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Superbad 4.0 (Druid Routine)

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Today my Superbad updated...
now it dont load it simple load Singular automaticly

Can anyone help ? maybe upload a working version
 
Today my Superbad updated...
now it dont load it simple load Singular automaticly

Can anyone help ? maybe upload a working version

I had an error too! But I didn't post a log, so my problem couldn't be solved! :O
 
Does anyone know where to find the changelog for the new update? I love reading changelogs :D Thanks and keep up the good work superbad boi ;D
 
Does anyone know where to find the changelog for the new update? I love reading changelogs :D Thanks and keep up the good work superbad boi ;D

r245
Code:
	<?xml version="1.0" encoding="utf-8"?>
2	+	<Project ToolsVersion="12.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
3	+	  <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
4	+	  <PropertyGroup>
5	+	    <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
6	+	    <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
7	+	    <ProjectGuid>{90A904A2-E8AE-4FC8-9C03-B0916F66C4D7}</ProjectGuid>
8	+	    <OutputType>WinExe</OutputType>
9	+	    <AppDesignerFolder>Properties</AppDesignerFolder>
10	+	    <RootNamespace>Superbad</RootNamespace>
11	+	    <AssemblyName>Superbad</AssemblyName>
12	+	    <TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
13	+	    <FileAlignment>512</FileAlignment>
14	+	  </PropertyGroup>
15	+	  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
16	+	    <PlatformTarget>AnyCPU</PlatformTarget>
17	+	    <DebugSymbols>true</DebugSymbols>
18	+	    <DebugType>full</DebugType>
19	+	    <Optimize>false</Optimize>
20	+	    <OutputPath>bin\Debug\</OutputPath>
21	+	    <DefineConstants>DEBUG;TRACE</DefineConstants>
22	+	    <ErrorReport>prompt</ErrorReport>
23	+	    <WarningLevel>4</WarningLevel>
24	+	  </PropertyGroup>
25	+	  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
26	+	    <PlatformTarget>AnyCPU</PlatformTarget>
27	+	    <DebugType>pdbonly</DebugType>
28	+	    <Optimize>true</Optimize>
29	+	    <OutputPath>bin\Release\</OutputPath>
30	+	    <DefineConstants>TRACE</DefineConstants>
31	+	    <ErrorReport>prompt</ErrorReport>
32	+	    <WarningLevel>4</WarningLevel>
33	+	  </PropertyGroup>
34	+	  <ItemGroup>
35	+	    <Reference Include="GreyMagic">
36	+	      <HintPath>..\..\..\..\..\Downloads\Botaction\HB\HonorbuddyDE 2.5.9468.722\GreyMagic.dll</HintPath>
37	+	    </Reference>
38	+	    <Reference Include="Honorbuddy">
39	+	      <HintPath>..\..\..\..\..\Downloads\Botaction\HB\HonorbuddyDE 2.5.9468.722\Honorbuddy.exe</HintPath>
40	+	    </Reference>
41	+	    <Reference Include="PresentationCore" />
42	+	    <Reference Include="System" />
43	+	    <Reference Include="System.Core" />
44	+	    <Reference Include="System.Xml.Linq" />
45	+	    <Reference Include="System.Data.DataSetExtensions" />
46	+	    <Reference Include="Microsoft.CSharp" />
47	+	    <Reference Include="System.Data" />
48	+	    <Reference Include="System.Deployment" />
49	+	    <Reference Include="System.Drawing" />
50	+	    <Reference Include="System.Windows.Forms" />
51	+	    <Reference Include="System.Xml" />
52	+	    <Reference Include="Tripper.RecastManaged">
53	+	      <HintPath>..\..\..\..\Downloads\HonorbuddyDE 2.5.9468.722\Tripper.RecastManaged.dll</HintPath>
54	+	    </Reference>
55	+	    <Reference Include="Tripper.Tools">
56	+	      <HintPath>..\..\..\..\Downloads\HonorbuddyDE 2.5.9468.722\Tripper.Tools.dll</HintPath>
57	+	    </Reference>
58	+	  </ItemGroup>
59	+	  <ItemGroup>
60	+	    <Compile Include="ChangelogForm.cs">
61	+	      <SubType>Form</SubType>
62	+	    </Compile>
63	+	    <Compile Include="ChangelogForm.Designer.cs">
64	+	      <DependentUpon>ChangelogForm.cs</DependentUpon>
65	+	    </Compile>
66	+	    <Compile Include="GUI.cs">
67	+	      <SubType>Form</SubType>
68	+	    </Compile>
69	+	    <Compile Include="GUI.Designer.cs">
70	+	      <DependentUpon>GUI.cs</DependentUpon>
71	+	    </Compile>
72	+	    <Compile Include="Settings.cs" />
73	+	    <Compile Include="Spell.cs" />
74	+	    <Compile Include="TankManager.cs" />
75	+	    <Compile Include="Trinket.cs" />
76	+	    <Compile Include="Unit.cs" />
77	+	    <Compile Include="Update.cs" />
78	+	    <Compile Include="Updater.cs" />
79	+	    <EmbeddedResource Include="GUI.resx">
80	+	      <DependentUpon>GUI.cs</DependentUpon>
81	+	    </EmbeddedResource>
82	+	    <Compile Include="Bosslist.cs" />
83	+	    <Compile Include="CombatLog.cs" />
84	+	    <Compile Include="Conditions.cs" />
85	+	    <Compile Include="Context.cs" />
86	+	    <Compile Include="CooldownTracker.cs" />
87	+	    <Compile Include="DpsMeter.cs" />
88	+	    <Compile Include="DruidAttacks.cs" />
89	+	    <Compile Include="EventHandlers.cs" />
90	+	    <Compile Include="Feral.cs" />
91	+	    <Compile Include="GCD.cs" />
92	+	    <Compile Include="Group.cs" />
93	+	    <Compile Include="Guardian.cs" />
94	+	    <Compile Include="Lua.cs" />
95	+	    <Compile Include="Main.cs" />
96	+	    <Compile Include="Party.cs" />
97	+	  </ItemGroup>
98	+	  <ItemGroup>
99	+	    <Folder Include="Properties\" />
100	+	  </ItemGroup>
101	+	  <ItemGroup>
102	+	    <WCFMetadata Include="Service References\" />
103	+	  </ItemGroup>
104	+	  <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
105	+	  <!-- To modify your build process, add your task inside one of the targets below and uncomment it.
106	+	       Other similar extension points exist, see Microsoft.Common.targets.
107	+	  <Target Name="BeforeBuild">
108	+	  </Target>
109	+	  <Target Name="AfterBuild">
110	+	  </Target>
111	+	  -->
112	+	</Project>

r246
Code:
	 * this is just a test
 
I'm having an issue using this to farm dungeons. I have skull bash enabled but alot of times I'll find the bot within interrupt range of a caster but not interrupting. The issue is that it's not in melee range to attack and kill the caster mob so it just sits there and gets casted on.
 
I'm having an issue using this to farm dungeons. I have skull bash enabled but alot of times I'll find the bot within interrupt range of a caster but not interrupting. The issue is that it's not in melee range to attack and kill the caster mob so it just sits there and gets casted on.

Turn movement on
 
600k wipe on garrosh. 400k dps and 206m dmg. Thank you Handnavi!
Hope you are going to continue give us this wonderful routine in WoD :)
 
Damn you're getting close! I really hope this is kept up to date in WoD as well, best druid CR I've ever seen! ^^
 
Hi,
Yesterday i was raiding soO10 Hc with Gs 570 an did only 250k dps. The problem was that the routine overwirtes good bleedings with bad ones instead using Shred to make the bleedings last longer.
When i used Shred on myself during the routine manually 150k bleedings runtime went up to 22 seconds but with 18 seconds left the routine overwirites a 150k bleeding with a 80k instead of using Ferocius Bite.
Not allways but sometimes. Anyway my dps went up to 350k with using Shred manually. Any help?
 
Last edited:
While going through the code I noticed somethig in this method:

Code:
        public static double Ferocious_Bite_sDamage()
        {
            const double FerociousBiteBaseDamage = 500.2965;
            const double FerociousBiteDamagePerComboPoint = 761.939;
            const double FerociousBiteDamagePerComboPointAttackPower = 0.196;
            return (FerociousBiteBaseDamage  + FerociousBiteDamagePerComboPoint * combo_points + FerociousBiteDamagePerComboPointAttackPower * AP) * Multiplier * FerociousBiteCritChanceMultiplier * 2 * ArmorReduction;
        }

shouldn't it be:

return (FerociousBiteBaseDamage + FerociousBiteDamagePerComboPoint * combo_points + FerociousBiteDamagePerComboPointAttackPower * AP*combo_points) * Multiplier * FerociousBiteCritChanceMultiplier * 2 * ArmorReduction;
 
While going through the code I noticed somethig in this method:

Code:
        public static double Ferocious_Bite_sDamage()
        {
            const double FerociousBiteBaseDamage = 500.2965;
            const double FerociousBiteDamagePerComboPoint = 761.939;
            const double FerociousBiteDamagePerComboPointAttackPower = 0.196;
            return (FerociousBiteBaseDamage  + FerociousBiteDamagePerComboPoint * combo_points + FerociousBiteDamagePerComboPointAttackPower * AP) * Multiplier * FerociousBiteCritChanceMultiplier * 2 * ArmorReduction;
        }

shouldn't it be:

return (FerociousBiteBaseDamage + FerociousBiteDamagePerComboPoint * combo_points + FerociousBiteDamagePerComboPointAttackPower * AP*combo_points) * Multiplier * FerociousBiteCritChanceMultiplier * 2 * ArmorReduction;


Nope. :)

The combo_points are taken into account here:

Code:
 return (FerociousBiteBaseDamage  + [COLOR=#ff0000]FerociousBiteDamagePerComboPoint * combo_points[/COLOR] + FerociousBiteDamagePerComboPointAttackPower * AP) * Multiplier * FerociousBiteCritChanceMultiplier * 2 * ArmorReduction;
 
Nope. :)

The combo_points are taken into account here:

Code:
 return (FerociousBiteBaseDamage  + [COLOR=#ff0000]FerociousBiteDamagePerComboPoint * combo_points[/COLOR] + FerociousBiteDamagePerComboPointAttackPower * AP) * Multiplier * FerociousBiteCritChanceMultiplier * 2 * ArmorReduction;

According to wowhead, the combo points are taken into account two times: http://www.wowhead.com/spell=22568/ferocious-bite

As it is right now it just takes the 19.6% of attackpower, while it should do 19.6% AP * CP
 
i have a question...your profile take snapshot of our stats in consideration to refresh the dots?
 
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