[Suggestion] Improving Gatherbuddy combat & process of creating macros.
I have idea of improving Gatherbuddy combat.
What we know:
button 6 - every 10 seconds - starts the fight
button 7 - every 6 seconds
button 8 - every 1 second
My research:
Hitting training dummy with GB in Bear Form with +/- 150ms latency
B6 - Swipe
B7 - Faerie Fire
B8 - Lacerate
All abilities generating Global Cooldown
Counting usage of skills with Recount.
From what i observed:
1. There is (1 second +/- random number) cycle time
2. For each cycle matching keys are pressed (with miliseconds space in between) in order:
a) B6 -> B7 -> B8 - at start of fight and every 30 sec
b) B7 -> B8 - each time B7 should go
c) B6 -> B8 - at 10th and 20th sec
d) B8
3. Modelling fight artifically with constant 1 second cycle time (including "keypress queueing" and Global Cooldowns) everything except every 3rd B6 seems fine. For caster classes it is indeed like that.
Problem:
But in practice while using just instant-cast skills (as for all physical dmg classes) this is very unreliable, because the "random" part of cycle is screwing queueing - sometimes it will queue, sometimes not - making it impossible to predict while creating macro.
To clarify it almost always happen that B6 skill is "launched" just before B7/B8 making it impossible for B6/B7 skills to get queued for "launch" and are just skipped.
Solution:
Issue could be fixed by increasing cycle time by a bit (ideally would be ~1,4 second, 1300 to 1600 miliseconds?) so it would never totally skip button queueing.
Also changing B6 to every 10,5 sec every 7th cycle (instead 10th?) and B7 to every 4th cycle (instead 6th?).
Guessing combat cycle itself is some kind of "for" loop and cycle time is some constant in the GB's code it would be quite easy to implement and would make GB macro maker's life lot easier.
Hope you at least consider my idea.
If it's not that easy please at least say so instead of just pasting "it was discussed thousand times before" and closing topic by default.
I have idea of improving Gatherbuddy combat.
What we know:
button 6 - every 10 seconds - starts the fight
button 7 - every 6 seconds
button 8 - every 1 second
My research:
Hitting training dummy with GB in Bear Form with +/- 150ms latency
B6 - Swipe
B7 - Faerie Fire
B8 - Lacerate
All abilities generating Global Cooldown
Counting usage of skills with Recount.
From what i observed:
1. There is (1 second +/- random number) cycle time
2. For each cycle matching keys are pressed (with miliseconds space in between) in order:
a) B6 -> B7 -> B8 - at start of fight and every 30 sec
b) B7 -> B8 - each time B7 should go
c) B6 -> B8 - at 10th and 20th sec
d) B8
3. Modelling fight artifically with constant 1 second cycle time (including "keypress queueing" and Global Cooldowns) everything except every 3rd B6 seems fine. For caster classes it is indeed like that.
Problem:
But in practice while using just instant-cast skills (as for all physical dmg classes) this is very unreliable, because the "random" part of cycle is screwing queueing - sometimes it will queue, sometimes not - making it impossible to predict while creating macro.
To clarify it almost always happen that B6 skill is "launched" just before B7/B8 making it impossible for B6/B7 skills to get queued for "launch" and are just skipped.
Solution:
Issue could be fixed by increasing cycle time by a bit (ideally would be ~1,4 second, 1300 to 1600 miliseconds?) so it would never totally skip button queueing.
Also changing B6 to every 10,5 sec every 7th cycle (instead 10th?) and B7 to every 4th cycle (instead 6th?).
Guessing combat cycle itself is some kind of "for" loop and cycle time is some constant in the GB's code it would be quite easy to implement and would make GB macro maker's life lot easier.
Hope you at least consider my idea.
If it's not that easy please at least say so instead of just pasting "it was discussed thousand times before" and closing topic by default.
Last edited: