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Bypassing skill cooldowns

thomasjames

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Joined
Aug 1, 2015
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Hi all,

I am encountering some problems with skill cooldowns. Specifically, Flicker Strike, which can have its cooldown bypassed by consuming a frenzy charge. Currently my bot doesn't recognise this, and even with frenzy charges ready to be consumed, the bot waits for Flicker Strike to come off cooldown before using it again. Is there a way to bypass this? Can the bot be coded to recognise frenzy charges, and cast Flicker Strike (regardless of it's cooldown state) if there are frenzy charges remaining?

I've managed to come up with a temporary workaround, which is setting the 'fallback' skill to Flicker Strike; essentially my bot just casts Flicker Strike until he runs out of frenzy charges/it comes off cooldown agai. This is fine for clearing packs, but when it comes to a boss/strong rare single target, the bot has to stand there waiting for the Flicker Strike cooldown each time. I've tried setting 'single target melee skill slot' to Frenzy (which generates frenzy charges), and the 'aoe melee skill slot' to Flicker Strike, but Frenzy is really only useful for generating the charges and has poor damage... the damage comes from Flicker Strike.

Basically, the ideal situation would be for the bot to cast Flicker Strike until there are no frenzy charges remaining, in which case it would use the Frenzy skill as a fallback to generate a Frenzy charge, allowing it to Flicker Strike again... etc.

Is this possible? My understanding of code is very poor, and any help would be greatly appreciated.

Cheers guys and good luck.
 
I'll have to look into this again. The charge system changed, and while there used to be support for this, it seems broken now.
 
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