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Buddywing - Combat Routines Optimization

scaasi

Member
Joined
Jul 10, 2015
Messages
43
Just a quick question I'll put out there for or the advance Buddywing script writers. Below is a rotation for a marksman sniper, does anyone have any suggestions how I could optimize the rotation.Oh and also how to auto use "Warzone Adrenal" I just cant get it to work.

Code:
                return new LockSelector(
                    Spell.Buff("Escape", ret => Me.IsStunned),
                    Spell.Buff("Shield Probe", ret => Me.HealthPercent <= 70),
                    Spell.Buff("Evasion", ret => Me.HealthPercent <= 30),
                    Spell.Buff("Adrenaline Probe", ret => Me.EnergyPercent <= 40),
                    Spell.Buff("Sniper Volley", ret => Me.EnergyPercent <= 60),
                    Spell.Buff("Entrench", ret => Me.CurrentTarget.StrongOrGreater() && Me.IsInCover()),
                    Spell.Buff("Laze Target"),
                    Spell.Buff("Target Acquired")
                    );
            }
        }

        public override Composite SingleTarget
        {
            get
            {
                return new LockSelector(
                    //Movement
                    CombatMovement.CloseDistance(Distance.Ranged),

                    //Low Energy
                    new Decorator(ret => Me.EnergyPercent < 60,
                        new LockSelector(
                            Spell.Cast("Rifle Shot")
                            )),

                    //Rotation
                    Spell.Cast("Diversion"),
                    Spell.DoT("Corrosive Dart", "", 12000),
                    Spell.Cast("Followthrough"),
                    Spell.Cast("Penetrating Blasts"),
                    Spell.Cast("Ambush"),
                    Spell.Cast("Penetrating Blasts"),
                    Spell.Cast("Takedown"),
                    Spell.Cast("Snipe"),
                    Spell.Cast("Fragmentation Grenade"),
                    Spell.Cast("Overload Shot")
                    );

Thanks! :)
 
What do you want it do that it's not already doing? Also, your changes make it less optimized than what's in Default Combat. Why is Penetrating Blasts in there twice? Anything below Snipe (frag grenade, overload shot) will never activate.

Basically, you'll have to explain what you're trying to do, and why you made the choices you made.

DefaultCombat for reference:

Code:
public override Composite SingleTarget
        {
            get
            {
                return new LockSelector(
                    //Movement
                    CombatMovement.CloseDistance(Distance.Ranged),

                    //Low Energy
                    new Decorator(ret => Me.EnergyPercent < 60,
                        new LockSelector(
                            Spell.Cast("Rifle Shot")
                            )),

                    //Rotation
                    Spell.Cast("Distraction", ret => Me.CurrentTarget.IsCasting),
                    Spell.Buff("Crouch", ret => !Me.IsInCover() && !Me.IsMoving),
                    Spell.Cast("Followthrough"),
                    Spell.Cast("Penetrating Blasts", ret => Me.IsInCover() && Me.Level >= 26),
                    Spell.Cast("Series of Shots", ret => Me.IsInCover() && Me.Level < 26),
                    Spell.DoT("Corrosive Dart", "Poisoned (Corrosive Dart)"),
                    Spell.Cast("Ambush", ret => Me.IsInCover() && Me.BuffCount("Zeroing Shots") == 2),
                    Spell.Cast("Takedown", ret => Me.CurrentTarget.HealthPercent <= 30),
                    Spell.Cast("Snipe", ret => Me.IsInCover()),
                    Spell.Cast("Overload Shot", ret => !Me.IsInCover())
                    );
            }
        }
 
Ok so what I'm trying to do is make the spec more mobile (for PVP). All of these talents can be used outside of cover so thats why I change the DefaultCombat Marks rotation. The original issue I had with this spec was the fact it would drop into cover after every two steps which looks suspicious. Also I'm trying to follow the rotation that is suggested in the talent trees (e.g. snipe x 2. followthrough, ambush, followthrough etc......).

Also, like you said nothing after snipe will never activate, why is that the case?

And with this line "Spell.DoT("Corrosive Dart", "Poisoned (Corrosive Dart)")," does this mean that corrosive dart will not fire again until "poisoned has worn off?
 
Ok so what I'm trying to do is make the spec more mobile (for PVP). All of these talents can be used outside of cover so thats why I change the DefaultCombat Marks rotation. The original issue I had with this spec was the fact it would drop into cover after every two steps which looks suspicious. Also I'm trying to follow the rotation that is suggested in the talent trees (e.g. snipe x 2. followthrough, ambush, followthrough etc......).

Also, like you said nothing after snipe will never activate, why is that the case?

And with this line "Spell.DoT("Corrosive Dart", "Poisoned (Corrosive Dart)")," does this mean that corrosive dart will not fire again until "poisoned has worn off?

1. Honestly, just comment out (//) the line Spell.Buff("Crouch"), then you'll have more control over when it goes into crouch. We have to have it coded in there so people can run the bot afk, but this is why DefaultCombat is made to be modded, so you can make changes like this to suit your playstyle. The rest of the rotation is totally optimized, so just commenting out Crouch will fix your issue.

2. Nothing after Snipe would activate because Snipe has no cooldown. The priority selector would never get past Snipe (unless you weren't in Crouch).

3. Yes, that's exactly what it means. You can use Spell.DoT two ways, both work the exact same. You can type in the name of the debuff (has to be exact, including capitalizations), and it won't fire off the spell again until the debuff wears off; you can also type in the duration of the debuff, and it won't cast the spell on that target until that amount of time passes. I like the debuff name better because the spell could miss, and then you'd go 18 seconds without any DoT on that enemy.
 
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