(skip, ITEM_ITERATOR_SKIP_VENDOR)==ITEM_ITERATOR_SKIP_VENDOR
		local skipLoot = skip and bit.band(skip, ITEM_ITERATOR_SKIP_LOOT)==ITEM_ITERATOR_SKIP_LOOT
		while true do
			local func = control.func
			local slot = control.slot
			if func==GetInventoryItemLink then
				if not slot then control.slot = skipEquipped and BANK_CONTAINER_INVENTORY_OFFSET+1 or EQUIPPED_FIRST
				else control.slot = slot + 1 end
				if control.slot==EQUIPPED_LAST+1 then control.slot = BANK_CONTAINER_INVENTORY_OFFSET+1 end
				slot = control.slot
				if slot<=BANK_CONTAINER_INVENTORY_OFFSET+NUM_BANKGENERIC_SLOTS then
					local itemLink = GetInventoryItemLink("player", slot)
					if itemLink and select(9, GetItemInfo(itemLink))~="" and not ItemWasFirst(control, itemLink) then
						control.player = slot<=EQUIPPED_LAST
						control.bank = not control.player
						control.bags = false
						return control, itemLink
					end
				else
					control.player = nil
					control.bank = nil
					control.bags = nil
					control.func = GetContainerItemLink
					control.slot = nil
				end
			elseif func==GetContainerItemLink then
				if not slot then slot = 0 end
				slot = slot + 1
				control.slot = slot
				if not control.bag then control.bag = BACKPACK_CONTAINER end
				if slot<=GetContainerNumSlots(control.bag) then
					local itemLink = GetContainerItemLink(control.bag, slot)
					control.player = control.bag<=NUM_BAG_SLOTS
					control.bank = not control.player
					control.bags = true
					if itemLink then
						local itemName, _, _, _, _, _, _, _, itemEquipSlot = GetItemInfo(itemLink)
						if 
							itemName 
							and itemEquipSlot 
							and itemEquipSlot~="" 
							and not ItemWasFirst(control, itemLink)
						then 
							return control, itemLink 
						end
					end
				else
					control.bag = control.bag + 1
					if control.bag>NUM_BAG_SLOTS+GetNumBankSlots() then
						control.bag = nil
						control.player = nil
						control.bank = nil
						control.bags = nil
						control.func = GetNumQuestRewards
						control.itemType = "reward"
					end
					control.slot = nil
				end
			elseif control.itemType then 
				if 
					not skipRewards and 
					(QuestFrame:IsShown() or 
					QuestLogPopupDetailFrame:IsShown() or
					(WorldMapFrame:IsShown() and QuestMapFrame.DetailsFrame:IsShown())) then
					if not slot then slot = 0 end
					slot = slot + 1
					control.slot = slot
					if slot<=func() then
						local itemLink, itemName
						if QuestInfoFrame.questLog then 
							itemLink = GetQuestLogItemLink(control.itemType, slot)
							if control.itemType=="choice" then
								itemName = GetQuestLogChoiceInfo(slot)
							else
								itemName = GetQuestLogRewardInfo(slot)
							end
						else
							itemLink = GetQuestItemLink(control.itemType, slot)
							itemName = GetQuestItemInfo(control.itemType, slot)
						end
						local itemFrame = _G["QuestInfoItem"..control.slot]
						if 
							itemLink 
							and itemFrame 
							and itemFrame:IsShown() 
							and itemFrame.type==control.itemType 
							and itemFrame.name:GetText()==itemName
							and not ItemWasFirst(control, itemLink)
						then
							return control, itemLink
						end
					elseif func == GetNumQuestRewards then
						control.func = GetNumQuestChoices
						control.itemType = "choice"
						control.slot = nil
					elseif func == GetNumQuestChoices then
						control.func = GetNumQuestLogRewards
						control.itemType = "reward"
						control.slot = nil
					elseif func == GetNumQuestLogRewards then
						control.func = GetNumQuestLogChoices
						control.itemType = "choice"
						control.slot = nil
					else
						control.func = GetLootRollItemLink
						control.slot = nil
						control.itemType = nil
					end
				else
					control.func = GetLootRollItemLink
					control.slot = nil
					control.itemType = nil
				end
			elseif func==GetLootRollItemLink then
				if not slot then slot = 0 end
				slot = (not skipLootRoll) and slot + 1
				control.slot = slot
				if slot and slot<=NUM_GROUP_LOOT_FRAMES and GroupLootFrame1 and GroupLootFrame1:IsShown() then
					local lootFrame =  _G["GroupLootFrame"..slot]
					if lootFrame and lootFrame:IsShown() then
						local itemLink = func(lootFrame.rollID)
						if itemLink and not ItemWasFirst(control, itemLink) then
							return control, func(lootFrame.rollID)
						end
					end
				end
				control.func = EJ_GetLootInfoByIndex
				control.slot = nil
			elseif func==EJ_GetLootInfoByIndex then
				if not skipEncounterJournal and
					EncounterJournal and
					EncounterJournal:IsShown() and
					EncounterJournal.encounter.info.lootScroll:IsShown()
				then
					if not slot then slot = 0 end
					slot = slot + 1
					control.slot = slot
					local numLoot = EJ_GetNumLoot()
					if slot<=numLoot then
						local name, icon, slot, armorType, itemID, link, encounterID = func(slot)
						if link and not ItemWasFirst(control, link) then
							return control, link
						end
					end
				end
				control.func = GetMerchantItemLink
				control.slot = nil
			elseif func==GetMerchantItemLink then
				if 
					not skipVendor and
					MerchantFrame:IsShown()
				then
					if not slot then slot = 0 end
					slot = slot + 1
					control.slot = slot
					local link = func(slot)
					if link and not ItemWasFirst(control, link) then
						return control, link
					end
				end
				control.func = GetLootSlotLink
				control.slot = nil
			elseif func==GetLootSlotLink then
				if not slot then slot = 0 end
				slot = slot + 1
				control.slot = slot
				if 
					not skipLoot and
					LootFrame:IsShown()
				then
					local link = func(slot)
					if link and not ItemWasFirst(control, link) then
						return control, link
					end
				end
				if slot > GetNumLootItems() then
					control:Pool()
					return
				end
			else
				control:Pool()
				return
			end
		end
	end
	
	function GA.ItemChoiceIterator(invariant, control)
		if not control then control = 0 end
		control = control + 1
		local isLogFrame = QuestFrame:IsShown() or QuestLogPopupDetailFrame:IsShown() or (WorldMapFrame:IsShown() and QuestMapFrame.DetailsFrame:IsShown())
		local getNumChoices = isLogFrame and GetNumQuestLogChoices or GetNumQuestChoices
		local getItemLink = isLogFrame and GetQuestLogItemLink or GetQuestItemLink
		if control<=getNumChoices() then
			local itemLink = getItemLink("choice", control)
			if itemLink then
				return control, itemLink, QuestInfo_GetRewardButton(QuestInfoFrame.rewardsFrame, control)
			end
		else return end
	end
	
	function GA.LootRollIterator(invariant, control)
		if not control then control = 0 end
		control = control + 1
		if control<=NUM_GROUP_LOOT_FRAMES then
			local lootFrame =  _G["GroupLootFrame"..control]
			if lootFrame and lootFrame:IsShown() then
				local itemLink = GetLootRollItemLink(lootFrame.rollID)
				if itemLink then
					return control, itemLink, lootFrame
				end
			end
		end
		return
	end
	
	local ejLootScroll
	function GA.EncounterJournalIterator(invariant, control)
--DGV:DebugFormat("EncounterJournalIterator", "control", control)
		local EncounterJournal = EncounterJournal
		if not EncounterJournal then return end
		ejLootScroll = ejLootScroll or EncounterJournal.encounter.info.lootScroll
		if 
			EncounterJournal and
			EncounterJournal:IsShown() and
			ejLootScroll:IsShown()
		then
			if not control then control = 0 end
			control = control + 1
			
			if control<=EJ_GetNumLoot() then
				local name, icon, slot, armorType, itemID, link, encounterID = EJ_GetLootInfoByIndex(control)
				local items = ejLootScroll.buttons;
				local offset = HybridScrollFrame_GetOffset(ejLootScroll)
				local buttonIndex = control-offset
				local button
				if buttonIndex>=1 and buttonIndex<=#items then
					button = items[buttonIndex]
				end
--DGV:DebugFormat("EncounterJournalIterator", "link", link ,"has frame", button~=nil, "#items", #items, "buttonIndex", buttonIndex)
				return control, link, button
			end
		end
	end
	
	function GA.VendorIterator(invariant, control)
		if not control then control = 0 end
		control = control + 1
		local link = GetMerchantItemLink(control)
		if link then
			local buttonIndex = control % MERCHANT_ITEMS_PER_PAGE
			if buttonIndex==0 then buttonIndex = MERCHANT_ITEMS_PER_PAGE end
			local lootFrame =  _G["MerchantItem"..buttonIndex.."ItemButton"]
			lootFrame = lootFrame and lootFrame:IsShown() and lootFrame.link==link and lootFrame
			return control, link, lootFrame
		end
		return
	end
	
	function GA.LootIterator(invariant, control)
		if not control then control = 0 end
		local numItems = GetNumLootItems()
		while control < numItems do
			control = control + 1
			local link = GetLootSlotLink(control)
			if link then
				local numLootToShow = LOOTFRAME_NUMBUTTONS;
				if ( numItems > LOOTFRAME_NUMBUTTONS ) then
					numLootToShow = numLootToShow - 1;
				end
				local buttonIndex = control % numLootToShow
				if buttonIndex==0 then buttonIndex = numLootToShow end
				local lootFrame =  _G["LootButton"..buttonIndex]
				lootFrame = lootFrame and lootFrame:IsShown() and lootFrame.slot==control and lootFrame
				return control, link, lootFrame
			end
		end
	end
	
	local function EvaluateWinCriteron(criterion, itemLink)
		if criterion:Predicate(itemLink, unpack(criterion)) then
			local win, altWinner, score, altScore, uniqueSlot = criterion:GetScore(itemLink, unpack(criterion))
			if win then
				return score, altWinner, altScore, uniqueSlot
			end
		end
	end
	
	math.sum = function(...)
		local sum = 0
		for i=1,select("#", ...) do
			sum = sum + (select(i,...))
		end
		return sum
	end
	
	local function MainHandBlocksSecondarySlot(itemSubclass, equipSlot, link, spec, level)
		if PlayerCanTitansGrip(itemSubclass, spec, level) then

			return false
		elseif itemSubclass==WEAPON_SUBCLASS_CROSSBOW or itemSubclass==WEAPON_SUBCLASS_GUN or itemSubclass==WEAPON_SUBCLASS_BOW or itemSubclass==WEAPON_SUBCLASS_POLEARMS or itemSubclass==WEAPON_SUBCLASS_STAVES then --crossbow does, but wands (another INVTYPE_RANGEDRIGHT) don't
			return true
		elseif equipSlot=="INVTYPE_RANGED" or equipSlot=="INVTYPE_2HWEAPON" then
			return true
		end
		return false

	end
	
	local function GetDefaultUniqueInventorySlot(equipSlot)
		if equipSlot=="" then return end
		if equipSlot=="INVTYPE_ROBE" then
			return "INVTYPE_CHEST"
		elseif 
			equipSlot=="INVTYPE_WEAPON" or equipSlot=="INVTYPE_RANGED" or equipSlot=="INVTYPE_2HWEAPON" or 
			equipSlot=="INVTYPE_WEAPONMAINHAND" or equipSlot=="INVTYPE_RANGEDRIGHT"
		then
			return INVSLOT_MAINHAND
		elseif equipSlot=="INVTYPE_SHIELD" or equipSlot=="INVTYPE_WEAPONOFFHAND" or equipSlot=="INVTYPE_HOLDABLE" then
			return INVSLOT_OFFHAND
		end
		return equipSlot
	end
	
	local function CanAdornUniqueInventorySlot(uniqueInventorySlot, itemClass, itemSubclass, equipSlot, spec, level)
		if not equipSlot or equipSlot=="" then return false end
		if equipSlot=="INVTYPE_WEAPONOFFHAND" and not PlayerCanDualWield(spec, level) then return false end
		if uniqueInventorySlot==GetDefaultUniqueInventorySlot(equipSlot) then
			return true
		elseif uniqueInventorySlot==INVSLOT_OFFHAND and itemClass==ITEM_CLASS_WEAPON then
			if (equipSlot=="INVTYPE_WEAPONOFFHAND" or equipSlot=="INVTYPE_WEAPON") and PlayerCanDualWield(spec, level) then
				return true
			elseif equipSlot=="INVTYPE_SHIELD" or equipSlot=="INVTYPE_HOLDABLE" then
				return true
			elseif PlayerCanTitansGrip(itemSubclass, spec, level) then
				return true
			end
		end
		return false
	end
	
	local function DualWieldPreferenceIsMainhandDPS()
		local class = select(2,UnitClass("player"))
		return class=="MONK"
	end
	
	local function DualWieldPreferenceIsOffhandDPH()
		local class = select(2,UnitClass("player"))
		return class=="SHAMAN"
	end
	
	local function DualWieldPreferenceIsMainhandDagger()
		local class = select(2,UnitClass("player"))
		local spec = GetSpecialization()
		return class=="ROGUE" and spec==3 --Subtlety Rogue
	end
	
	local function ShouldSwapMainOffWeapons(mainLink, offLink, spec, level)
		if not mainLink or not offLink then return end
		local mainSums, offSums = GetItemSums(mainLink), GetItemSums(offLink)
		local mainItemClass, mainItemSubclass = select(6, GetItemInfo(mainLink))
		local offItemClass, offItemSubclass = select(6, GetItemInfo(offLink))
		mainItemClass, mainItemSubclass = GetItemClassIndex(mainItemClass, mainItemSubclass)
		offItemClass, offItemSubclass = GetItemClassIndex(offItemClass, offItemSubclass)

		local continueSwap = false
		if DualWieldPreferenceIsMainhandDPS() then
			continueSwap = (mainSums["DPS"] or 0) < (offSums["DPS"] or 0)
		elseif DualWieldPreferenceIsOffhandDPH() then
			continueSwap = (mainSums["MAX_DAMAGE"] or 0) > (offSums["MAX_DAMAGE"] or 0)
		elseif DualWieldPreferenceIsMainhandDagger() and (mainItemSubclass == 13 or offItemSubclass == 13) then
			continueSwap = mainItemSubclass ~= 13 and (mainSums["MAX_DAMAGE"] or 0) < ((offSums["MAX_DAMAGE"]*1.5) or 0) --Dagger unless other item does 50% more MAX_DAMAGE 
		else
			continueSwap = (mainSums["MAX_DAMAGE"] or 0) < (offSums["MAX_DAMAGE"] or 0)
		end
		mainSums:Pool()
		offSums:Pool()
		if not continueSwap then return end
		local itemClass, itemSubclass, _, itemEquipSlot = select(6, GetItemInfo(mainLink))
		itemClass, itemSubclass = GetItemClassIndex(itemClass, itemSubclass)
		if not CanAdornUniqueInventorySlot(INVSLOT_OFFHAND, itemClass, itemSubclass, itemEquipSlot, spec, level) then return end
		itemClass, itemSubclass, _, itemEquipSlot = select(6, GetItemInfo(offLink))
		itemClass, itemSubclass = GetItemClassIndex(itemClass, itemSubclass)
		if not CanAdornUniqueInventorySlot(INVSLOT_MAINHAND, itemClass, itemSubclass, itemEquipSlot, spec, level) then return end
		return true
	end
	
	local function IsEnforcedTableComplete(enforcedTable)
		for unique,inv1,inv2 in NextUniqueInventorySlot do
			if IsArmorSpecSlot(inv1) and not enforcedTable[inv1] then return end
		end
		return true
	end
	
	local function StandardTableGrantsArmorSpecialization(standardTable, enforcedTable)
		for unique,inv1,inv2 in NextUniqueInventorySlot do
			if IsArmorSpecSlot(inv1) and (not standardTable[inv1]) or enforcedTable[inv1]~=standardTable[inv1] then return end
		end
		return true
	end
	
	local function StatKeyToUnitStatIndex(statKey)
		if statKey=="STR" then return 1 
		elseif statKey=="AGI" then return 2
		elseif statKey=="STA" then return 3 
		elseif statKey=="INT" then return 4 
		elseif statKey=="SPI" then return 5 
		end
	end
	
	local function EstimateStatBaseValue(statKey, spec)
		local stat, effectiveStat, posBuff, negBuff = UnitStat("player", StatKeyToUnitStatIndex(statKey))
		local base =  stat - posBuff - negBuff
		local coefficient = 1
		if StatLogic.GetArmorSpecActive()==spec then
			coefficient = coefficient + .05
		end
		if statKey=="STA" then
			if IsSpellKnown(29144) then --Unwavering Sentinel
				coefficient = coefficient + .15
			elseif UnitBuff("player", (GetSpellInfo(5487))) then --Bear Form
				coefficient = coefficient + .2
			else
				if IsSpellKnown(50029) then --Veteran of the Third War
					coefficient = coefficient + .09
				end
				if StatLogic.SlotHasEnchant(3847, INVSLOT_MAINHAND) then --Rune of the Stoneskin Gargoyle
					coefficient = coefficient + .02
				elseif StatLogic.SlotHasEnchant(3883, INVSLOT_MAINHAND) then --Rune of the Nerubian Carapace Mainhand
					coefficient = coefficient + .01
				end
				if StatLogic.SlotHasEnchant(3883, INVSLOT_OFFHAND) then --Rune of the Nerubian Carapace Mainhand Offhand
					coefficient = coefficient + .01
				end
			end
		elseif statKey=="STR" and IsSpellKnown(91107) then --Unholy Might
			coefficient = coefficient + .1
		end
		base = base/coefficient
--DGV:DebugFormat("EstimateStatBaseValue", "statKey", statKey, "spec", spec, "base", base)
		return base
	end
	
	local function GetArmorSpecStat(data)
		if data[1]=="ARMOR_SPECIALIZATION_STAT" then
			return data[2]
		end
	end
	
	local function GetArmorSpecStatWeight(...)
		local armorSpecStatKey
		for i=1,select("#", ...) do
			local data = (select(i, ...))
			armorSpecStatKey = armorSpecStatKey or GetArmorSpecStat(data)
			if armorSpecStatKey and data[1]==armorSpecStatKey then
				return armorSpecStatKey, data[2]
			end
		end
	end
	
	local function ArmorSpecializationBonusWins(spec, standardTable, enforcedTable)
		local armorSpecStatKey, armorSpecStatWeight = GetArmorSpecStatWeight(GetScoringInfo(spec))
		local bonusStatValue = (enforcedTable.ArmorSpecStatTotal + EstimateStatBaseValue(armorSpecStatKey, spec))*.05
--DGV:DebugFormat("ArmorSpecializationBonusWins", "bonusStatValue", bonusStatValue, "enforcedTable.ArmorSpecStatTotal", enforcedTable.ArmorSpecStatTotal, "EstimateStatBaseValue(armorSpecStatKey, spec)", EstimateStatBaseValue(armorSpecStatKey, spec))
		local bonusScore = bonusStatValue * armorSpecStatWeight
		local enforcedTableScore = enforcedTable.ScoreTotal + bonusScore
-- if not standardTable.ScoreTotal	then
-- DGV:DebugFormat("ArmorSpecializationBonusWins", "standardTable", tostring(standardTable), "standardTable:IsBoundToAutoroutineLifetime()", standardTable:IsBoundToAutoroutineLifetime())
-- end
		return enforcedTableScore>standardTable.ScoreTotal		
	end
	
	local function GetArmorSpecSubclassFrom(data)
		if data[1]=="ITEM_CLASS_ARMOR" then
			local greatest
			for i=2,#data do
				local value = data[i]
				value = tonumber(value:match("%d"))
				if 	
					value
					and value~=ARMOR_SUBCLASS_SHIELDS 
					and value~=ARMOR_SUBCLASS_COSMETIC
					and (not greatest or value>greatest)
				then
					greatest = value
				end
			end
			return greatest
		end
	end
	
	local function GetArmorSpecSubclass(...)
		for i=1,select("#", ...) do
			local data = (select(i, ...))
			local subclass = GetArmorSpecSubclassFrom(data)
			if subclass then return subclass end
		end
	end
	
	local function GetCurrentBestInSlot(uniqueInventorySlot, spec, pvp, level, skip, enforceArmorSpecSubclass, uncapped, ignoreLevelRequirement, itemMustWin)
		level = level or UnitLevel("player")
		spec = spec or GetSpecialization()
		local armorSpecSubclass =  itemMustWin and GetArmorSpecSubclass(GetScoringInfo(spec, pvp))
		local winner, winScore, winArmorSpecStatValue, winnerGrantsArmorSpecSubclass,
			altWinner, altScore, altArmorSpecStatValue,
			mainHandWinner, mainHandScore, mainHandOffHandScore, mainHandArmorSpecStatValue,
			offHandWinner, offHandScore, offHandArmorSpecStatValue,
			twoHandWinner, twoHandScore, twoHandArmorSpecStatValue,
			mustWinGrantsArmorSpecSubclass
		local itemInvariant = GetCreateTable()
		itemInvariant.first = itemMustWin
		itemInvariant.skip = skip
		for control,iteratedItemLink in ItemIterator,itemInvariant do
			local reqLevel, itemClass, itemSubclass, itemEquipSlot
			if not ItemIsBanned(iteratedItemLink, control) then
				local score, armorSpecStatValue
				reqLevel, itemClass, itemSubclass, _, itemEquipSlot = select(5, GetItemInfo(iteratedItemLink))
				if not ignoreLevelRequirement then
					if not level or not reqLevel or level<reqLevel then score = -1 end
				end
				itemClass, itemSubclass = GetItemClassIndex(itemClass, itemSubclass)
				if iteratedItemLink==itemMustWin and itemClass==ITEM_CLASS_ARMOR and itemSubclass==armorSpecSubclass then
					mustWinGrantsArmorSpecSubclass = true
				end
				local canAdornOffHand
				local canAdornSlot = CanAdornUniqueInventorySlot(uniqueInventorySlot, itemClass, itemSubclass, itemEquipSlot, spec, level)
				if uniqueInventorySlot==INVSLOT_MAINHAND then
					canAdornOffHand = CanAdornUniqueInventorySlot(INVSLOT_OFFHAND, itemClass, itemSubclass, itemEquipSlot, spec, level)
				end
				if not canAdornSlot then
					if not canAdornOffHand then
						score = -4
					end
				end
				if not score then
					score, armorSpecStatValue = CalculateScore(iteratedItemLink, spec, pvp, level, uniqueInventorySlot, nil, enforceArmorSpecSubclass, uncapped)
				end
				 
				if score>=0 then--pair holdable, ring and trinket slots
					if uniqueInventorySlot==INVSLOT_MAINHAND then
						if canAdornSlot and MainHandBlocksSecondarySlot(itemSubclass, itemEquipSlot, iteratedItemLink, spec, level) then
							if not twoHandScore or twoHandScore<score then 
								twoHandScore=score
								twoHandWinner=iteratedItemLink
								twoHandArmorSpecStatValue=armorSpecStatValue
							end
						else
							if canAdornSlot and (not mainHandScore or mainHandScore<score) then 
								if mainHandOffHandScore and (not offHandScore or offHandScore<mainHandOffHandScore) then
									offHandScore = mainHandOffHandScore
									offHandWinner = mainHandWinner
									offHandArmorSpecStatValue = mainHandArmorSpecStatValue
								end
								mainHandScore=score
								mainHandWinner=iteratedItemLink
								mainHandArmorSpecStatValue=armorSpecStatValue
								if canAdornOffHand then
									mainHandOffHandScore = CalculateScore(iteratedItemLink, spec, pvp, level, INVSLOT_OFFHAND, nil, enforceArmorSpecSubclass, uncapped)
								end
							elseif canAdornOffHand then
								score = CalculateScore(iteratedItemLink, spec, pvp, level, INVSLOT_OFFHAND, nil, enforceArmorSpecSubclass, uncapped)
								if not offHandScore or offHandScore<score then
									offHandScore = score
									offHandWinner = iteratedItemLink
									offHandArmorSpecStatValue = armorSpecStatValue
								end
							end
						end
					else
						local iteratedItemWonTieBreaker
						if score==winScore then
							local winnerTieBreaker = CalculateScore(winner, spec, pvp, level, uniqueInventorySlot, true, enforceArmorSpecSubclass, uncapped)
							local iteratedItemTieBreaker = CalculateScore(iteratedItemLink, spec, pvp, level, uniqueInventorySlot, true, enforceArmorSpecSubclass, uncapped)
							if iteratedItemTieBreaker>winnerTieBreaker then 
								iteratedItemWonTieBreaker = true
							end
						end
						if not winScore then
							winScore = score
							winner = iteratedItemLink
							winArmorSpecStatValue = armorSpecStatValue
							winnerGrantsArmorSpecSubclass = itemClass==ITEM_CLASS_ARMOR and itemSubclass==armorSpecSubclass
						elseif winScore<score or iteratedItemWonTieBreaker then
							altScore = winScore
							altWinner = winner
							altArmorSpecStatValue = winArmorSpecStatValue
							winScore = score
							winner = iteratedItemLink
							winArmorSpecStatValue = armorSpecStatValue
							winnerGrantsArmorSpecSubclass = itemClass==ITEM_CLASS_ARMOR and itemSubclass==armorSpecSubclass
						elseif not altScore or altScore<score then
							altScore = score
							altWinner = iteratedItemLink
							altArmorSpecStatValue = armorSpecStatValue
						end
					end
				end
			end
			if 
				itemMustWin 
				and (winner~=itemMustWin and ((not mustWinGrantsArmorSpecSubclass) or winnerGrantsArmorSpecSubclass))
				and altWinner~=itemMustWin
				and mainHandWinner~=itemMustWin
				and offHandWinner~=itemMustWin
				and twoHandWinner~=itemMustWin
			then
				control:Pool()
				return
			end
			YieldAutoroutine()
		end
		if uniqueInventorySlot~="INVTYPE_FINGER" and uniqueInventorySlot~="INVTYPE_TRINKET" then
			altScore = nil
			altWinner = nil
			altArmorSpecStatValue = nil
		end
		if uniqueInventorySlot==INVSLOT_MAINHAND then
			offHandScore = offHandScore or 0
			mainHandScore = mainHandScore or -1
			twoHandScore = twoHandScore or -1
			if mainHandScore+offHandScore>=twoHandScore then
				if 
					itemMustWin 
					and mainHandWinner~=itemMustWin
					and offHandWinner~=itemMustWin
				then
					return
				end
				if ShouldSwapMainOffWeapons(mainHandWinner, offHandWinner, spec, level) then
					winner, winScore, altWinner, altScore = offHandWinner, mainHandScore+offHandScore, mainHandWinner, mainHandScore
					winArmorSpecStatValue, altArmorSpecStatValue = offHandArmorSpecStatValue, mainHandArmorSpecStatValue
				else
					winner, winScore, altWinner, altScore = mainHandWinner, mainHandScore+offHandScore, offHandWinner, offHandScore
					winArmorSpecStatValue, altArmorSpecStatValue = mainHandArmorSpecStatValue, offHandArmorSpecStatValue
				end
			else
				if 
					itemMustWin
					and twoHandWinner~=itemMustWin
				then
					return
				end
				winner, winScore, winArmorSpecStatValue = twoHandWinner, twoHandScore, twoHandArmorSpecStatValue
			end
		end
		local invSlot = UniqueInventoryToInvSlot(uniqueInventorySlot)
		if 
			enforceArmorSpecSubclass==nil and 
			not winnerGrantsArmorSpecSubclass and
			IsArmorSpecSlot(invSlot)
		then
			local standardTable = GA:GetSpecDataTable(spec, pvp, nil, false, uncapped):BindToAutoroutineLifetime(UnbindSpecDataTable)
--DGV:DebugFormat("GetCurrentBestInSlot", "standardTable", tostring(standardTable), "standardTable:IsBoundToAutoroutineLifetime()", standardTable:IsBoundToAutoroutineLifetime())
			local enforcedTable = GA:GetSpecDataTable(spec, pvp, nil, true, uncapped):BindToAutoroutineLifetime(UnbindSpecDataTable)
			if 
				IsEnforcedTableComplete(enforcedTable) and 
				not StandardTableGrantsArmorSpecialization(standardTable, enforcedTable) 
				and ArmorSpecializationBonusWins(spec, standardTable, enforcedTable)
			then
				winner = enforcedTable[invSlot]
				local score, armorSpecStatValue = CalculateScore(winner, spec, pvp, level, uniqueInventorySlot, nil, enforceArmorSpecSubclass, uncapped)
				return winner, score, nil, nil, armorSpecStatValue
			end
		end
		if winScore and winScore>=0 then
			return winner, winScore, altWinner, altScore, (winArmorSpecStatValue or 0) + (altArmorSpecStatValue or 0)
		end
	end
	
	local function CalculateByScoringInfo(itemLink, spec, pvp, level, uniqueInventorySlot, itemSums, enforceArmorSpecSubclass, uncapped, ...)
		local total, armorSpecStatKey, armorSpecStatValue = 0
		for i=1,select("#", ...) do
			local data = (select(i, ...))
			if enforceArmorSpecSubclass then
				enforceArmorSpecSubclass = GetArmorSpecSubclassFrom(data) or enforceArmorSpecSubclass
			end
			armorSpecStatKey = armorSpecStatKey or GetArmorSpecStat(data)
			local score, statSum = CalculateScoreForInfo(itemLink, spec, pvp, level, uniqueInventorySlot, itemSums, enforceArmorSpecSubclass, uncapped, unpack(data))
			if armorSpecStatKey and data[1]==armorSpecStatKey then
				armorSpecStatValue = statSum
			end
			if score then
				if score<0 then return score end
				total = total + score
			end
			YieldAutoroutine()
		end
		return total, armorSpecStatValue
	end
	
	CalculateScore =  function(itemLink, spec, pvp, level, uniqueInventorySlot, tiebreaker, enforceArmorSpecSubclass, uncapped)
		--uncapped = true
		local cacheKey = not tiebreaker and strformat("%s%s%d%s%d%s%s%s", "CalculateScore", itemLink, spec, pvp and "true" or "false", level, tostring(uniqueInventorySlot), enforceArmorSpecSubclass and tostring(enforceArmorSpecSubclass) or "nil", uncapped and "0" or "1")
		if cacheKey then
			local cacheReaction = TryGetCacheReaction(cacheKey)
			if cacheReaction then
--DGV:DebugFormat("CalculateScore cached", "itemLink", itemLink, "uncapped", uncapped,  "score", (cacheReaction:UnpackCache()))
				return cacheReaction:UnpackCache()
			end
		end
		
		local itemSums = GetItemSums(itemLink):BindToAutoroutineLifetime(tPool)
		--StatLogic:GetSum(itemLink, itemSums)
		--DGV.InitTable(itemSums)
		local levelLimit = itemSums["PLAYER_LEVEL_LIMIT"]
		if levelLimit and level>levelLimit then
			itemSums["XP_BONUS"] = 0 -- Heirloom XP Bonus stops working after Level limit
			--itemSums:Pool()
			--return -6
		end
		local score, armorSpecStatValue
		if not tiebreaker then
			score, armorSpecStatValue = CalculateByScoringInfo(itemLink, spec, pvp, level, uniqueInventorySlot, itemSums, enforceArmorSpecSubclass, uncapped, GetScoringInfo(spec, pvp))
		else
			score = CalculateByScoringInfo(itemLink, spec, pvp, level, uniqueInventorySlot, itemSums, enforceArmorSpecSubclass, uncapped, GetTieBreakerScoringInfo())

		end
		itemSums:Pool()
		
		if cacheKey then
			RegisterReaction("BAG_UPDATE")
				:Or(RegisterMemberFunctionReaction("DugisGuideViewer.Modules.GearAdvisor", "ResetCalculateScoreCache"))
				:SetCache(cacheKey, score, armorSpecStatValue)
		end
--DGV:DebugFormat("CalculateScore", "itemLink", itemLink,"uncapped", uncapped, "score", score)
		return score, armorSpecStatValue
	end
	
	function GA.ResetCalculateScoreCache()
		QueueInvocation(GA.AutoEquipSmartSet, false)
	end
	
	local function StandardCompare(criterion, link, level)
		local uniqueSlot = GetDefaultUniqueInventorySlot(select(9, GetItemInfo(link)))
		local winningItem, winningScore, altWinner, altScore = GetCurrentBestInSlot(uniqueSlot, criterion.specNum, criterion.pvp, level, nil, nil, nil, true, link)
		return winningItem==link or altWinner==link, altWinner==link and winningItem or altWinner, winningItem==link and winningScore or altScore, winningItem==link and altScore or winningScore, uniqueSlot
	end
	
	local function CoinCompare(criterion, link)
		local highest, value = true, select(11, GetItemInfo(link))
		for _, choice in GA.ItemChoiceIterator do
			local choiceValue = select(11, GetItemInfo(choice))
			highest = highest and choiceValue<=value
		end
		return highest, value, value
	end
	
	local function StandardRewardAdorner(criterion, link, rewardFrame)
		local chosenColor
		if not DugisGreenArrowRewardAdornment:IsShown() then
			chosenColor = DugisGreenArrowRewardAdornment
		elseif not DugisYellowArrowRewardAdornment:IsShown() then
			if DugisGreenArrowRewardAdornment:IsShown() then
				local _,relativeTo = DugisGreenArrowRewardAdornment:GetPoint()
				if relativeTo==rewardFrame then return end
			end
			chosenColor = DugisYellowArrowRewardAdornment
		end
		if not chosenColor then return end
		chosenColor:SetParent(rewardFrame)
		chosenColor:ClearAllPoints()
		chosenColor:SetSize(28, 28)
		chosenColor:SetPoint("TOP", rewardFrame, "BOTTOMLEFT", 30, 25)
		chosenColor:Show()
	end
	
	local function StandardLootRollAdorner(criterion, link, groupLootFrame)
		if not groupLootFrame.dugisGreenArrow then
			groupLootFrame.dugisGreenArrow = CreateFrame("Frame", nil, groupLootFrame.IconFrame, "DugisGreenArrowAdornmentTemplate")
		end
		groupLootFrame.dugisGreenArrow:ClearAllPoints()
		groupLootFrame.dugisGreenArrow:SetSize(28, 28)
		groupLootFrame.dugisGreenArrow:SetPoint("TOP", groupLootFrame.IconFrame, "BOTTOMLEFT", 30, 25)
		groupLootFrame.dugisGreenArrow.link = link
		groupLootFrame.dugisGreenArrow:Show()
	end
	
	local function StandardItemButtonAdorner(criterion, link, buttonFrame, color)
		local frame
		if color=="green" then
			if not buttonFrame.dugisGreenArrow then
				buttonFrame.dugisGreenArrow = CreateFrame("Frame", nil, buttonFrame, "DugisGreenArrowAdornmentTemplate")
			end
			frame = buttonFrame.dugisGreenArrow
		else
			if buttonFrame.dugisGreenArrow and buttonFrame.dugisGreenArrow:IsShown() then return end
			if not buttonFrame.dugisYellowArrow then
				buttonFrame.dugisYellowArrow = CreateFrame("Frame", nil, buttonFrame, "DugisYellowArrowAdornmentTemplate")
			end
			frame = buttonFrame.dugisYellowArrow
		end
	
		frame:ClearAllPoints()
		frame:SetSize(28, 28)
		frame:SetPoint("TOP", buttonFrame.icon, "BOTTOMLEFT", 30, 25)
		frame:Show()
	end
	
	local function StandardTiebreaker(criterion, linkA, linkB, level)
		level = level or UnitLevel("player")
		local uniqueInventorySlotA = GetDefaultUniqueInventorySlot(select(9, GetItemInfo(linkA)))
		local uniqueInventorySlotB = GetDefaultUniqueInventorySlot(select(9, GetItemInfo(linkB)))
	
		local tieBreakerA = CalculateScore(linkA, criterion.specNum, criterion.pvp, level, uniqueInventorySlotA, true)
		local tieBreakerB = CalculateScore(linkB, criterion.specNum, criterion.pvp, level, uniqueInventorySlotB, true)
		return tieBreakerA>tieBreakerB and linkA or linkB
	end
	
	local function FallbackTooltipAdorner(tooltip, option)
		tooltip:AddLine(option)
	end
	
	local function IsQuestRewardLootRollOrEJItem(link)
		for control,iteratedItemLink in ItemIterator,ITEM_ITERATOR_SKIP_EQUIPPED do
			if link==iteratedItemLink then
				local pass = control.itemType or control.func==GetLootRollItemLink or control.func==EJ_GetLootInfoByIndex
				control:Pool()
				return pass
			end
		end
	end
	
	local function StandardTooltipAdorner(criterion, tooltip, link, altWinner, score, altScore)
		local color = RAID_CLASS_COLORS[select(2,UnitClass("player"))].colorStr
		if altWinner then
			tooltip:AddLine(L["Best in slot with %s - |c%s%s|r"]:format(altWinner, color, criterion.specName))
		else
			tooltip:AddLine(L["Best in slot - |c%s%s|r"]:format(color, criterion.specName))
		end
		if IsQuestRewardLootRollOrEJItem(link) then
			local uniqueInventorySlot = GetDefaultUniqueInventorySlot(select(9, GetItemInfo(link)))
			local currentWinningItem, currentWinningScore, currentAltWinner, currentAltScore = GetCurrentBestInSlot(uniqueInventorySlot, criterion.specNum, criterion.pvp, nil, ITEM_ITERATOR_SKIP_ALL_EXTERNAL)
			if not currentWinningItem or currentWinningScore==0 or score==0 then return end
			local upgrade, upgradeOver, upgradeOverAlt
			if altWinner==currentWinningItem then
				if not currentAltScore then return end 
				upgradeOver, upgrade, upgradeOverAlt  = currentAltWinner, (1-currentAltScore/score)*100, currentWinningItem
			else
				upgradeOver, upgrade, upgradeOverAlt = currentWinningItem, (1-currentWinningScore/score)*100, currentAltWinner
			end
--DGV:DebugFormat("StandardTooltipAdorner", "link", link, "altWinner", altWinner, "currentWinningItem",currentWinningItem, "currentAltWinner", currentAltWinner, "upgrade", upgrade, "currentWinningScore", currentWinningScore, "score", score, "altScore", altScore, "currentAltScore", currentAltScore)
			if upgradeOverAlt then
				tooltip:AddLine(L["|TInterface\\AddOns\\DugisGuideViewerZ\\Artwork\\UpgradeArrow:0|t|cff1eff00+%d%%|r upgrade over %s with %s"]:format(upgrade, upgradeOver, upgradeOverAlt))
			else
				
				tooltip:AddLine(L["|TInterface\\AddOns\\DugisGuideViewerZ\\Artwork\\UpgradeArrow:0|t|cff1eff00+%d%%|r upgrade over %s"]:format(upgrade, upgradeOver))
			end
		end
	end
	
	local function CoinRewardAdorner(criterion, link, rewardFrame)
		DugisCoinRewardAdornment:ClearAllPoints()
		DugisCoinRewardAdornment:SetParent(rewardFrame)
		--DugisCoinRewardAdornment:SetFrameLevel(129)
		DugisCoinRewardAdornment:SetSize(35, 35)
		DugisCoinRewardAdornment:SetPoint("TOPRIGHT", rewardFrame, 5, 9)
		DugisCoinRewardAdornment:Show()
	end
	
	local function SpecFromLocalizedName(name)
		for specNum=1,GetNumSpecializations() do
			local specName = select(2,GetSpecializationInfo(specNum))
			if specName==name then
				return specNum
			end
		end
	end
	
	local function IsEquipment(equipLoc)
		if invType=="" then return end
		local uniqueInventorySlot = GetDefaultUniqueInventorySlot(equipLoc)
		return 
			uniqueInventorySlot=="INVTYPE_HEAD" or
			uniqueInventorySlot=="INVTYPE_NECK" or
			uniqueInventorySlot=="INVTYPE_SHOULDER" or
			uniqueInventorySlot=="INVTYPE_CHEST" or
			uniqueInventorySlot=="INVTYPE_WAIST" or
			uniqueInventorySlot=="INVTYPE_LEGS" or
			uniqueInventorySlot=="INVTYPE_FEET" or
			uniqueInventorySlot=="INVTYPE_WRIST" or
			uniqueInventorySlot=="INVTYPE_HAND" or
			uniqueInventorySlot=="INVTYPE_FINGER" or
			uniqueInventorySlot=="INVTYPE_TRINKET" or
			uniqueInventorySlot=="INVTYPE_CLOAK" or
			uniqueInventorySlot==INVSLOT_MAINHAND or
			uniqueInventorySlot==INVSLOT_OFFHAND
	end
	
	local function StandardPredicate(criterion, link)
		return IsEquipment((select(9, GetItemInfo(link))))
	end
	
	local function CoinPredicate(criterion, item)
		for _, choice in GA.ItemChoiceIterator do
			if choice==item then return true end
		end
		return false
	end
	
	local WIN_CRITERIA_CURRENT = "Active Talent Specialization"
	local WIN_CRITERIA_INACTIVE_SPEC = "Inactive Talent Specialization"
	local WIN_CRITERIA_NONE = "None"
	local function SpecFromOption(option)
		if option==WIN_CRITERIA_NONE then return end
		local activeSpecName = select(2, GetSpecializationInfo(GetSpecialization()))
		local inactiveSpec = GetSpecialization(false, false, GetActiveSpecGroup()==1 and 2 or 1)
		local inactiveSpecName 
		if inactiveSpec then
			inactiveSpecName = select(2, GetSpecializationInfo(inactiveSpec))
		end
		local pvp
		local capture = option:match(L["(.*) %(PvP%)"])
		if capture then 
			pvp = true
		end
		if option==WIN_CRITERIA_CURRENT or capture==WIN_CRITERIA_CURRENT then
				return SpecFromLocalizedName(activeSpecName), pvp and L["%s (PvP)"]:format(activeSpecName) or activeSpecName, pvp
		elseif option==WIN_CRITERIA_INACTIVE_SPEC or capture==WIN_CRITERIA_INACTIVE_SPEC then
			if inactiveSpecName then
				return SpecFromLocalizedName(inactiveSpecName), pvp and L["%s (PvP)"]:format(inactiveSpecName) or inactiveSpecName, pvp
			end
		else
			local capture = option:match(L["(.*) %(PvP%)"])
			if capture then
				return SpecFromLocalizedName(capture), option, true
			end
			return SpecFromLocalizedName(option), option
		end
	end
	
	local WIN_CRITERIA_COIN = "Highest Vendor Price"
	local function WinCriteriaIterator(invariant, control)
		if not control then control = 0 end
		
		while true do
			control = control + 1
			local option = invariant[control]
			if not option then return end
			local spec, specName, pvp
			if option==WIN_CRITERIA_COIN then
				local criterion = GetCreateTable()
				criterion.Predicate = CoinPredicate
				criterion.GetScore = CoinCompare
				criterion.AdornReward = CoinRewardAdorner
				return control, WIN_CRITERIA_COIN, criterion
			else
				spec, specName, pvp = SpecFromOption(option)
			end
			local alreadyIterated
			if spec then
				for i=1,control-1 do
					local sfo, option, pfo = SpecFromOption(invariant[i])
					if spec==sfo and pvp==pfo then
						alreadyIterated = true
						break
					end
				end
			end
			if spec and not alreadyIterated then
				local criterion = GetCreateTable()
				criterion.specNum = spec
				criterion.pvp = pvp
				criterion.specName = specName
				criterion.Predicate = StandardPredicate
				criterion.GetScore = StandardCompare
				criterion.AdornReward = StandardRewardAdorner
				criterion.AdornLootRoll = StandardLootRollAdorner
				criterion.AdornEncounterJournal = StandardItemButtonAdorner
				criterion.AdornVendorItem = StandardItemButtonAdorner
				criterion.AdornLoot = StandardItemButtonAdorner
				criterion.SettleTie = StandardTiebreaker
				criterion.AdornTooltip = StandardTooltipAdorner
				return control, specName, criterion
			end
		end
	end
	
	function GA:IterateWinCriteria()
		return WinCriteriaIterator, DugisGuideViewer.chardb[DGV_GAWINCRITERIACUSTOM].options
	end
	
	local function Repaint(tooltip)
		tooltip:Show()
		local tipTextLeft = tooltip:GetName().."TextLeft"
		for i = 2, tooltip:NumLines() do
			local fontString = _G[tipTextLeft..i]
			_, relativeTo, _, xOfs, _ = fontString:GetPoint(0)
			fontString:ClearAllPoints()
			fontString:SetPoint("TOPLEFT", relativeTo, "BOTTOMLEFT", xOfs, -2)
		end
	end
	
	local function ItemIsInBag(link)
		for control,iteratedItemLink in ItemIterator,ITEM_ITERATOR_SKIP_ALL_EXTERNAL do
			if iteratedItemLink==link and control.bags then 
				control:Pool()
				return true 
			end
		end
	end
	
	local function IsNewItemTooltip(scores, link, newLink)
		if newLink~=link then
			return true
		end
	end
	
	local function PoolScores(scores)
		if scores then
			scores:TryReleaseLifetime(PoolScores)
			for _,score in scores:IPairs() do
				if type(score)=="table" then
					score:Pool()
				end
			end
			scores:Pool()
		end
	end
	
	local function ProcessTooltipRoutine(tooltip, link)
		local cacheReaction = TryGetCacheReaction("ProcessTooltipRoutine")
		local scores
		if not cacheReaction then
			local reqLevel = select(5, GetItemInfo(link))
			local playerLevel = UnitLevel("player")
			if reqLevel and playerLevel and reqLevel>playerLevel and ItemIsInBag(link) then return end
			for index, option,criterion in GA:IterateWinCriteria() do
				criterion:BindToAutoroutineLifetime(tPool)
				local score, altWinner, altScore = EvaluateWinCriteron(criterion, link)
				if score then
					if not scores then
						scores = GetCreateTable():BindToAutoroutineLifetime(PoolScores)
					end
					if altWinner then
						scores[index] = GetCreateTable(score, altWinner, altScore)
					else
						scores[index] = score
					end
				end
				criterion:Pool()
			end
			if scores then 
				scores:TryReleaseLifetime(PoolScores)
			end
			RegisterReaction()
				:InvokePassively()
				:WithAction(PoolScores, scores)
				:WithPredicate(IsNewItemTooltip, link)
				:SetCache("ProcessTooltipRoutine", scores)
		else
			scores = cacheReaction:UnpackCache()
		end
		if not scores then return end
		for index, option,criterion in GA:IterateWinCriteria() do
			criterion:BindToAutoroutineLifetime(tPool)
			local score, altWinner, altScore = scores[index]
			if score then
				if type(score)=="table" then
					score, altWinner, altScore = score:Unpack()
				end
				if criterion.AdornTooltip then
					criterion:AdornTooltip(tooltip, link, altWinner, score, altScore)
				else
					FallbackTooltipAdorner(tooltip, option)
				end
			end
			criterion:Pool()
		end
		
		Repaint(tooltip)
	end
	
	function ProcessTooltip(tooltip, name, link, ...)
		if tooltip:GetName():match("ShoppingTooltip") then return end

		local cacheReaction = TryGetCacheReaction("ProcessTooltipRoutine")
		if cacheReaction then
			cacheReaction:TryInvoke(link)
			cacheReaction = TryGetCacheReaction("ProcessTooltipRoutine")
		end
		if not cacheReaction then
			if not GetRunningAutoroutine("ProcessTooltipRoutine") then
				BeginAutoroutine("ProcessTooltipRoutine", ProcessTooltipRoutine, tooltip, link)
			end
		else
			ProcessTooltipRoutine(tooltip, link)
		end
	end

	local orig_GetNumEquipmentSets = GetNumEquipmentSets
	local orig_GetEquipmentSetInfo = GetEquipmentSetInfo
	local orig_GetEquipmentSetInfoByName = GetEquipmentSetInfoByName
	local orig_GetEquipmentSetItemIDs = GetEquipmentSetItemIDs
	local equipmentSetDataTable = {}
	local equipmentSetIdTable = {}
	setmetatable(equipmentSetIdTable, {
		__index = function(self, i)
			local link = rawget(equipmentSetDataTable, i)
			if i==INVSLOT_RANGED then return 0 end
			if i==INVSLOT_BODY or i==INVSLOT_TABARD then return EQUIPMENT_SET_IGNORED_SLOT end
			return link and DGV:GetItemIdFromLink(link) or EQUIPMENT_SET_IGNORED_SLOT, link
		end,
	})
	
	local bagUpdateReaction, levelUpReaction, activeSpecReaction, smartSetReaction, rewardShowReaction, questHideReaction, adornerParentShowReaction, equipExecutedReaction, 
		lootRollShowReaction, encounterJournalUpdateReaction, vendorUpdateReaction, lootUpdateReaction
	function GA:Load()
		TipHooker:Hook(ProcessTooltip, "item")
		TipHooker:RegisterCustomTooltip("item", "WorldMapTooltip")
	
		local function SmartSetShown()
			if DugisGuideViewer.armoryloaded or DugisGuideViewer.outfitterloaded or DugisGuideViewer.arkinventoryloaded then 
				return false 
			else 
				return DGV:UserSetting(DGV_GASMARTSETTARGET)~=WIN_CRITERIA_NONE
			end
		end
		
		function GetNumEquipmentSets()
			local add = SmartSetShown() and 1 or 0
			return orig_GetNumEquipmentSets()+add
		end
		
		local function IsInOtherSlot(itemId, slot)
			local otherSlot
			if slot==INVSLOT_TRINKET1 then
				otherSlot = INVSLOT_TRINKET2
			elseif slot==INVSLOT_TRINKET2 then
				otherSlot = INVSLOT_TRINKET1
			elseif slot==INVSLOT_FINGER1 then
				otherSlot = INVSLOT_FINGER2
			elseif slot==INVSLOT_FINGER2 then
				otherSlot = INVSLOT_FINGER1
			else return
			end
			local link = GetInventoryItemLink("player", otherSlot)
			return link and DGV:GetItemIdFromLink(link)==itemId
		end
		
		local function SmartSetIsEquipped(cachedOnly)
			local result = GA:GetSpecDataTable(nil, nil, equipmentSetDataTable, nil, nil, cachedOnly)
			if not result and cachedOnly and not GetRunningAutoroutine("CacheEquipmentSetDataTableRoutine") then
				BeginAutoroutine("CacheEquipmentSetDataTableRoutine", GA.GetSpecDataTable, GA, nil, nil, equipmentSetDataTable):OnCompletion(PaperDollEquipmentManagerPane_Update)
				return 
			end
			for slot,link in nextValidSlot, true do
				local setLink = equipmentSetDataTable[slot]
				local setId = equipmentSetIdTable[slot]
				local id = link and DGV:GetItemIdFromLink(link)
				if 
					setLink and
					(not link or setId~=id) and
					not IsInOtherSlot(setId, slot)
				then 
					return false
				end
			end
			return true
		end
		
		local function GetSpecIcon()
			return (select(4, GetSpecializationInfo((SpecFromOption(DGV:UserSetting(DGV_GASMARTSETTARGET))))))
		end
		
		-- name, icon, setID, isEquipped, numItems, numEquipped, numInventory, numMissing, numIgnored = GetEquipmentSetInfo(index)
		-- Arguments:
		-- index - Index of an equipment set (between 1 and GetNumEquipmentSets()) (number)
		-- Returns:
		-- name - Name of the equipment set (string)
		-- icon - Path to an icon texture for the equipment set (string)
		-- setID - Internal ID number for the set (not used elsewhere in API) (number)
		-- isEquipped - If the set is equipped returns true, if not, false (boolean)
		-- numItems - Number of items in the set (number)
		-- numEquipped - Number of items in the set currently equipped (number)
		-- numInventory - Number of items from the set in current bags (number)
		-- numMissing - Number of items missing from the set (current bags) (number)
		-- numIgnored - Number of ignored slots (number)
		function GetEquipmentSetInfo(index)
			if index==1 and SmartSetShown() then
				local cacheReaction = TryGetCacheReaction("GetEquipmentSetInfo") --keep a cache until next update.  Some addons call this a lot.
				if cacheReaction then
					return cacheReaction:UnpackCache()
				end
				
				local isEquipped = SmartSetIsEquipped(true)
				return RegisterStopwatchReaction(0):SetCache("GetEquipmentSetInfo",
					L["Dugi Smart Set"], 
					GetSpecIcon(), 
					MAX_EQUIPMENT_SETS_PER_PLAYER, 
					isEquipped, 
					16, 
					isEquipped and 16 or 0, 
					isEquipped and 0 or 16, 
					0, 
					2):UnpackCache()
			else
				return orig_GetEquipmentSetInfo(SmartSetShown() and index-1 or index)
			end
		end
		
		-- Returns information about an equipment set
		-- See also Equipment Manager functions.
		-- Signature:
		-- icon, setID, isEquipped, numItems, numEquipped, unknown, numMissing, numIgnored = GetEquipmentSetInfoByName("name")
		-- Arguments:
		-- name - Name of an equipment set (case sensitive) (string)
		-- Returns:
		-- icon - Path to an icon texture for the equipment set (string)
		-- setID - Internal ID number for the set (not used elsewhere in API) (number)
		-- isEquipped - If the set is equipped returns true, if not, false (boolean)
		-- numItems - Number of items in the set (number)
		-- numEquipped - Number of items in the set currently equipped (number)
		-- unknown - Unknown, always seem to be 0 (number)
		-- numMissing - Number of items missing from the set (current bags) (number)
		-- numIgnored - Number of ignored slots (number)
		function GetEquipmentSetInfoByName(name)
			if name==L["Dugi Smart Set"] and SmartSetShown() then
				local isEquipped = SmartSetIsEquipped(true)
--DGV:DebugFormat("GetEquipmentSetInfoByName", "isEquipped", isEquipped)
				return GetSpecIcon(), MAX_EQUIPMENT_SETS_PER_PLAYER, isEquipped, 16, isEquipped and 16 or 0, 0, 0, 2
			else
				return orig_GetEquipmentSetInfoByName(name)
			end
		end
		
		local function GetItemForTable(uniqueInventorySlot, spec, pvp, enforceArmorSpecSubclass, uncapped)
			local sfo, option, pfo = SpecFromOption(DGV:UserSetting(DGV_GASMARTSETTARGET))
			spec = spec or sfo
			pvp = pvp or pfo
			local winner, winScore, altWinner, altScore, armorSpecStatValue = GetCurrentBestInSlot(uniqueInventorySlot, spec, pvp, nil, ITEM_ITERATOR_SKIP_ALL_EXTERNAL, enforceArmorSpecSubclass, uncapped)
			return winner, altWinner, armorSpecStatValue, (winScore or 0)+(altScore or 0)
		end
		
		local function PoolCachedDataTable(reaction, ...)
			local dataTable = reaction:UnpackCache()
			if not dataTable:IsBoundToAutoroutineLifetime() then
--DGV:DebugFormat("PoolCachedDataTable", "dataTable", tostring(dataTable))
				dataTable:Pool()
				return
			end
--DGV:DebugFormat("PoolCachedDataTable cacheInValid")
			dataTable.cacheInValid = true

		end
		
		function GA:GetSpecDataTable(spec, pvp, preferredTable, enforceArmorSpecSubclass, uncapped, cachedOnly)
--DGV:DebugFormat("GetSpecDataTable 1", "spec", spec)
			local sfo, option, pfo = SpecFromOption(DGV:UserSetting(DGV_GASMARTSETTARGET))
			spec = spec or sfo
			pvp = pvp or pfo
			local cacheKey = strformat("%s%d%s%s%s%s", "GetSpecDataTable", spec, pvp and "true" or "false", tostring(preferredTable), tostring(enforceArmorSpecSubclass), uncapped and "true" or "false")
			local cacheReaction = TryGetCacheReaction(cacheKey)
			if cacheReaction then
				return cacheReaction:UnpackCache()
			end
			if cachedOnly then return end
			local dataTable = preferredTable and wipe(preferredTable) or GetCreateTable()
--DGV:DebugFormat("GetSpecDataTable", "dataTable", tostring(dataTable))
			dataTable.ArmorSpecStatTotal , dataTable.ScoreTotal = 0,0
			for unique,inv1,inv2 in NextUniqueInventorySlot do
				local winner, altWinner, armorSpecStatValue, score = GetItemForTable(unique, spec, pvp, enforceArmorSpecSubclass, uncapped)
				dataTable.ArmorSpecStatTotal = dataTable.ArmorSpecStatTotal + (armorSpecStatValue or 0)
				dataTable.ScoreTotal = dataTable.ScoreTotal + score
				dataTable[inv1] = winner
				if inv2 then
					dataTable[inv2] = altWinner
				end
			end
			
			local reaction = RegisterStopwatchReaction(2):Or(RegisterReaction("BAG_UPDATE")):SetCache(cacheKey, dataTable)
			if not preferredTable then
				reaction:WithAction(PoolCachedDataTable)
			end
			return dataTable
		end
		
		-- Returns a table listing the items in an equipment set
		-- See also Equipment Manager functions.
		-- Signature:
		-- itemIDs = GetEquipmentSetItemIDs("name")
		-- Arguments:
		-- name - Name of an equipment set (case sensitive) (string)
		-- Returns:
		-- itemIDs - A table listing the itemIDs of the set's contents, keyed by inventoryID (table)
		--EQUIPMENT_SET_IGNORED_SLOT 
		function GetEquipmentSetItemIDs(name)
			if name==L["Dugi Smart Set"] then
				GA:GetSpecDataTable(nil, nil, equipmentSetDataTable)
				return equipmentSetIdTable
			else
				return orig_GetEquipmentSetItemIDs(name)
			end
		end
		
		function PaperDollFrame_IgnoreSlotsForSet (setName)
			local set = GetEquipmentSetItemIDs(setName);
			for slot, item in ipairs(set) do
				if ( item == EQUIPMENT_SET_IGNORED_SLOT ) then
					EquipmentManagerIgnoreSlotForSave(slot);
					itemSlotButtons[slot].ignored = true;
					PaperDollItemSlotButton_Update(itemSlotButtons[slot]);
				end
			end
		end
		
		PaperDollEquipmentManagerPane:HookScript("OnUpdate", function ()
			if GA.loaded then
				for i = 1, #PaperDollEquipmentManagerPane.buttons do
					local button = PaperDollEquipmentManagerPane.buttons[i]
					if button.name==L["Dugi Smart Set"] then
						button.DeleteButton:Hide()
						button.EditButton:Hide()
					end
				end
				if PaperDollEquipmentManagerPane.selectedSetName==L["Dugi Smart Set"] then
					PaperDollEquipmentManagerPaneSaveSet:Disable()
				end
			end
		end)
		
		local function RunAdditionalAction(action)
			EquipmentManager_RunAction(action)
			action:Pool()
			--ClearCursor() --was preventing BoE equip
		end
		
		local function EquipmentChangedPredicate(reaction, event, slotOrElapsed, hasItem, ...)
			--DGV:DebugFormat("EquipmentChangedPredicate", "event", event, "slotOrElapsed", slotOrElapsed, "hasItem", hasItem, "reaction.requestedSlots", reaction.requestedSlots)
			if event=="time" and reaction.requestedSlots then
				return true
			elseif event=="PLAYER_EQUIPMENT_CHANGED" and hasItem and reaction.requestedSlots then
				reaction.requestedSlots:RemoveFirst(slotOrElapsed)
				return #reaction.requestedSlots==0
			end
		end
		
		local function EquipmentChangedAction(reaction, event, slotOrElapsed, hasItem, ...)
			if equipExecutedReaction.requestedSlots then
				equipExecutedReaction.requestedSlots:Pool()
				equipExecutedReaction.requestedSlots = nil
			end
			equipExecutedReaction:Dispose()
			equipExecutedReaction = nil
		end
		
		local EQUIP_ITEM, UNEQUIP_ITEM, SWAP_ITEM = 1,2,3
		local function ExecuteEquip(slot, action)
			ClearCursor()
			if (slot==INVSLOT_MAINHAND or slot==INVSLOT_OFFHAND) and action.player and not action.bags then --we may not be able to swap weapons in place
				if slot==action.slot then return end --already holding
				local requestedHand = slot
				action.type = UNEQUIP_ITEM
				action.invSlot = slot;
				EquipmentManager_RunAction(action)
				ClearCursor()
				local additionalAction = GetCreateTable()
				additionalAction.player = true
				additionalAction.slot = action.slot
				additionalAction.invSlot = slot
				additionalAction.type = EQUIP_ITEM
				QueueInvocation(RunAdditionalAction, additionalAction)
				return
			else
				action.type = (GetInventoryItemID("player", slot) and SWAP_ITEM) or EQUIP_ITEM;
				action.invSlot = slot;
				EquipmentManager_RunAction(action)
				--ClearCursor() --was preventing BoE equip
			end
			if not equipExecutedReaction then
				equipExecutedReaction = RegisterReaction("PLAYER_EQUIPMENT_CHANGED")
					:Or(RegisterStopwatchReaction(5))
					:WithPredicate(EquipmentChangedPredicate)
					:WithAction(EquipmentChangedAction)
			end
			if not equipExecutedReaction.requestedSlots then
				equipExecutedReaction.requestedSlots = GetCreateTable()
			end
			equipExecutedReaction:Reset()
			equipExecutedReaction.requestedSlots:Insert(slot)
		end
		
		local function IsSecondSlot(slot)
			return slot==INVSLOT_OFFHAND or slot==INVSLOT_FINGER2 or slot==INVSLOT_TRINKET2
		end
		
		local function GetCopyEquipAction(action, copy)
			local copy = copy or GetCreateTable()
			copy.slot = action.slot
			copy.bag = action.bag
			copy.player = action.player
			copy.bank = action.bank
			copy.bags = action.bags
			return copy
		end
		
		local function FindEquip(slot, itemLink, skip)
			local lastMatch
			for control,iteratedItemLink in ItemIterator,skip do
				if itemLink==iteratedItemLink then
					if IsSecondSlot(slot) then
						lastMatch = GetCopyEquipAction(control, lastMatch)
					else
						ExecuteEquip(slot, control)
						control:Pool()
						return true
					end
				end
			end
			if lastMatch then
				ExecuteEquip(slot, lastMatch)
				lastMatch:Pool()
				return true
			end
		end
		
		local function Equip(slot, itemLink)
			if itemLink~=nil and not ItemIsBanned(itemLink) then
				if not FindEquip(slot, itemLink, bit.bor(ITEM_ITERATOR_SKIP_EQUIPPED, ITEM_ITERATOR_SKIP_ALL_EXTERNAL)) then
					FindEquip(slot, itemLink, ITEM_ITERATOR_SKIP_ALL_EXTERNAL)
				end
			end
		end
		
		local function ContinueEquipRoutine(showPrompt, continueFromSlot)
			if SmartSetIsEquipped() then return end
			GA:GetSpecDataTable(nil, nil, equipmentSetDataTable)
			local diff = GetCreateTable()
			for slot,itemLink in next,equipmentSetDataTable,equipmentSetDataTable[continueFromSlot] and continueFromSlot do
				if type(slot)=="number" then
					local currentItemLink = GetInventoryItemLink("player", slot)
					local currentItemId = currentItemLink and DGV:GetItemIdFromLink(currentItemLink)
					local id = itemLink and DGV:GetItemIdFromLink(itemLink)
					if itemLink and id~=currentItemId and not IsInOtherSlot(id, slot) then
						diff:Insert(slot)
					end
				end
			end
			local continue, showPrompt, remaining = nil, showPrompt, #diff
			for _,slot in diff:IPairs() do
				local itemLink = equipmentSetDataTable[slot]
				continue, showPrompt, remaining = GA:Equip(slot,itemLink,showPrompt,remaining)
				if not continue then break end
			end
			diff:Pool()
		end
		
		local function ContinueEquip(showPrompt, continueFromSlot)
			if GetRunningAutoroutine("ContinueEquipRoutine") then return end
			BeginAutoroutine("ContinueEquipRoutine", ContinueEquipRoutine, showPrompt, continueFromSlot)
		end
		
		local function ClearCompareLines()
			if not DugisEquipPromptFrame.compare then return end
			for _,fontString in ipairs(DugisEquipPromptFrame.compare) do
				fontString:Hide()
			end
		end
		
		local function AddSetCompareLine(text, r, g, b, a)
			if not DugisEquipPromptFrame.compare then DugisEquipPromptFrame.compare = {} end
			local toSet
			for _,fontString in ipairs(DugisEquipPromptFrame.compare) do
				if not fontString:IsShown() then 
					toSet = fontString
					break
				end
			end
			if not toSet then
				toSet = DugisEquipPromptFrame:CreateFontString(nil, "ARTWORK", "GameFontNormal")
				toSet:SetJustifyH("LEFT")
				toSet:SetJustifyV("TOP")
				tinsert(DugisEquipPromptFrame.compare, toSet)
				if #DugisEquipPromptFrame.compare==1 then
					toSet:SetPoint("TOPLEFT", DugisEquipPromptFrame.recommended, "TOPRIGHT", 15, 0)
				else
					toSet:SetPoint("TOPLEFT", DugisEquipPromptFrame.compare[#DugisEquipPromptFrame.compare-1], "BOTTOMLEFT")
				end
			end
			toSet:SetHeight(13)
			toSet:SetWidth(1000)
			toSet:SetText(text)
			local width = toSet:GetStringWidth()
			if width>170 then
				toSet:SetHeight(13+math.floor(width/160)*13)
			end
			if r then
				toSet:SetTextColor(r,g,b)
			end
			toSet:SetWidth(170)
			toSet:Show()
		end
		
		function GA:GetSlotBackgroundInfo(slot)
			local slotFrame = ListContains(slot, 
				function(frame)
					return (GetInventorySlotInfo(strsub(frame:GetName(),10)));
				end,
				PaperDollItemsFrame:GetChildren())
			return _G[strupper(strsub(slotFrame:GetName(), 10))], slotFrame.backgroundTextureName 
		end
		
		local tempIgnoreCache = {}
		function GA:Equip(slot, itemLink, showPrompt, remaining)
			if tContains(tempIgnoreCache, itemLink..slot) then return end --avoids nagging over and over for the same piece in the same slot without long term ban listing (reset by manual gear set equip or reload ui)
			local currentItemLink = GetInventoryItemLink("player", slot)
			remaining = remaining and remaining-1
			if currentItemLink==itemLink then
				return true, showPrompt, remaining
			end
			if --[[not currentItemLink or]] not showPrompt or not DGV:UserSetting(DGV_SHOWAUTOEQUIPPROMPT) then --commented to show prompt if slot is empty
				Equip(slot, itemLink)
				return true, showPrompt, remaining
			else
                DugisEquipPromptFrame.slot = slot
				DugisEquipPromptFrame.recommended.item = itemLink
				DugisEquipPromptFrame.recommended.title = L["Equip recommended item:"]
				DugisEquipPromptFrame.action = "EQUIP"
				DugisEquipItemHighlight:SetPoint("TOPLEFT", DugisEquipPromptFrame.recommended.itemButton, "TOPLEFT", -8, 7)
				DugisEquipItemHighlight:Show()
				
				DugisEquipPromptFrame.forAll:Enable()
				DugisEquipPromptFrame.forAll.text:SetTextColor(1.0, 0.82, 0)
				if remaining and remaining>0 then
					DugisEquipPromptFrame.forAll:SetChecked(false)
					DugisEquipPromptFrame.forAll.text:SetText(L["Do above for remaining %d items"]:format(remaining))
					DugisEquipPromptFrame.forAll:Show()
				else
					DugisEquipPromptFrame.forAll:Hide()
				end
				DugisEquipPromptFrame.blacklist:SetChecked(false)
				DugisEquipPromptFrame.blacklist.text:SetText(L["Add %s to ban list"]:format(itemLink))
				DugisEquipPromptFrame.blacklist.text:SetWidth(352)
				DugisEquipPromptFrame.blacklist.text:SetJustifyH("LEFT")
				
				ClearCompareLines()
				local statTable = GetCreateTable()
				if currentItemLink then
					DugisEquipPromptFrame.existing.item = currentItemLink
					DugisEquipPromptFrame.existing.title = L["Or keep equipped item:"]
					GetItemStatDelta(itemLink, currentItemLink, statTable)
					AddSetCompareLine(ITEM_DELTA_DESCRIPTION)
				else
					DugisEquipPromptFrame.existing.item = nil
					DugisEquipPromptFrame.existing.title = L["Or leave slot empty:"]
					GetItemStats(itemLink, statTable)
					AddSetCompareLine(L["Item has the following stats:"])
				end
				DugisGuideViewer:HideLargeWindow()
				DugisEquipPromptFrame:Show()
				DugisEquipPromptFrame.compare[1]:Hide()
				for stat, value in pairs(statTable) do
					if stat~="n" and _G[stat] and type(value)=="number" then
						DugisEquipPromptFrame.compare[1]:Show()
						local color = "ff00ff00"
						if value < 0 then
							color = "ffff2020"
						end
						if mod(value, 1)==0 then
							AddSetCompareLine(L["|c%s%d|r %s"]:format(color, value, _G[stat]), 1, 1, 1) --Localization: enUS uses number-space-statname
						else
							AddSetCompareLine(L["|c%s%.1f|r %s"]:format(color, value, _G[stat]), 1, 1, 1)
						end
					end
				end
				statTable:Pool()
			end
		end
		
		local function EquipmentChangedContinueEquipPredicate(reaction, requestedSlot, event, slot, hasItem)
			return hasItem and requestedSlot==slot
		end
		
		local function EquipmentChangedContinueEquipAction(reaction, requestedSlot, event, slot, hasItem)
			ContinueEquip(true, requestedSlot)
		end
		
		function GA:OnPromptHidden(prompt)
			prompt.action = not prompt.blacklist:GetChecked() and prompt.action
			local quit = (prompt.forAll:GetChecked() and prompt.action == "SKIP") or prompt.action == "CANCEL"
			local showPrompt = not prompt.forAll:GetChecked()
			if prompt.blacklist:GetChecked() then
				if not DGV.chardb.GA_Blacklist then DGV.chardb.GA_Blacklist = {} end
				DGV.chardb.GA_Blacklist[DGV:GetItemIdFromLink(prompt.recommended.item)] = true
			end
			if prompt.action == "EQUIP" then
				if not showPrompt then
					ContinueEquip(false, prompt.slot)
				else
					RegisterReaction("PLAYER_EQUIPMENT_CHANGED"):WithPredicate(EquipmentChangedContinueEquipPredicate):WithAction(EquipmentChangedContinueEquipAction, prompt.slot):Once()
				end
				Equip(prompt.slot, prompt.recommended.item)
				
				return
			end
			if prompt.action == "SKIP" then
				tinsert(tempIgnoreCache, prompt.recommended.item..prompt.slot)
			end
			if not quit then
				ContinueEquip(showPrompt, prompt.slot)
			end
		end
		
		function GA:OnGearOptionClicked(button)
			if button==DugisEquipPromptFrame.recommended then
				DugisEquipPromptFrame.action="EQUIP"
			else
				DugisEquipPromptFrame.action="SKIP"
			end
		end
		
		local function AutoEquipEnabled()
			return DGV:UserSetting(DGV_AUTOEQUIPSMARTSET)
		end
		
		function GA.AutoEquipSmartSet(reaction, clearTempIgnore, button)
			if not InCombatLockdown() then
				if DGV:UserSetting(DGV_GASMARTSETTARGET)==WIN_CRITERIA_NONE or (not AutoEquipEnabled() and not button) then return end
				if clearTempIgnore then
					wipe(tempIgnoreCache)
				end
				ContinueEquip(true, nil)
			else
				DoOutOfCombat(GA.AutoEquipSmartSet, reaction, clearTempIgnore)
			end
		end
		
		local function NoEquipInProgress()
			return not DugisEquipPromptFrame:IsShown() and (not equipExecutedReaction or equipExecutedReaction.invoked)
		end
		
		local lastBUFire
		local function BagUpdatePredicate()
			local elapsed = GetTime()
			if lastBUFire==elapsed then return end
			lastBUFire = elapsed
			return AutoEquipEnabled() and NoEquipInProgress()
		end
		
		bagUpdateReaction = RegisterReaction("BAG_UPDATE", BagUpdatePredicate, GA.AutoEquipSmartSet):Defer()
		levelUpReaction = RegisterReaction("PLAYER_LEVEL_UP", AutoEquipEnabled, GA.AutoEquipSmartSet, true)
		activeSpecReaction = RegisterReaction("ACTIVE_TALENT_GROUP_CHANGED", AutoEquipEnabled, GA.AutoEquipSmartSet, true)
		
		local function SmartSetPredicate(reaction, clearTempIgnore, setName)
			return setName==L["Dugi Smart Set"]
		end
		smartSetReaction = RegisterFunctionReaction("EquipmentManager_EquipSet", SmartSetPredicate, GA.AutoEquipSmartSet, true)
		if AutoEquipEnabled() then QueueInvocation(GA.AutoEquipSmartSet) end
		
		local function HideRewardGuidance()
			DugisCoinRewardAdornment:Hide()
			DugisGreenArrowRewardAdornment:Hide()
			DugisYellowArrowRewardAdornment:Hide()
		end
		
		local function EvaluateRewards()
			if QuestFrameRewardPanel:IsShown() then
				local questId = GetQuestID()
				local questLogIndex
				if questId then 
					questLogIndex = GetQuestLogIndexByID(questId);				 
					SelectQuestLogEntry(questLogIndex); --Blizzard bug? need this since GetNumQuestLogChoices or GetNumQuestChoices always returns 0 otherwise. 
				end
			end
			
			HideRewardGuidance()
			local selectionMade
			for _, option,criterion in GA:IterateWinCriteria() do
				criterion:BindToAutoroutineLifetime(tPool)
				local winScore, winLink, winFrame, unresolvableTie
				for _, link, frame in GA.ItemChoiceIterator do
					local score = EvaluateWinCriteron(criterion, link)
					if score and (not winScore or winScore<score) then
						winScore = score
						winLink = link
						winFrame = frame
					elseif criterion.SettleTie and score and winScore==score then
						winLink = criterion:SettleTie(winLink, link)
						winFrame = winLink==link and frame or winFrame
						winScore = winLink==link and score or winScore
					elseif not criterion.SettleTie and score and winScore==score then
						unresolvableTie = true
					end
				end
				if winLink then
					if not selectionMade then
						QueueInvocation(winFrame:GetScript("OnClick"), winFrame)
						selectionMade = true
					end
					criterion:AdornReward(winLink, winFrame)
				end
				criterion:Pool()
			end
		end
		
		local function ShouldShowQuestItems()
			local getNumChoices = QuestInfoFrame.questLog and GetNumQuestLogChoices or GetNumQuestChoices
			return getNumChoices()>1 --one choice is no choice at all 
		end
		
		local lastRewardFrameShow
		local function DeferredRewardFrameShow(frame, elapsed) --first QuestInfoRewardsFrame:Show gets spammed
			if lastRewardFrameShow~=elapsed then
				lastRewardFrameShow = elapsed
				InterruptAutoroutine("EvaluateRewards")
				BeginAutoroutine("EvaluateRewards", EvaluateRewards)
			end
		end
		rewardShowReaction = RegisterMemberFunctionReaction(QuestInfoRewardsFrame, "Show", ShouldShowQuestItems):
			Or(RegisterMemberFunctionReaction(MapQuestInfoRewardsFrame, "Show", ShouldShowQuestItems)):
			WithAction(DeferredRewardFrameShow):Defer():InvokePassively()
		questHideReaction = RegisterMemberFunctionReaction(QuestInfoRewardsFrame, "Hide"):WithAction(HideRewardGuidance)
		adornerParentShowReaction = RegisterMemberFunctionReaction(QuestInfoRewardsFrame, "Show"):WithAction(HideRewardGuidance)
		
		local function HideLootRollGuidance()
			for i=1,NUM_GROUP_LOOT_FRAMES do
				local lootFrame = _G["GroupLootFrame"..i]
				if lootFrame and lootFrame.dugisGreenArrow then
					lootFrame.dugisGreenArrow:Hide()
				end
			end
		end
		
		local function EvaluateLootRollRoutine()
			HideLootRollGuidance()
			for _, option,criterion in GA:IterateWinCriteria() do
				criterion:BindToAutoroutineLifetime(tPool)
				for _, link, frame in GA.LootRollIterator do
					local score = EvaluateWinCriteron(criterion, link)
					if score and criterion.AdornLootRoll then
						criterion:AdornLootRoll(link, frame)
					end
				end
				criterion:Pool()
			end
		end
		
		local function EvaluateLootRoll()
			InterruptAutoroutine("EvaluateLootRollRoutine")
			BeginAutoroutine("EvaluateLootRollRoutine", EvaluateLootRollRoutine)
		end
		
		lootRollShowReaction = RegisterFunctionReaction("GroupLootFrame_OpenNewFrame"):WithAction(EvaluateLootRoll)
		
		local orig_GetLootRollTimeLeft, orig_GetLootRollItemLink, orig_GetLootRollItemInfo
		local function UndoMockGroupLoot()
			DGV:DebugFormat("UndoMockGroupLoot")
			GroupLootContainer_RemoveFrame(GroupLootContainer, GroupLootFrame1)
			GetLootRollTimeLeft = orig_GetLootRollTimeLeft
			GetLootRollItemLink = orig_GetLootRollItemLink
			GetLootRollItemInfo = orig_GetLootRollItemInfo
			orig_GetLootRollTimeLeft, orig_GetLootRollItemLink, orig_GetLootRollItemInfo = nil, nil, nil
		end
		
		local function OverrideGetLootRollTimeLeft(durationMillis)
			orig_GetLootRollTimeLeft = GetLootRollTimeLeft
			local nowMillis = GetTime()*100
			GetLootRollTimeLeft = function()
				return durationMillis - (GetTime()*100-nowMillis)
			end
		end
		
		local function OverrideGetLootRollItemLink(item)
			orig_GetLootRollItemLink = GetLootRollItemLink
			GetLootRollItemLink = function() return item end
		end
		
		local function OverrideGetLootRollItemInfo(item)
			orig_GetLootRollItemInfo = GetLootRollItemInfo
			GetLootRollItemInfo = function() 
				local itemName, itemLink, itemRarity, itemLevel, itemMinLevel, itemType, itemSubType,
					itemStackCount, itemEquipLoc, itemTexture, itemSellPrice =
					GetItemInfo(item)	
				return itemTexture, itemName, 1, itemRarity, 1, 1, 1, 1
			end
		end
		
		function MockGroupLoot(item, duration)
			DGV:DebugFormat("MockGroupLoot", "item",item,"duration", duration)
			if orig_GetLootRollTimeLeft then return end
			local durationMillis = duration*100
			OverrideGetLootRollTimeLeft(durationMillis)
			OverrideGetLootRollItemLink(item)
			OverrideGetLootRollItemInfo(item)
			GroupLootFrame_OpenNewFrame(1, durationMillis)
			RegisterStopwatchReaction(duration):Once():WithAction(UndoMockGroupLoot)
		end
		
		local function HideEncounterJournalGuidance()
			local scrollFrame = EncounterJournal.encounter.info.lootScroll;
			local items = scrollFrame.buttons;
			 
			for _,button in ipairs(items) do
				if button.dugisGreenArrow then
					button.dugisGreenArrow:Hide()
				end
				if button.dugisYellowArrow then
					button.dugisYellowArrow:Hide()
				end
			end
		end
		
		local function EvaluateEncounterJournalRoutine()
			HideEncounterJournalGuidance()
-- if DGV.currentAutoroutine then
-- DGV:DebugFormat("EvaluateEncounterJournalRoutine 1", "time", DGV.GetTicks()-DGV.currentAutoroutine.startTime)
-- end
			if 
				EncounterJournal and
				EncounterJournal:IsShown() and
				EncounterJournal.encounter.info.lootScroll:IsShown()
			then
				local greenedSlots = GetCreateTable():BindToAutoroutineLifetime(tPool)
				for slot,inv1,inv2 in NextUniqueInventorySlot do
					for criterionIndex, option,criterion in GA:IterateWinCriteria() do
						criterion:BindToAutoroutineLifetime(tPool)
						if criterion.AdornEncounterJournal then
-- if DGV.currentAutoroutine then
-- DGV:DebugFormat("EvaluateEncounterJournalRoutine 2", "time", DGV.GetTicks()-DGV.currentAutoroutine.startTime, "slot", slot, "criterionIndex", criterionIndex)
-- end
							local winningItem, winningScore, altWinner, altScore = GetCurrentBestInSlot(slot, criterion.specNum, criterion.pvp, nil, nil, nil, nil, true)
-- if DGV.currentAutoroutine then
-- DGV:DebugFormat("EvaluateEncounterJournalRoutine 3", "time", DGV.GetTicks()-DGV.currentAutoroutine.startTime, "slot", slot, "criterionIndex", criterionIndex)
-- end
							
							for _, link, frame in GA.EncounterJournalIterator do
								if criterion:Predicate(link, unpack(criterion)) then
									if slot==INVSLOT_MAINHAND and link==altWinner then 
										slot = INVSLOT_OFFHAND
										winningItem = link
									end
									
									if link==winningItem then
										if frame then
											criterion:AdornEncounterJournal(link, frame, (greenedSlots[slot] and "yellow") or "green")
										end
										greenedSlots[slot] = true
									elseif link==altWinner then
										if frame then
											criterion:AdornEncounterJournal(link, frame, "yellow")
										end
									end
								end
								YieldAutoroutine()
							end
						end
						criterion:Pool()
					end
				end
				greenedSlots:Pool()
			end
		end
		
		local function EvaluateEncounterJournal()
			InterruptAutoroutine("EvaluateEncounterJournal")
			BeginAutoroutine("EvaluateEncounterJournal", EvaluateEncounterJournalRoutine)
		end
		
		RegisterFunctionReaction("EJ_GetNumLoot"):Once():WithAction(function()
			encounterJournalUpdateReaction = RegisterMemberFunctionReaction("EncounterJournal.encounter.info.lootScroll", "update")
				:Or(RegisterFunctionReaction("EncounterJournal_LootUpdate")):WithAction(EvaluateEncounterJournal)
		end)
		
		local function HideVendorGuidance()
			for i=1, MERCHANT_ITEMS_PER_PAGE, 1 do
				local itemButton = _G["MerchantItem"..i.."ItemButton"]
				if itemButton then
					if itemButton.dugisGreenArrow then
						itemButton.dugisGreenArrow:Hide()
					end
					if itemButton.dugisYellowArrow then
						itemButton.dugisYellowArrow:Hide()
					end
				end
			end
		end
		
		local function EvaluateVendorRoutine()
			HideVendorGuidance()
			if MerchantFrame:IsShown() then
				local greenedSlots = GetCreateTable():BindToAutoroutineLifetime(tPool)
				for slot,inv1,inv2 in NextUniqueInventorySlot do
					for criterionIndex, option, criterion in GA:IterateWinCriteria() do
						criterion:BindToAutoroutineLifetime(tPool)
						if criterion.AdornVendorItem then
							local winningItem, winningScore, altWinner, altScore = GetCurrentBestInSlot(slot, criterion.specNum, criterion.pvp, nil, nil, nil, nil, true)
							for _, link, frame in GA.VendorIterator do
								if criterion:Predicate(link, unpack(criterion)) then
									if slot==INVSLOT_MAINHAND and link==altWinner then 
										slot = INVSLOT_OFFHAND
										winningItem = link
									end
									
									if link==winningItem then
										if frame then
											criterion:AdornVendorItem(link, frame, (greenedSlots[slot] and "yellow") or "green")
										end
										greenedSlots[slot] = true
									elseif link==altWinner then
										if frame then
											criterion:AdornVendorItem(link, frame, "yellow")
										end
									end
								end
								YieldAutoroutine()
							end
						end
						criterion:Pool()
					end
				end
				greenedSlots:Pool()
			end
		end
		
		local function EvaluateVendor()
			InterruptAutoroutine("EvaluateVendor")
			BeginAutoroutine("EvaluateVendor", EvaluateVendorRoutine)
		end
		
		vendorUpdateReaction =  RegisterFunctionReaction("MerchantFrame_UpdateMerchantInfo"):WithAction(EvaluateVendor)
		
		local function HideLootGuidance()
			for i=1, LOOTFRAME_NUMBUTTONS  do
				local itemButton = _G["LootButton"..i];
				if itemButton then
					if itemButton.dugisGreenArrow then
						itemButton.dugisGreenArrow:Hide()
					end
					if itemButton.dugisYellowArrow then
						itemButton.dugisYellowArrow:Hide()
					end
				end
			end
		end
		
		local function EvaluateLootRoutine()
			HideLootGuidance()
			if LootFrame:IsShown() then
				local greenedSlots = GetCreateTable():BindToAutoroutineLifetime(tPool)
				for _, option,criterion in GA:IterateWinCriteria() do
					criterion:BindToAutoroutineLifetime(tPool)
					local winScore, winLink, winFrame, winSlot
					for _, link, frame in GA.LootIterator do
						local score,_,_,uniqueInventorySlot = EvaluateWinCriteron(criterion, link)
						if score and (not winScore or winScore<score) then
							winScore = score
							winLink = link
							winFrame = frame
							winSlot = uniqueInventorySlot
						elseif criterion.SettleTie and score and winScore==score then
							winLink = criterion:SettleTie(winLink, link)
							winFrame = winLink==link and frame or winFrame
							winScore = winLink==link and score or winScore
							winSlot = uniqueInventorySlot
						end
					end
					if winLink and winFrame then
						criterion:AdornLoot(winLink, winFrame, (greenedSlots[winSlot] and "yellow") or "green")
					end
					if winSlot then
						greenedSlots[winSlot] = true
					end
					criterion:Pool()
				end
				greenedSlots:Pool()
			end
		end
		
		local function EvaluateLoot()
			InterruptAutoroutine("EvaluateLoot")
			BeginAutoroutine("EvaluateLoot", EvaluateLootRoutine)
		end
		
		lootUpdateReaction =  RegisterFunctionReaction("LootFrame_Update"):WithAction(EvaluateLoot)
		
		if DGV.Debug then
			DGV:RegisterTest(
				function(suite)
					--suite.mocks
					--suite.setUp
					--suite.tearDown
					local function justReturn(arg1, arg2, arg3, arg4, arg5, arg6, ...)
						return ...
					end
					suite.testVisitCSV = function(state)
						local joined = strjoin("test", VisitCSV(justReturn, nil, nil, nil, nil, nil, nil, "1,two,3", "four,5,six"))
						local expected = "1testtwotest3testfourtest5testsix"
						DGV:ShouldEqual(expected, joined)
					end
					suite.testMathSum = function(state)
						DGV:ShouldEqual(6, math.sum(1,2,3))
					end
					suite.testItemIteratorWithArgITEM_ITERATOR_SKIP_EQUIPPEDShouldNotGivePlayerInventory = function(state)
						local playerInventoryFound = false
						for control,iteratedItemLink in ItemIterator,ITEM_ITERATOR_SKIP_EQUIPPED do
							playerInventoryFound = playerInventoryFound or (control.player and not control.bags)
						end
						DGV:Shouldnt(playerInventoryFound)
					end
					return "GearAdvisorConditionlessTests"
				end)
		end
	end
	
	function GA:Unload()
		TipHooker:Unhook(ProcessTooltip, "item")
		bagUpdateReaction:Dispose()
		levelUpReaction:Dispose()
		activeSpecReaction:Dispose()
		smartSetReaction:Dispose()
		rewardShowReaction:Dispose()
		questHideReaction:Dispose()
		adornerParentShowReaction:Dispose()
		lootRollShowReaction:Dispose()
		vendorUpdateReaction:Dispose()
		lootUpdateReaction:Dispose()
		if encounterJournalUpdateReaction then
			encounterJournalUpdateReaction:Dispose()
		end
		if equipExecutedReaction then
			if equipExecutedReaction.requestedSlots then
				equipExecutedReaction.requestedSlots:Pool()
				equipExecutedReaction.requestedSlots = nil
			end
			equipExecutedReaction:Dispose()
			equipExecutedReaction = nil
		end
		GetNumEquipmentSets = orig_GetNumEquipmentSets
		GetEquipmentSetInfo = orig_GetEquipmentSetInfo
	end
	

	function GA:OnModulesLoaded()
		if DGV.Debug then
			--[[local]] sumStatComparisonTable = { -- General
				["slotMap"] = {},
				-- ["HEALTH"] = {
					-- blizzardSumFunc = function() return UnitHealthMax("player") end,
					-- estFunc = sumHealth,
					-- tolerance = .9
				-- },
				--[[["POWER"] = {
					updateFunc = function(statFrame, unit) PaperDollFrame_SetPower(statFrame, unit); end
				},
				["ALTERNATEMANA"] = {
					-- Only appears for Druids when in shapeshift form
					updateFunc = function(statFrame, unit) PaperDollFrame_SetAlternateMana(statFrame, unit); end
				}]]
				order = {
					"STRENGTH", "AGILITY", "STAMINA", "INTELLECT", "SPIRIT", "MASTERY", "EXPERTISE", --"MELEE_AP", 
					"HITCHANCE", "SPELL_HITCHANCE", "HASTE", "ARMOR", "DODGE", "PARRY", "CRITCHANCE", --"MELEE_DPS"
				},
				["MASTERY"] = {
					blizzardSumFunc = GetMastery,
					estFunc = sumMastery,
					modCoefficientFunc = function() return StatLogic:GetStatMod("MOD_MASTERY") end,
					sumKey = "MASTERY",
				},
				--[[["ITEMLEVEL"] = {
					updateFunc = function(statFrame, unit) PaperDollFrame_SetItemLevel(statFrame, unit); end
				},
				["MOVESPEED"] = {
					updateFunc = function(statFrame, unit) PaperDollFrame_SetMovementSpeed(statFrame, unit); end
				},]]
				 
				-- Base stats
				["STRENGTH"] = {
					blizzardSumFunc = function() return UnitStat("player", 1) end,
					estFunc = sumStrength,
					modCoefficientFunc = function() return StatLogic:GetStatMod("MOD_STR") end,
					sumKey = "STR",
				},
				["AGILITY"] = {
					blizzardSumFunc = function() return UnitStat("player", 2) end,
					estFunc = sumAgility,
					modCoefficientFunc = function() return StatLogic:GetStatMod("MOD_AGI") end,
					sumKey = "AGI",
				},
				["STAMINA"] = {
					blizzardSumFunc = function() return UnitStat("player", 3) end,
					estFunc = sumStamina,
					modCoefficientFunc = function() return StatLogic:GetStatMod("MOD_STA") end,
					sumKey = "STA",
				},
				["INTELLECT"] = {
					blizzardSumFunc = function() return UnitStat("player", 4) end,
					estFunc = sumIntellect,
					modCoefficientFunc = function() return StatLogic:GetStatMod("MOD_INT") end,
					sumKey = "INT",
				},
				["SPIRIT"] = {
					blizzardSumFunc = function() return UnitStat("player", 5) end,
					estFunc = sumSpirit,
					modCoefficientFunc = function() return StatLogic:GetStatMod("MOD_SPI") end,
					sumKey = "SPI",
				},
				 
				-- Melee
				--[[["MELEE_DAMAGE"] = {
					updateFunc = function(statFrame, unit) PaperDollFrame_SetDamage(statFrame, unit); end
				},]]
				["MELEE_DPS"] = {
					blizzardSumFunc = function()
						local speed, offhandSpeed = UnitAttackSpeed("player");
						local minDamage, maxDamage, minOffHandDamage, maxOffHandDamage, physicalBonusPos, physicalBonusNeg, percent = UnitDamage("player");
						minDamage = (minDamage / percent) - physicalBonusPos - physicalBonusNeg;
						maxDamage = (maxDamage / percent) - physicalBonusPos - physicalBonusNeg;
						local baseDamage = (minDamage + maxDamage) * 0.5;
						local fullDamage = (baseDamage + physicalBonusPos + physicalBonusNeg) * percent;
						return max(fullDamage,1) / speed
					end,
					estFunc = sumMeleeDPS,
					shouldSkipTest = function(self, itemLink, slot) return slot==INVSLOT_MAINHAND end --weapon won't be gone, it will be replaced by fist dps
				},
				["MELEE_AP"] = {
					blizzardSumFunc = function()
						local base, posBuff, negBuff = UnitAttackPower("player");
						--local damageBonus =  max((base+posBuff+negBuff), 0)/ATTACK_POWER_MAGIC_NUMBER;
						return base, posBuff, negBuff
					end,
					estFunc = sumMeleeAttackPower,
					modCoefficientFunc = function() return StatLogic:GetStatMod("MOD_AP") end,
					sumKey = "AP",
				},
				--[[["MELEE_ATTACKSPEED"] = {
					updateFunc = function(statFrame, unit) PaperDollFrame_SetAttackSpeed(statFrame, unit); end
				},]]
				["HASTE"] = {
					blizzardSumFunc = GetMeleeHaste,
					estFunc = sumMeleeHaste
				},
				["HITCHANCE"] = {
					blizzardSumFunc = function() return GetCombatRatingBonus(CR_HIT_MELEE) + GetHitModifier() end,
					estFunc = sumMeleeHit,
					sumKey = "MELEE_HIT_RATING",
					assert = "ShouldBeWithinTolerance",
					[1] = 0.000001,
					[2] = "Testing item melee hit chance"
				}, 
				["CRITCHANCE"] = {
					blizzardSumFunc =  GetCritChance,
					estFunc = sumMeleeCrit,
					sumKey = "MELEE_CRIT_RATING",
					assert = "ShouldBeWithinTolerance",
					[1] = 0.00001,
					[2] = "Testing item melee crit chance"
				},
				["EXPERTISE"] = { --TODO: figure out how to handle offhand
					blizzardSumFunc = function()
						local expertise, offhandExpertise, rangedExpertise = GetExpertise();
						return expertise, offhandExpertise
					end,
					estFunc = sumExpertise,
					sumKey = "EXPERTISE_RATING",
					assert = "ShouldBeWithinTolerance",
					[1] = 0.000001,
					[2] = "Testing item expertise"
				}, 
				--[[["ENERGY_REGEN"] = {
					updateFunc = function(statFrame, unit) PaperDollFrame_SetEnergyRegen(statFrame, unit); end
				},
				["RUNE_REGEN"] = {
					updateFunc = function(statFrame, unit) PaperDollFrame_SetRuneRegen(statFrame, unit); end
				},
				 
				-- Ranged
				["RANGED_DAMAGE"] = {
					updateFunc = function(statFrame, unit) PaperDollFrame_SetRangedDamage(statFrame, unit); end
				},
				["RANGED_DPS"] = {
					updateFunc = function(statFrame, unit) PaperDollFrame_SetRangedDPS(statFrame, unit); end
				},
				["RANGED_AP"] = {
					updateFunc = function(statFrame, unit) PaperDollFrame_SetRangedAttackPower(statFrame, unit); end
				},
				["RANGED_ATTACKSPEED"] = {
					updateFunc = function(statFrame, unit) PaperDollFrame_SetRangedAttackSpeed(statFrame, unit); end
				},
				["RANGED_CRITCHANCE"] = {
					updateFunc = function(statFrame, unit) PaperDollFrame_SetRangedCritChance(statFrame, unit); end
				},
				["RANGED_HITCHANCE"] = {
					updateFunc = function(statFrame, unit) PaperDollFrame_SetRangedHitChance(statFrame, unit); end
				}, 
				["RANGED_HASTE"] = {
					updateFunc = function(statFrame, unit) PaperDollFrame_SetRangedHaste(statFrame, unit); end
				},
				["FOCUS_REGEN"] = {
					updateFunc = function(statFrame, unit) PaperDollFrame_SetFocusRegen(statFrame, unit); end
				},
				 
				-- Spell
				["SPELLDAMAGE"] = {
					updateFunc = function(statFrame, unit) PaperDollFrame_SetSpellBonusDamage(statFrame, unit); end
				},
				["SPELLHEALING"] = {
					updateFunc = function(statFrame, unit) PaperDollFrame_SetSpellBonusHealing(statFrame, unit); end
				},
				["SPELL_HASTE"] = {
					updateFunc = function(statFrame, unit) PaperDollFrame_SetSpellHaste(statFrame, unit); end
				},]]
				["SPELL_HITCHANCE"] = {
					blizzardSumFunc = function() return GetCombatRatingBonus(CR_HIT_SPELL) + GetSpellHitModifier() end,
					estFunc = sumSpellHit,
					sumKey = "SPELL_HIT_RATING",
					assert = "ShouldBeWithinTolerance",
					[1] = 0.000001,
					[2] = "Testing item spell hit chance"
				}, 
				--[[["MANAREGEN"] = {
					updateFunc = function(statFrame, unit) PaperDollFrame_SetManaRegen(statFrame, unit); end
				},
				["COMBATMANAREGEN"] = {
					updateFunc = function(statFrame, unit) PaperDollFrame_SetCombatManaRegen(statFrame, unit); end
				},
				["SPELLCRIT"] = {
					updateFunc = function(statFrame, unit) PaperDollFrame_SetSpellCritChance(statFrame, unit); end
				},]]
				 
				-- Defense
				["ARMOR"] = {
					blizzardSumFunc = function()
						local base, effectiveArmor, armor, posBuff, negBuff = UnitArmor("player")
						return effectiveArmor
					end,
					estFunc = sumArmor
				},
				["DODGE"] = {
					blizzardSumFunc = GetDodgeChance,
					estFunc = sumDodge,
				},
				["PARRY"] = {
					blizzardSumFunc = GetParryChance,
					estFunc = sumParry,
				},
				--[[["BLOCK"] = {
					updateFunc = function(statFrame, unit) PaperDollFrame_SetBlock(statFrame, unit); end
				},
				["RESILIENCE_REDUCTION"] = {
					updateFunc = function(statFrame, unit) PaperDollFrame_SetResilience(statFrame, unit); end
				},
				["PVP_POWER"] = {
					updateFunc = function(statFrame, unit) PaperDollFrame_SetPvpPower(statFrame, unit); end
				},
				["RESILIENCE_CRIT"] = {
					-- TODO
					updateFunc = function(statFrame, unit) PaperDollFrame_SetResilience(statFrame, unit); end
				},]]
			}
			--[[local slotNameTable = {
				"AmmoSlot", -- Ranged ammunition slot
				"BackSlot", -- Back (cloak) slot
				--"Bag0Slot", -- Backpack slot
				--"Bag1Slot", -- First bag slot
				--"Bag2Slot", -- Second bag slot
				--"Bag3Slot", -- Third bag slot
				"ChestSlot", -- Chest slot
				"FeetSlot", -- Feet (boots) slot
				"Finger0Slot", -- First finger (ring) slot
				"Finger1Slot", -- Second finger (ring) slot
				"HandsSlot", -- Hand (gloves) slot
				"HeadSlot", -- Head (helmet) slot
				"LegsSlot", -- Legs (pants) slot
				"MainHandSlot", -- Main hand weapon slot
				"NeckSlot", -- Necklace slot
				"RangedSlot", -- Ranged weapon or relic slot
				"SecondaryHandSlot", -- Off-hand (weapon, shield, or held item) slot
				--"ShirtSlot", -- Shirt slot
				"ShoulderSlot", -- Shoulder slot
				--"TabardSlot", -- Tabard slot
				"Trinket0Slot", -- First trinket slot
				"Trinket1Slot", -- Second trinket slot
				"WaistSlot", -- Waist (belt) slot
				"WristSlot", -- Wrist (bracers) slot
			}]]
			
			local automatingGearTest = false
			local slotsFree = 0
			for i=BACKPACK_CONTAINER,NUM_BAG_SLOTS do
				slotsFree = slotsFree+GetContainerNumFreeSlots(i)
			end
			if slotsFree>0 and not InCombatLockdown() then automatingGearTest = true end

			--[[DGV:RegisterTest(
				function(suite)
					--suite.setUp
					suite.tearDown = function(state, event, slot, hasItem)
						for key,statTbl in pairs(sumStatComparisonTable) do -- update blizzardTotal and lastCoefficient
							if statTbl.blizzardSumFunc then
								statTbl.blizzardTotal = statTbl.blizzardSumFunc()
								statTbl.lastCoefficient = statTbl.modCoefficientFunc and statTbl.modCoefficientFunc()
							end
						end
						if hasItem then
							sumStatComparisonTable.slotMap[slot] = GetInventoryItemLink("player", slot)
						end
						if automatingGearTest and not hasItem then --prevents re-equip of unslotted item after initial testing
							QueueInvocation(EquipItemByName, sumStatComparisonTable.slotMap[slot]) --invocation queued, EquipItemByName doesnt work within the PLAYER_EQUIPMENT_CHANGED event
						end
						if automatingGearTest and hasItem then
							local nextSlot, nextLink = nextValidSlot(nil, slot) --kickoff next automated test
							if nextSlot then
								sumStatComparisonTable.slotMap[nextSlot] = nextLink
								QueueInvocation(EquipmentManager_RunAction, EquipmentManager_UnequipItemInSlot(nextSlot))
							else
								automatingGearTest = false
							end
						end
					end
					suite.testWhenSlotIsUnequipped_ItemStatsSumShouldEqualBlizzardStatDifferences = function(state, event, slot, hasItem)
						if not hasItem then
							local itemLink = sumStatComparisonTable.slotMap[slot]
							for _, key in ipairs(sumStatComparisonTable.order) do
								local statTbl = sumStatComparisonTable[key]
								if statTbl.blizzardSumFunc then
									--if item changes the coefficient, we cant test it reliably, 
									--since some server-side stat changes first floor the base stat
									if 
										(not statTbl.modCoefficientFunc or statTbl.lastCoefficient==statTbl.modCoefficientFunc()) and
										(not statTbl.shouldSkipTest or not statTbl:shouldSkipTest(itemLink, slot))
									then 
										local bs = statTbl.blizzardSumFunc()
										local blizzardDifference = (statTbl.blizzardTotal or 0) - bs
										local itemSums = StatLogic:GetSum(itemLink)
										local actual = statTbl.estFunc(itemSums,nil,itemLink,slot) or 0
										--DGV:DebugFormat("testWhenSlotIsUnequipped...", "slot", slot, "item", itemLink, "stat", key, "expected", blizzardDifference, "actual", actual)
										if statTbl.assert then
											DGV[statTbl.assert](DGV, blizzardDifference, actual, unpack(statTbl))
										else
											DGV:ShouldBeWithinTolerance(blizzardDifference, actual, 1, string.format("Testing %s %s",itemLink,key)) --tolerate an unknown round difference for blizzardTotal
										end
									end
								end
							end
						end
					end
					
					return "IntegrationTest_GivenACharacterWhenEquipmentRemoved"
				end, "PLAYER_EQUIPMENT_CHANGED")

			for key,statTbl in pairs(sumStatComparisonTable) do
				if statTbl.blizzardSumFunc then
					statTbl.blizzardTotal = statTbl.blizzardSumFunc() --init total
					statTbl.lastCoefficient = statTbl.modCoefficientFunc and statTbl.modCoefficientFunc() --init coefficient values
				end
			end

			local firstSlot, itemLink = nextValidSlot()
			if firstSlot then
				sumStatComparisonTable.slotMap[firstSlot] = itemLink
				EquipmentManager_RunAction(EquipmentManager_UnequipItemInSlot(firstSlot))
			end]]
		end
	end
end
--[[
GetItemStats("itemLink" [, returnTable])
id, texture, checkRelic = GetInventorySlotInfo("slotName")
Arguments:

slotName - Name of an inventory slot to query (string)
AmmoSlot - Ranged ammunition slot
BackSlot - Back (cloak) slot
Bag0Slot - Backpack slot
Bag1Slot - First bag slot
Bag2Slot - Second bag slot
Bag3Slot - Third bag slot
ChestSlot - Chest slot
FeetSlot - Feet (boots) slot
Finger0Slot - First finger (ring) slot
Finger1Slot - Second finger (ring) slot
HandsSlot - Hand (gloves) slot
HeadSlot - Head (helmet) slot
LegsSlot - Legs (pants) slot
MainHandSlot - Main hand weapon slot
NeckSlot - Necklace slot
RangedSlot - Ranged weapon or relic slot
SecondaryHandSlot - Off-hand (weapon, shield, or held item) slot
ShirtSlot - Shirt slot
ShoulderSlot - Shoulder slot
TabardSlot - Tabard slot
Trinket0Slot - First trinket slot
Trinket1Slot - Second trinket slot
WaistSlot - Waist (belt) slot
WristSlot - Wrist (bracers) slot]]

--StatLogic:GetEffectFromRating same as GetCombatRatingBonus
--GetExpertise includes racial bonuses, StatLogic:GetEffectFromRating does not.  
--LibStatLogic does not mod spell hit/expertise based upon racial weapon specializations.
--GetHitModifier, GetSpellHitModifier, and GetExpertise perform this sort of function, but only apply to equipped items, current level, etc.

--[[function GetMeleeMissChance(levelOffset, special)
    if (levelOffset < 0 or levelOffset > 3) then
        return 0;
    end
    local chance = BASE_MISS_CHANCE_PHYSICAL[levelOffset];
    chance = chance - GetCombatRatingBonus(CR_HIT_MELEE) - GetHitModifier();
    if (IsDualWielding() and not special) then
        chance = chance + DUAL_WIELD_HIT_PENALTY;
    end
    if (chance < 0) then
        chance = 0;
    elseif (chance > 100) then
        chance = 100;
    end
    return chance;
end
 
function GetRangedMissChance(levelOffset, special)
    if (levelOffset < 0 or levelOffset > 3) then
        return 0;
    end
    local chance = BASE_MISS_CHANCE_PHYSICAL[levelOffset];
    chance = chance - GetCombatRatingBonus(CR_HIT_RANGED) - GetHitModifier();
    if (chance < 0) then
        chance = 0;
    elseif (chance > 100) then
        chance = 100;
    end
    return chance;
end
 
function GetSpellMissChance(levelOffset, special)
    if (levelOffset < 0 or levelOffset > 3) then
        return 0;
    end
    local chance = BASE_MISS_CHANCE_SPELL[levelOffset];
    chance = chance - GetCombatRatingBonus(CR_HIT_SPELL) - GetSpellHitModifier();
    if (chance < 0) then
        chance = 0;
    elseif (chance > 100) then
        chance = 100;
    end
    return chance;
end
 
function GetEnemyDodgeChance(levelOffset)
    if (levelOffset < 0 or levelOffset > 3) then
        return 0;
    end
    local chance = BASE_ENEMY_DODGE_CHANCE[levelOffset];
    local offhandChance = BASE_ENEMY_DODGE_CHANCE[levelOffset];
    local rangedChance = BASE_ENEMY_DODGE_CHANCE[levelOffset];
    local expertisePct, offhandExpertisePct, rangedExpertisePct = GetExpertise();
    chance = chance - expertisePct;
    offhandChance = offhandChance - offhandExpertisePct;
    rangedChance = rangedChance - rangedExpertisePct;
    if (chance < 0) then
        chance = 0;
    elseif (chance > 100) then
        chance = 100;
    end
    if (offhandChance < 0) then
        offhandChance = 0;
    elseif (offhandChance > 100) then
        offhandChance = 100;
    end
    if (rangedChance < 0) then
        rangedChance = 0;
    elseif (rangedChance > 100) then
        rangedChance = 100;
    end
    return chance, offhandChance, rangedChance;
end
 
function GetEnemyParryChance(levelOffset)
    if (levelOffset < 0 or levelOffset > 3) then
        return 0;
    end
    local chance = BASE_ENEMY_PARRY_CHANCE[levelOffset];
    local offhandChance = BASE_ENEMY_PARRY_CHANCE[levelOffset];
    local expertisePct, offhandExpertisePct = GetExpertise();
    local mainhandDodge = BASE_ENEMY_DODGE_CHANCE[levelOffset];
    local offhandDodge = BASE_ENEMY_DODGE_CHANCE[levelOffset];
     
    expertisePct = expertisePct - mainhandDodge;
    if ( expertisePct < 0 ) then
        expertisePct = 0;
    end
    chance = chance - expertisePct;
    if (chance < 0) then
        chance = 0;
    elseif (chance > 100) then
        chance = 100;
    end
     
    offhandExpertisePct = offhandExpertisePct - offhandDodge;
    if ( offhandExpertisePct < 0 ) then
        offhandExpertisePct = 0;
    end
    offhandChance = offhandChance - offhandExpertisePct;
    if (offhandChance < 0) then
        offhandChance = 0;
    elseif (offhandChance > 100) then
        offhandChance = 100;
    end
     
    return chance, offhandChance;
end]]


--[[
from http://www.wowace.com/paste/832.txt
ITEM_MOD_AGILITY = "%c%d Agility"
ITEM_MOD_AGILITY_SHORT = "Agility"
ITEM_MOD_ARMOR_PENETRATION_RATING = "Increases your armor penetration rating by %d."
ITEM_MOD_ARMOR_PENETRATION_RATING_SHORT = "Armor Penetration Rating"
ITEM_MOD_ATTACK_POWER = "Increases attack power by %d."
ITEM_MOD_ATTACK_POWER_SHORT = "Attack Power"
ITEM_MOD_BLOCK_RATING = "Increases your shield block rating by %d."
ITEM_MOD_BLOCK_RATING_SHORT = "Block Rating"
ITEM_MOD_BLOCK_VALUE = "Increases your shield value by %d."
ITEM_MOD_BLOCK_VALUE_SHORT = "Block Value"
ITEM_MOD_CRIT_MELEE_RATING = "Improves melee critical strike rating by %d."
ITEM_MOD_CRIT_MELEE_RATING_SHORT = "Critical Strike Rating (Melee)"
ITEM_MOD_CRIT_RANGED_RATING = "Improves ranged critical strike rating by %d."
ITEM_MOD_CRIT_RANGED_RATING_SHORT = "Critical Strike Rating (Ranged)"
ITEM_MOD_CRIT_RATING = "Improves critical strike rating by %d."
ITEM_MOD_CRIT_RATING_SHORT = "Critical Strike Rating"
ITEM_MOD_CRIT_SPELL_RATING = "Improves spell critical strike rating by %d."
ITEM_MOD_CRIT_SPELL_RATING_SHORT = "Critical Strike Rating (Spell)"
ITEM_MOD_CRIT_TAKEN_MELEE_RATING = "Improves melee critical avoidance rating by %d."
ITEM_MOD_CRIT_TAKEN_MELEE_RATING_SHORT = "Critical Strike Avoidance Rating (Melee)"
ITEM_MOD_CRIT_TAKEN_RANGED_RATING = "Improves ranged critical avoidance rating by %d."
ITEM_MOD_CRIT_TAKEN_RANGED_RATING_SHORT = "Critical Strike Avoidance Rating (Ranged)"
ITEM_MOD_CRIT_TAKEN_RATING = "Improves critical avoidance rating by %d."
ITEM_MOD_CRIT_TAKEN_RATING_SHORT = "Critical Strike Avoidance Rating"
ITEM_MOD_CRIT_TAKEN_SPELL_RATING = "Improves spell critical avoidance rating by %d."
ITEM_MOD_CRIT_TAKEN_SPELL_RATING_SHORT = "Critical Strike Avoidance Rating (Spell)"
ITEM_MOD_DAMAGE_PER_SECOND_SHORT = "Damage Per Second"
ITEM_MOD_DEFENSE_SKILL_RATING = "Increases defense rating by %d."
ITEM_MOD_DEFENSE_SKILL_RATING_SHORT = "Defense Rating"
ITEM_MOD_DODGE_RATING = "Increases your dodge rating by %d."
ITEM_MOD_DODGE_RATING_SHORT = "Dodge Rating"
ITEM_MOD_EXPERTISE_RATING = "Increases your expertise rating by %d."
ITEM_MOD_EXPERTISE_RATING_SHORT = "Expertise Rating"
ITEM_MOD_FERAL_ATTACK_POWER = "Increases attack power by %d in Cat, Bear, Dire Bear, and Moonkin forms only."
ITEM_MOD_FERAL_ATTACK_POWER_SHORT = "Attack Power In Forms"
ITEM_MOD_HASTE_MELEE_RATING = "Improves melee haste rating by %d."
ITEM_MOD_HASTE_MELEE_RATING_SHORT = "Haste Rating (Melee)"
ITEM_MOD_HASTE_RANGED_RATING = "Improves ranged haste rating by %d."
ITEM_MOD_HASTE_RANGED_RATING_SHORT = "Haste Rating (Ranged)"
ITEM_MOD_HASTE_RATING = "Improves haste rating by %d."
ITEM_MOD_HASTE_RATING_SHORT = "Haste Rating"
ITEM_MOD_HASTE_SPELL_RATING = "Improves spell haste rating by %d."
ITEM_MOD_HASTE_SPELL_RATING_SHORT = "Haste Rating (Spell)"
ITEM_MOD_HEALTH = "%c%d Health"
ITEM_MOD_HEALTH_REGEN_SHORT = "Health Per 5 Sec."
ITEM_MOD_HEALTH_REGENERATION = "Restores %d health per 5 sec."
ITEM_MOD_HEALTH_REGENERATION_SHORT = "Health Regeneration"
ITEM_MOD_HEALTH_SHORT = "Health"
ITEM_MOD_HIT_MELEE_RATING = "Improves melee hit rating by %d."
ITEM_MOD_HIT_MELEE_RATING_SHORT = "Hit Rating (Melee)"
ITEM_MOD_HIT_RANGED_RATING = "Improves ranged hit rating by %d."
ITEM_MOD_HIT_RANGED_RATING_SHORT = "Hit Rating (Ranged)"
ITEM_MOD_HIT_RATING = "Improves hit rating by %d."
ITEM_MOD_HIT_RATING_SHORT = "Hit Rating"
ITEM_MOD_HIT_SPELL_RATING = "Improves spell hit rating by %d."
ITEM_MOD_HIT_SPELL_RATING_SHORT = "Hit Rating (Spell)"
ITEM_MOD_HIT_TAKEN_MELEE_RATING = "Improves melee hit avoidance rating by %d."
ITEM_MOD_HIT_TAKEN_MELEE_RATING_SHORT = "Hit Avoidance Rating (Melee)"
ITEM_MOD_HIT_TAKEN_RANGED_RATING = "Improves ranged hit avoidance rating by %d."
ITEM_MOD_HIT_TAKEN_RANGED_RATING_SHORT = "Hit Avoidance Rating (Ranged)"
ITEM_MOD_HIT_TAKEN_RATING = "Improves hit avoidance rating by %d."
ITEM_MOD_HIT_TAKEN_RATING_SHORT = "Hit Avoidance Rating"
ITEM_MOD_HIT_TAKEN_SPELL_RATING = "Improves spell hit avoidance rating by %d."
ITEM_MOD_HIT_TAKEN_SPELL_RATING_SHORT = "Hit Avoidance Rating (Spell)"
ITEM_MOD_INTELLECT = "%c%d Intellect"
ITEM_MOD_INTELLECT_SHORT = "Intellect"
ITEM_MOD_MANA = "%c%d Mana"
ITEM_MOD_MANA_REGENERATION = "Restores %d mana per 5 sec."
ITEM_MOD_MANA_REGENERATION_SHORT = "Mana Regeneration"
ITEM_MOD_MANA_SHORT = "Mana"
ITEM_MOD_MELEE_ATTACK_POWER_SHORT = "Melee Attack Power"
ITEM_MOD_PARRY_RATING = "Increases your parry rating by %d."
ITEM_MOD_PARRY_RATING_SHORT = "Parry Rating"
ITEM_MOD_POWER_REGEN0_SHORT = "Mana Per 5 Sec."
ITEM_MOD_POWER_REGEN1_SHORT = "Rage Per 5 Sec."
ITEM_MOD_POWER_REGEN2_SHORT = "Focus Per 5 Sec."
ITEM_MOD_POWER_REGEN3_SHORT = "Energy Per 5 Sec."
ITEM_MOD_POWER_REGEN4_SHORT = "Happiness Per 5 Sec."
ITEM_MOD_POWER_REGEN5_SHORT = "Runes Per 5 Sec."
ITEM_MOD_POWER_REGEN6_SHORT = "Runic Power Per 5 Sec."
ITEM_MOD_RANGED_ATTACK_POWER = "Increases ranged attack power by %d."
ITEM_MOD_RANGED_ATTACK_POWER_SHORT = "Ranged Attack Power"
ITEM_MOD_RESILIENCE_RATING = "Improves your resilience rating by %d."
ITEM_MOD_RESILIENCE_RATING_SHORT = "Resilience Rating"
ITEM_MOD_SPELL_DAMAGE_DONE = "Increases damage done by magical spells and effects by up to %d."
ITEM_MOD_SPELL_DAMAGE_DONE_SHORT = "Bonus Damage"
ITEM_MOD_SPELL_HEALING_DONE = "Increases healing done by magical spells and effects by up to %d."
ITEM_MOD_SPELL_HEALING_DONE_SHORT = "Bonus Healing"
ITEM_MOD_SPELL_PENETRATION = "Increases spell penetration by %d."
ITEM_MOD_SPELL_PENETRATION_SHORT = "Spell Penetration"
ITEM_MOD_SPELL_POWER = "Increases spell power by %d."
ITEM_MOD_SPELL_POWER_SHORT = "Spell Power"
ITEM_MOD_SPIRIT = "%c%d Spirit"
ITEM_MOD_SPIRIT_SHORT = "Spirit"
ITEM_MOD_STAMINA = "%c%d Stamina"
ITEM_MOD_STAMINA_SHORT = "Stamina"
ITEM_MOD_STRENGTH = "%c%d Strength"
ITEM_MOD_STRENGTH_SHORT = "Strength"
EMPTY_SOCKET_META = "Meta Socket"
EMPTY_SOCKET = "Level %d Socket"
EMPTY_SOCKET_RED = "Red Socket"
EMPTY_SOCKET_BLUE = "Blue Socket"
EMPTY_SOCKET_YELLOW = "Yellow Socket"
EMPTY_SOCKET_NO_COLOR = "Prismatic Socket"

RESISTANCE_NONE = "None"
RESISTANCE_TYPE0 = "armor"
RESISTANCE_TYPE1 = "holy"
RESISTANCE_TYPE2 = "fire"
RESISTANCE_TYPE3 = "nature"
RESISTANCE_TYPE4 = "frost"
RESISTANCE_TYPE5 = "shadow"
RESISTANCE_TYPE6 = "arcane"

RESISTANCE0_NAME = "Armor"
RESISTANCE1_NAME = "Holy Resistance"
RESISTANCE2_NAME = "Fire Resistance"
RESISTANCE3_NAME = "Nature Resistance"
RESISTANCE4_NAME = "Frost Resistance"
RESISTANCE5_NAME = "Shadow Resistance"
RESISTANCE6_NAME = "Arcane Resistance"]]

--[[
from a LibStatLogic L.StatIDLookup dump
["StatIDLookup"] = {
		["Critical Strike (Spell)"] = {
			"SPELL_CRIT_RATING", -- [1]
		},
		["Scope (Damage)"] = {
			"RANGED_DMG", -- [1]
		},
		["% Shield Block Value"] = {
			"MOD_BLOCK_VALUE", -- [1]
		},
		["Increases the damage done by Fire spells and effects"] = {
			"FIRE_SPELL_DMG", -- [1]
		},
		["Improves ranged critical strike"] = {
			"RANGED_CRIT_RATING", -- [1]
		},
		["Increases your critical strike"] = {
			"MELEE_CRIT_RATING", -- [1]
			"RANGED_CRIT_RATING", -- [2]
			"SPELL_CRIT_RATING", -- [3]
		},
		["Shadow and Frost Spell Power"] = {
			"SHADOW_SPELL_DMG", -- [1]
			"FROST_SPELL_DMG", -- [2]
		},
		["Critical Strike (Ranged)"] = {
			"RANGED_CRIT_RATING", -- [1]
		},
		["increases your hit"] = {
			"MELEE_HIT_RATING", -- [1]
			"RANGED_HIT_RATING", -- [2]
			"SPELL_HIT_RATING", -- [3]
		},
		["Hit Avoidance (Melee)"] = {
			"MELEE_HIT_AVOID_RATING", -- [1]
		},
		["Damage"] = {
			"SPELL_DMG", -- [1]
		},
		["improves spell hit"] = {
			"SPELL_HIT_RATING", -- [1]
		},
		["increases damage done to undead by magical spells and effects.  it also allows the acquisition of scourgestones on behalf of the argent dawn"] = {
			"SPELL_DMG_UNDEAD", -- [1]
		},
		["Frost Resistance"] = {
			"FROST_RES", -- [1]
		},
		["Improves melee hit"] = {
			"MELEE_HIT_RATING", -- [1]
		},
		["mining"] = {
			"MINING", -- [1]
		},
		["Hit (Ranged)"] = {
			"RANGED_HIT_RATING", -- [1]
		},
		["increases damage done to undead by magical spells and effects"] = {
			"SPELL_DMG_UNDEAD", -- [1]
		},
		["Improves spell critical avoidance"] = {
			"SPELL_CRIT_AVOID_RATING", -- [1]
		},
		["critical strike (melee)"] = {
			"MELEE_CRIT_RATING", -- [1]
		},
		["cooking skill increased"] = {
			"COOKING", -- [1]
		},
		["shadow spell damage"] = {
			"SHADOW_SPELL_DMG", -- [1]
		},
		["improves melee critical strike"] = {
			"MELEE_CRIT_RATING", -- [1]
		},
		["MP"] = {
			"MANA", -- [1]
		},
		["improves ranged critical strike"] = {
			"RANGED_CRIT_RATING", -- [1]
		},
		["Increases your armor penetration"] = {
			"ARMOR_PENETRATION_RATING", -- [1]
		},
		["skinning; does not need to be equipped"] = {
			"SKINNING", -- [1]
		},
		["experience gained from killing monsters and completing quests increased%"] = false,
		["mana regeneration"] = {
			"COMBAT_MANA_REGEN", -- [1]
		},
		["Healing and Spell Damage"] = {
			"SPELL_DMG", -- [1]
			"HEAL", -- [2]
		},
		["increases attack powerwhen fighting undead.  it also allows the acquisition of scourgestones on behalf of the argent dawn"] = {
			"AP_UNDEAD", -- [1]
		},
		["Holy Damage"] = {
			"HOLY_SPELL_DMG", -- [1]
		},
		["Stamina"] = {
			"STA", -- [1]
		},
		["HP"] = {
			"HEALTH", -- [1]
		},
		["Attack Power versus Undead"] = {
			"AP_UNDEAD", -- [1]
		},
		["hit avoidance (spell)"] = {
			"SPELL_HIT_AVOID_RATING", -- [1]
		},
		["Shadow Resistance"] = {
			"SHADOW_RES", -- [1]
		},
		["Weapon Damage"] = {
			"MELEE_DMG", -- [1]
		},
		["Spirit"] = {
			"SPI", -- [1]
		},
		["increases damage done by arcane spells and effects"] = {
			"ARCANE_SPELL_DMG", -- [1]
		},
		["Increases the damage done by Frost spells and effects"] = {
			"FROST_SPELL_DMG", -- [1]
		},
		["Haste (Ranged)"] = {
			"RANGED_HASTE_RATING", -- [1]
		},
		["improves spell hit avoidance"] = {
			"SPELL_HIT_AVOID_RATING", -- [1]
		},
		["Health"] = {
			"HEALTH", -- [1]
		},
		["Shadow Spell Damage"] = {
			"SHADOW_SPELL_DMG", -- [1]
		},
		["stamina"] = {
			"STA", -- [1]
		},
		["increases the damage dealt by your crusader strike ability%"] = false,
		["fire spell damage"] = {
			"FIRE_SPELL_DMG", -- [1]
		},
		["hit (spell)"] = {
			"SPELL_HIT_RATING", -- [1]
		},
		["Spell Damage"] = {
			"SPELL_DMG", -- [1]
		},
		["Attack Power In Forms"] = {
			"FERAL_AP", -- [1]
		},
		["mp"] = {
			"MANA", -- [1]
		},
		["Block"] = {
			"BLOCK_RATING", -- [1]
		},
		["Spell Power"] = {
			"SPELL_DMG", -- [1]
			"HEAL", -- [2]
		},
		["Attack Power when fighting Undead"] = {
			"AP_UNDEAD", -- [1]
		},
		["Improves spell hit"] = {
			"SPELL_HIT_RATING", -- [1]
		},
		["Nature Spell Damage"] = {
			"NATURE_SPELL_DMG", -- [1]
		},
		["Mining; does not need to be equipped"] = {
			"MINING", -- [1]
		},
		["Mining"] = {
			"MINING", -- [1]
		},
		["shadow resist"] = {
			"SHADOW_RES", -- [1]
		},
		["Improves spell hit avoidance"] = {
			"SPELL_HIT_AVOID_RATING", -- [1]
		},
		["health"] = {
			"HEALTH", -- [1]
		},
		["Cooking skill increased"] = {
			"COOKING", -- [1]
		},
		[" to All Resistances"] = {
			"ARCANE_RES", -- [1]
			"FIRE_RES", -- [2]
			"FROST_RES", -- [3]
			"NATURE_RES", -- [4]
			"SHADOW_RES", -- [5]
		},
		["Increases damage done to Undead by magical spells and effects.  It also allows the acquisition of Scourgestones on behalf of the Argent Dawn"] = {
			"SPELL_DMG_UNDEAD", -- [1]
		},
		["Mana"] = {
			"MANA", -- [1]
		},
		["hit (ranged)"] = {
			"RANGED_HIT_RATING", -- [1]
		},
		["Hit (Melee)"] = {
			"MELEE_HIT_RATING", -- [1]
		},
		["Expertise"] = {
			"EXPERTISE_RATING", -- [1]
		},
		["Improves critical avoidance"] = {
			"MELEE_CRIT_AVOID_RATING", -- [1]
			"RANGED_CRIT_AVOID_RATING", -- [2]
			"SPELL_CRIT_AVOID_RATING", -- [3]
		},
		["dodge"] = {
			"DODGE_RATING", -- [1]
		},
		["block"] = {
			"BLOCK_RATING", -- [1]
		},
		["to"] = false,
		["Improves ranged haste"] = {
			"RANGED_HASTE_RATING", -- [1]
		},
		["fire resist"] = {
			"FIRE_RES", -- [1]
		},
		["increases attack powerin cat, bear, dire bear, and moonkin forms only"] = {
			"FERAL_AP", -- [1]
		},
		["increases your pvp power"] = {
			"PVP_POWER", -- [1]
		},
		["frost resistance"] = {
			"FROST_RES", -- [1]
		},
		["skinning skill increased"] = {
			"SKINNING", -- [1]
		},
		["improves critical avoidance"] = {
			"MELEE_CRIT_AVOID_RATING", -- [1]
			"RANGED_CRIT_AVOID_RATING", -- [2]
			"SPELL_CRIT_AVOID_RATING", -- [3]
		},
		["Dodge"] = {
			"DODGE_RATING", -- [1]
		},
		["Fire Resist"] = {
			"FIRE_RES", -- [1]
		},
		["spell damage"] = {
			"SPELL_DMG", -- [1]
		},
		["Arcane Resist"] = {
			"ARCANE_RES", -- [1]
		},
		["increases the damage done by arcane spells and effects"] = {
			"ARCANE_SPELL_DMG", -- [1]
		},
		["Intellect"] = {
			"INT", -- [1]
		},
		["increases your pvp resilience"] = {
			"RESILIENCE_RATING", -- [1]
		},
		["Haste (Spell)"] = {
			"SPELL_HASTE_RATING", -- [1]
		},
		["increases ranged attack power"] = {
			"RANGED_AP", -- [1]
		},
		["Nature Damage"] = {
			"NATURE_SPELL_DMG", -- [1]
		},
		["Skinning skill increased"] = {
			"SKINNING", -- [1]
		},
		["Increases attack powerwhen fighting Demons"] = {
			"AP_DEMON", -- [1]
		},
		["Increases attack powerwhen fighting Undead"] = {
			"AP_UNDEAD", -- [1]
		},
		["shadow and frost spell power"] = {
			"SHADOW_SPELL_DMG", -- [1]
			"FROST_SPELL_DMG", -- [2]
		},
		["Increases damage done by Fire spells and effects"] = {
			"FIRE_SPELL_DMG", -- [1]
		},
		["Shadow resistance"] = {
			"SHADOW_RES", -- [1]
		},
		["all resistances"] = {
			"ARCANE_RES", -- [1]
			"FIRE_RES", -- [2]
			"FROST_RES", -- [3]
			"NATURE_RES", -- [4]
			"SHADOW_RES", -- [5]
		},
		["Improves ranged critical avoidance"] = {
			"RANGED_CRIT_AVOID_RATING", -- [1]
		},
		["increases your expertise"] = {
			"EXPERTISE_RATING", -- [1]
		},
		["Critical Strike"] = {
			"MELEE_CRIT_RATING", -- [1]
			"RANGED_CRIT_RATING", -- [2]
			"SPELL_CRIT_RATING", -- [3]
		},
		["intellect"] = {
			"INT", -- [1]
		},
		["Herbalism"] = {
			"HERBALISM", -- [1]
		},
		["Increases ranged attack power"] = {
			"RANGED_AP", -- [1]
		},
		["nature damage"] = {
			"NATURE_SPELL_DMG", -- [1]
		},
		["scope (critical strike rating)"] = {
			"RANGED_CRIT_RATING", -- [1]
		},
		["attack power"] = {
			"AP", -- [1]
		},
		["Armor"] = {
			"ARMOR_BONUS", -- [1]
		},
		["increases damage done by holy spells and effects"] = {
			"HOLY_SPELL_DMG", -- [1]
		},
		["Increases your PvP power"] = {
			"PVP_POWER", -- [1]
		},
		["Skinning"] = {
			"SKINNING", -- [1]
		},
		["Fire Damage"] = {
			"FIRE_SPELL_DMG", -- [1]
		},
		["Improves ranged hit avoidance"] = {
			"RANGED_HIT_AVOID_RATING", -- [1]
		},
		["Attack Power"] = {
			"AP", -- [1]
		},
		["Arcane and Fire Spell Power"] = {
			"ARCANE_SPELL_DMG", -- [1]
			"FIRE_SPELL_DMG", -- [2]
		},
		["frost damage"] = {
			"FROST_SPELL_DMG", -- [1]
		},
		["Arcane Damage"] = {
			"ARCANE_SPELL_DMG", -- [1]
		},
		["Hit Avoidance (Spell)"] = {
			"SPELL_HIT_AVOID_RATING", -- [1]
		},
		["Critical Strike (Melee)"] = {
			"MELEE_CRIT_RATING", -- [1]
		},
		["Increases the damage dealt by your Crusader Strike ability%"] = false,
		["holy resistance"] = {
			"HOLY_RES", -- [1]
		},
		["Scope (Critical Strike Rating)"] = {
			"RANGED_CRIT_RATING", -- [1]
		},
		["Critical Strike Avoidance"] = {
			"MELEE_CRIT_AVOID_RATING", -- [1]
			"RANGED_CRIT_AVOID_RATING", -- [2]
			"SPELL_CRIT_AVOID_RATING", -- [3]
		},
		["haste"] = {
			"MELEE_HASTE_RATING", -- [1]
			"RANGED_HASTE_RATING", -- [2]
			"SPELL_HASTE_RATING", -- [3]
		},
		["attack power in forms"] = {
			"FERAL_AP", -- [1]
		},
		["holy damage"] = {
			"HOLY_SPELL_DMG", -- [1]
		},
		["Frost Resist"] = {
			"FROST_RES", -- [1]
		},
		["Increases your mastery"] = {
			"MASTERY_RATING", -- [1]
		},
		["Improves hit avoidance"] = {
			"MELEE_HIT_AVOID_RATING", -- [1]
			"RANGED_HIT_AVOID_RATING", -- [2]
			"SPELL_HIT_AVOID_RATING", -- [3]
		},
		["increases your haste"] = {
			"MELEE_HASTE_RATING", -- [1]
			"RANGED_HASTE_RATING", -- [2]
			"SPELL_HASTE_RATING", -- [3]
		},
		[" to all resistances"] = {
			"ARCANE_RES", -- [1]
			"FIRE_RES", -- [2]
			"FROST_RES", -- [3]
			"NATURE_RES", -- [4]
			"SHADOW_RES", -- [5]
		},
		["nature resistance"] = {
			"NATURE_RES", -- [1]
		},
		["pvp resilience"] = {
			"RESILIENCE_RATING", -- [1]
		},
		["Nature Resist"] = {
			"NATURE_RES", -- [1]
		},
		["Increases ranged attack speed"] = false,
		["pvp power"] = {
			"PVP_POWER", -- [1]
		},
		["Damage Spells"] = {
			"SPELL_DMG", -- [1]
		},
		["increases your mastery"] = {
			"MASTERY_RATING", -- [1]
		},
		["% threat"] = {
			"MOD_THREAT", -- [1]
		},
		["Increases your PvP resilience"] = {
			"RESILIENCE_RATING", -- [1]
		},
		["increases healing"] = {
			"HEAL", -- [1]
		},
		["increases defense"] = {
			"DEFENSE_RATING", -- [1]
		},
		["Increases the Holy damage of your Judgments"] = false,
		["Increases your haste"] = {
			"MELEE_HASTE_RATING", -- [1]
			"RANGED_HASTE_RATING", -- [2]
			"SPELL_HASTE_RATING", -- [3]
		},
		["Healing"] = {
			"HEAL", -- [1]
		},
		["Increases damage done by Holy spells and effects"] = {
			"HOLY_SPELL_DMG", -- [1]
		},
		["Increases damage done by Frost spells and effects"] = {
			"FROST_SPELL_DMG", -- [1]
		},
		["increases the damage done by fire spells and effects"] = {
			"FIRE_SPELL_DMG", -- [1]
		},
		["shadow resistance"] = {
			"SHADOW_RES", -- [1]
		},
		["weapon damage"] = {
			"MELEE_DMG", -- [1]
		},
		["attack power when fighting undead"] = {
			"AP_UNDEAD", -- [1]
		},
		["Mastery"] = {
			"MASTERY_RATING", -- [1]
		},
		["Improves ranged hit"] = {
			"RANGED_HIT_RATING", -- [1]
		},
		["Increases your expertise"] = {
			"EXPERTISE_RATING", -- [1]
		},
		["Increases spell power"] = {
			"SPELL_DMG", -- [1]
			"HEAL", -- [2]
		},
		["critical strike avoidance (ranged)"] = {
			"RANGED_CRIT_AVOID_RATING", -- [1]
		},
		["hit avoidance (ranged)"] = {
			"RANGED_HIT_AVOID_RATING", -- [1]
		},
		["Improves spell haste"] = {
			"SPELL_HASTE_RATING", -- [1]
		},
		["increases ranged attack speed"] = false,
		["increases your healing"] = {
			"HEAL", -- [1]
		},
		["hp"] = {
			"HEALTH", -- [1]
		},
		["expertise"] = {
			"EXPERTISE_RATING", -- [1]
		},
		["spell healing"] = {
			"HEAL", -- [1]
		},
		["ranged attack power"] = {
			"RANGED_AP", -- [1]
		},
		["Agility"] = {
			"AGI", -- [1]
		},
		["Increases your parry"] = {
			"PARRY_RATING", -- [1]
		},
		["damage"] = {
			"SPELL_DMG", -- [1]
		},
		["fishing skill increased"] = {
			"FISHING", -- [1]
		},
		["damage spells"] = {
			"SPELL_DMG", -- [1]
		},
		["attack power versus undead"] = {
			"AP_UNDEAD", -- [1]
		},
		["critical strike avoidance"] = {
			"MELEE_CRIT_AVOID_RATING", -- [1]
			"RANGED_CRIT_AVOID_RATING", -- [2]
			"SPELL_CRIT_AVOID_RATING", -- [3]
		},
		["improves melee hit"] = {
			"MELEE_HIT_RATING", -- [1]
		},
		["critical strike (ranged)"] = {
			"RANGED_CRIT_RATING", -- [1]
		},
		["Increases attack power"] = {
			"AP", -- [1]
		},
		["hit avoidance (melee)"] = {
			"MELEE_HIT_AVOID_RATING", -- [1]
		},
		["agility"] = {
			"AGI", -- [1]
		},
		["healing"] = {
			"HEAL", -- [1]
		},
		["improves spell critical avoidance"] = {
			"SPELL_CRIT_AVOID_RATING", -- [1]
		},
		["experience gained is increased%"] = false,
		["increases the damage done by shadow spells and effects"] = {
			"SHADOW_SPELL_DMG", -- [1]
		},
		["Increases your dodge"] = {
			"DODGE_RATING", -- [1]
		},
		["Increases spell penetration"] = {
			"SPELLPEN", -- [1]
		},
		["improves hit avoidance"] = {
			"MELEE_HIT_AVOID_RATING", -- [1]
			"RANGED_HIT_AVOID_RATING", -- [2]
			"SPELL_HIT_AVOID_RATING", -- [3]
		},
		["mastery"] = {
			"MASTERY_RATING", -- [1]
		},
		["Spell Damage and Healing"] = {
			"SPELL_DMG", -- [1]
			"HEAL", -- [2]
		},
		["Hit (Spell)"] = {
			"SPELL_HIT_RATING", -- [1]
		},
		["Increases the damage done by Shadow spells and effects"] = {
			"SHADOW_SPELL_DMG", -- [1]
		},
		["haste (ranged)"] = {
			"RANGED_HASTE_RATING", -- [1]
		},
		["nature spell damage"] = {
			"NATURE_SPELL_DMG", -- [1]
		},
		["defense"] = {
			"DEFENSE_RATING", -- [1]
		},
		["increases spell power"] = {
			"SPELL_DMG", -- [1]
			"HEAL", -- [2]
		},
		["Increases your healing"] = {
			"HEAL", -- [1]
		},
		["Haste"] = {
			"MELEE_HASTE_RATING", -- [1]
			"RANGED_HASTE_RATING", -- [2]
			"SPELL_HASTE_RATING", -- [3]
		},
		["Increases damage done by Arcane spells and effects"] = {
			"ARCANE_SPELL_DMG", -- [1]
		},
		["Hit Avoidance"] = {
			"MELEE_HIT_AVOID_RATING", -- [1]
			"RANGED_HIT_AVOID_RATING", -- [2]
			"SPELL_HIT_AVOID_RATING", -- [3]
		},
		["improves ranged critical avoidance"] = {
			"RANGED_CRIT_AVOID_RATING", -- [1]
		},
		["arcane resist"] = {
			"ARCANE_RES", -- [1]
		},
		["Increases damage done by Shadow spells and effects"] = {
			"SHADOW_SPELL_DMG", -- [1]
		},
		["hit"] = {
			"MELEE_HIT_RATING", -- [1]
			"RANGED_HIT_RATING", -- [2]
			"SPELL_HIT_RATING", -- [3]
		},
		["Fishing skill increased"] = {
			"FISHING", -- [1]
		},
		["increases your parry"] = {
			"PARRY_RATING", -- [1]
		},
		["increases your shield block"] = {
			"BLOCK_RATING", -- [1]
		},
		["fire resistance"] = {
			"FIRE_RES", -- [1]
		},
		["spell power"] = {
			"SPELL_DMG", -- [1]
			"HEAL", -- [2]
		},
		["Fire Spell Damage"] = {
			"FIRE_SPELL_DMG", -- [1]
		},
		["Improves spell critical strike"] = {
			"SPELL_CRIT_RATING", -- [1]
		},
		["Haste (Melee)"] = {
			"MELEE_HASTE_RATING", -- [1]
		},
		["Fire Resistance"] = {
			"FIRE_RES", -- [1]
		},
		["Increases damage done by Nature spells and effects"] = {
			"NATURE_SPELL_DMG", -- [1]
		},
		["Frost Spell Damage"] = {
			"FROST_SPELL_DMG", -- [1]
		},
		["Critical Strike Avoidance (Ranged)"] = {
			"RANGED_CRIT_AVOID_RATING", -- [1]
		},
		["hit (melee)"] = {
			"MELEE_HIT_RATING", -- [1]
		},
		["increases your dodge"] = {
			"DODGE_RATING", -- [1]
		},
		["increases spell penetration"] = {
			"SPELLPEN", -- [1]
		},
		["Damage per Second"] = {
			"DPS", -- [1]
		},
		["critical strike avoidance (melee)"] = {
			"MELEE_CRIT_AVOID_RATING", -- [1]
		},
		["sec"] = false,
		["increases attack powerwhen fighting undead"] = {
			"AP_UNDEAD", -- [1]
		},
		["increases attack powerwhen fighting demons"] = {
			"AP_DEMON", -- [1]
		},
		["increases damage and healing done by magical spells and effects of all party members within 30 yards"] = {
			"SPELL_DMG", -- [1]
			"HEAL", -- [2]
		},
		["Herbalism; does not need to be equipped"] = {
			"HERBALISM", -- [1]
		},
		["increases damage done by frost spells and effects"] = {
			"FROST_SPELL_DMG", -- [1]
		},
		["frost resist"] = {
			"FROST_RES", -- [1]
		},
		["Mana Regeneration"] = {
			"COMBAT_MANA_REGEN", -- [1]
		},
		["critical strike avoidance (spell)"] = {
			"SPELL_CRIT_AVOID_RATING", -- [1]
		},
		["Hit Avoidance (Ranged)"] = {
			"RANGED_HIT_AVOID_RATING", -- [1]
		},
		["Healing Spells"] = {
			"HEAL", -- [1]
		},
		["Frost Damage"] = {
			"FROST_SPELL_DMG", -- [1]
		},
		["arcane resistance"] = {
			"ARCANE_RES", -- [1]
		},
		["increases the damage done by holy spells and effects"] = {
			"HOLY_SPELL_DMG", -- [1]
		},
		["restores health per 5 sec"] = {
			"COMBAT_HEALTH_REGEN", -- [1]
		},
		["increases damage and healing done by magical spells and effects"] = {
			"SPELL_DMG", -- [1]
			"HEAL", -- [2]
		},
		["arcane spell damage"] = {
			"ARCANE_SPELL_DMG", -- [1]
		},
		["Improves melee haste"] = {
			"MELEE_HASTE_RATING", -- [1]
		},
		["improves melee hit avoidance"] = {
			"MELEE_HIT_AVOID_RATING", -- [1]
		},
		["herbalism"] = {
			"HERBALISM", -- [1]
		},
		["damage and healing spells"] = {
			"SPELL_DMG", -- [1]
			"HEAL", -- [2]
		},
		["Increases damage done to Undead and Demons by magical spells and effects"] = {
			"SPELL_DMG_UNDEAD", -- [1]
			"SPELL_DMG_DEMON", -- [2]
		},
		["increases healing donemagical spells and effects"] = {
			"HEAL", -- [1]
		},
		["Fishing"] = {
			"FISHING", -- [1]
		},
		["% shield block value"] = {
			"MOD_BLOCK_VALUE", -- [1]
		},
		["Strength"] = {
			"STR", -- [1]
		},
		["parry"] = {
			"PARRY_RATING", -- [1]
		},
		["nature resist"] = {
			"NATURE_RES", -- [1]
		},
		["Improves melee critical avoidance"] = {
			"MELEE_CRIT_AVOID_RATING", -- [1]
		},
		["armor"] = {
			"ARMOR_BONUS", -- [1]
		},
		["increases the damage done by nature spells and effects"] = {
			"NATURE_SPELL_DMG", -- [1]
		},
		["increases attack powerwhen fighting undead and demons"] = {
			"AP_UNDEAD", -- [1]
			"AP_DEMON", -- [2]
		},
		["health regeneration"] = {
			"COMBAT_HEALTH_REGEN", -- [1]
		},
		["healing and spell damage"] = {
			"SPELL_DMG", -- [1]
			"HEAL", -- [2]
		},
		["fishing"] = {
			"FISHING", -- [1]
		},
		["increases your effective stealth level"] = {
			"STEALTH_LEVEL", -- [1]
		},
		["Increases the damage done by Nature spells and effects"] = {
			"NATURE_SPELL_DMG", -- [1]
		},
		["spell penetration"] = {
			"SPELLPEN", -- [1]
		},
		["Holy Resistance"] = {
			"HOLY_RES", -- [1]
		},
		["Restores mana per 5 sec"] = {
			"COMBAT_MANA_REGEN", -- [1]
		},
		["Holy Spell Damage"] = {
			"HOLY_SPELL_DMG", -- [1]
		},
		["skinning"] = {
			"SKINNING", -- [1]
		},
		["fire damage"] = {
			"FIRE_SPELL_DMG", -- [1]
		},
		["Your attacks ignoreof your opponent's armor"] = {
			"IGNORE_ARMOR", -- [1]
		},
		["Increases healing done by magical spells and effects of all party members within 30 yards"] = {
			"HEAL", -- [1]
		},
		["increases damage done to undead and demons by magical spells and effects"] = {
			"SPELL_DMG_UNDEAD", -- [1]
			"SPELL_DMG_DEMON", -- [2]
		},
		["improves melee haste"] = {
			"MELEE_HASTE_RATING", -- [1]
		},
		["mana"] = {
			"MANA", -- [1]

		},

		["arcane damage"] = {
			"ARCANE_SPELL_DMG", -- [1]
		},
		["Shadow Damage"] = {
			"SHADOW_SPELL_DMG", -- [1]
		},
		["increases the holy damage of your judgments"] = false,
		["increases healing done by magical spells and effects of all party members within 30 yards"] = {
			"HEAL", -- [1]
		},
		["your attacks ignoreof your opponent's armor"] = {
			"IGNORE_ARMOR", -- [1]
		},
		["damage donefor all magical spells"] = {

			"SPELL_DMG", -- [1]
		},
		["Increases your effective stealth level"] = {
			"STEALTH_LEVEL", -- [1]
		},
		["Spell Healing"] = {
			"HEAL", -- [1]
		},
		["critical strike"] = {
			"MELEE_CRIT_RATING", -- [1]
			"RANGED_CRIT_RATING", -- [2]
			"SPELL_CRIT_RATING", -- [3]
		},
		["Critical Strike Avoidance (Melee)"] = {
			"MELEE_CRIT_AVOID_RATING", -- [1]
		},
		["Nature Resistance"] = {
			"NATURE_RES", -- [1]
		},
		["improves ranged hit avoidance"] = {
			"RANGED_HIT_AVOID_RATING", -- [1]
		},
		["hit avoidance"] = {
			"MELEE_HIT_AVOID_RATING", -- [1]
			"RANGED_HIT_AVOID_RATING", -- [2]
			"SPELL_HIT_AVOID_RATING", -- [3]
		},
		["increases the critical effect chance of your flash of light%"] = false,
		["armor penetration"] = {
			"ARMOR_PENETRATION_RATING", -- [1]
		},
		["Increases healing done"] = {
			"HEAL", -- [1]
		},
		["shadow damage"] = {
			"SHADOW_SPELL_DMG", -- [1]
		},
		["improves melee critical avoidance"] = {
			"MELEE_CRIT_AVOID_RATING", -- [1]
		},
		["Arcane Spell Damage"] = {
			"ARCANE_SPELL_DMG", -- [1]
		},
		["improves spell haste"] = {
			"SPELL_HASTE_RATING", -- [1]
		},
		["Improves melee critical strike"] = {
			"MELEE_CRIT_RATING", -- [1]
		},
		["Increases damage and healing done by magical spells and effects"] = {
			"SPELL_DMG", -- [1]
			"HEAL", -- [2]
		},
		["Increases damage done to Undead by magical spells and effects"] = {
			"SPELL_DMG_UNDEAD", -- [1]
		},
		["restores mana per 5 sec"] = {
			"COMBAT_MANA_REGEN", -- [1]
		},
		["healing spells"] = {
			"HEAL", -- [1]
		},
		["increases your armor penetration"] = {
			"ARMOR_PENETRATION_RATING", -- [1]
		},
		["haste (melee)"] = {
			"MELEE_HASTE_RATING", -- [1]
		},
		["spell damage and healing"] = {
			"SPELL_DMG", -- [1]
			"HEAL", -- [2]
		},
		["Arcane Resistance"] = {
			"ARCANE_RES", -- [1]
		},
		["Skinning; does not need to be equipped"] = {
			"SKINNING", -- [1]
		},
		["Increases attack powerwhen fighting Undead and Demons"] = {
			"AP_UNDEAD", -- [1]
			"AP_DEMON", -- [2]
		},
		["Increases attack powerin Cat, Bear, Dire Bear, and Moonkin forms only"] = {
			"FERAL_AP", -- [1]
		},
		["herbalism; does not need to be equipped"] = {
			"HERBALISM", -- [1]
		},
		["% Threat"] = {
			"MOD_THREAT", -- [1]
		},
		["Defense"] = {
			"DEFENSE_RATING", -- [1]
		},
		["Increases healing donemagical spells and effects"] = {
			"HEAL", -- [1]
		},
		["Experience gained from killing monsters and completing quests increased%"] = false,
		["increases damage done by fire spells and effects"] = {
			"FIRE_SPELL_DMG", -- [1]
		},
		["increases damage done by nature spells and effects"] = {
			"NATURE_SPELL_DMG", -- [1]
		},
		["Ranged Attack Power"] = {
			"RANGED_AP", -- [1]
		},
		["scope (damage)"] = {
			"RANGED_DMG", -- [1]
		},
		["increases the damage done by frost spells and effects"] = {
			"FROST_SPELL_DMG", -- [1]
		},
		["Shadow Resist"] = {
			"SHADOW_RES", -- [1]
		},
		["damage per second"] = {
			"DPS", -- [1]
		},
		["Increases the critical effect chance of your Flash of Light%"] = false,
		["improves ranged haste"] = {
			"RANGED_HASTE_RATING", -- [1]
		},
		["Increases attack powerwhen fighting Undead.  It also allows the acquisition of Scourgestones on behalf of the Argent Dawn"] = {
			"AP_UNDEAD", -- [1]
		},
		["PvP Power"] = {
			"PVP_POWER", -- [1]
		},
		["haste (spell)"] = {
			"SPELL_HASTE_RATING", -- [1]
		},
		["mining; does not need to be equipped"] = {
			"MINING", -- [1]
		},
		["Increases damage and healing done by magical spells and effects of all party members within 30 yards"] = {
			"SPELL_DMG", -- [1]
			"HEAL", -- [2]
		},
		["Spell Penetration"] = {
			"SPELLPEN", -- [1]

		},
		["Improves melee hit avoidance"] = {
			"MELEE_HIT_AVOID_RATING", -- [1]
		},
		["increases attack power"] = {
			"AP", -- [1]
		},
		["Increases defense"] = {
			"DEFENSE_RATING", -- [1]
		},
		["increases healing done"] = {
			"HEAL", -- [1]
		},
		["spirit"] = {
			"SPI", -- [1]
		},
		["Increases the damage done by Arcane spells and effects"] = {
			"ARCANE_SPELL_DMG", -- [1]
		},
		["improves spell critical strike"] = {
			"SPELL_CRIT_RATING", -- [1]
		},
		["PvP Resilience"] = {
			"RESILIENCE_RATING", -- [1]
		},
		["Damage and Healing Spells"] = {
			"SPELL_DMG", -- [1]
			"HEAL", -- [2]
		},
		["holy spell damage"] = {
			"HOLY_SPELL_DMG", -- [1]
		},
		["increases your critical strike"] = {
			"MELEE_CRIT_RATING", -- [1]
			"RANGED_CRIT_RATING", -- [2]
			"SPELL_CRIT_RATING", -- [3]
		},
		["healing Spells"] = {
			"HEAL", -- [1]
		},
		["Experience gained is increased%"] = false,
		["critical strike (spell)"] = {
			"SPELL_CRIT_RATING", -- [1]
		},
		["Increases Healing"] = {
			"HEAL", -- [1]
		},
		["Armor Penetration"] = {
			"ARMOR_PENETRATION_RATING", -- [1]
		},
		["arcane and fire spell power"] = {
			"ARCANE_SPELL_DMG", -- [1]
			"FIRE_SPELL_DMG", -- [2]
		},
		["Health Regeneration"] = {
			"COMBAT_HEALTH_REGEN", -- [1]
		},
		["all stats"] = {
			"STR", -- [1]
			"AGI", -- [2]
			"STA", -- [3]
			"INT", -- [4]
			"SPI", -- [5]
		},
		["Increases your hit"] = {
			"MELEE_HIT_RATING", -- [1]
			"RANGED_HIT_RATING", -- [2]
			"SPELL_HIT_RATING", -- [3]
		},
		["Critical Strike Avoidance (Spell)"] = {
			"SPELL_CRIT_AVOID_RATING", -- [1]
		},
		["strength"] = {
			"STR", -- [1]
		},
		["Parry"] = {
			"PARRY_RATING", -- [1]
		},
		["Increases the damage done by Holy spells and effects"] = {
			"HOLY_SPELL_DMG", -- [1]
		},
		["Restores health per 5 sec"] = {
			"COMBAT_HEALTH_REGEN", -- [1]
		},
		["Increases your shield block"] = {
			"BLOCK_RATING", -- [1]
		},
		["Hit"] = {
			"MELEE_HIT_RATING", -- [1]
			"RANGED_HIT_RATING", -- [2]
			"SPELL_HIT_RATING", -- [3]
		},
		["increases damage done by shadow spells and effects"] = {
			"SHADOW_SPELL_DMG", -- [1]

		},
		["All Resistances"] = {
			"ARCANE_RES", -- [1]
			"FIRE_RES", -- [2]
			"FROST_RES", -- [3]
			"NATURE_RES", -- [4]
			"SHADOW_RES", -- [5]
		},
		["frost spell damage"] = {
			"FROST_SPELL_DMG", -- [1]
		},
		["improves ranged hit"] = {
			"RANGED_HIT_RATING", -- [1]
		},
	},
}
]]