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Default Combat Discussion

@Logandros is there a way to turn the auto use of force leap off when just using the bot for auto rotation it never used to use force leap when just using it for rotation but since this last update it dose id still like to use it in farming so i dont want to remove it completely thanks in advance

im a guardian tank
 
@Logandros is there a way to turn the auto use of force leap off when just using the bot for auto rotation it never used to use force leap when just using it for rotation but since this last update it dose id still like to use it in farming so i dont want to remove it completely thanks in advance

im a guardian tank

There is a function key for charge abilities. Just turn it off when you don't need it.

F6
 
I can verify that using the annihilation and carnage spec as posted is a dps loss in pve; they gave me a high number in pvp which is what I tweaked them for. I'll throw my thought process down on how I put the rotation in there in hopes I can learn more to make them better.

Annihilation:

In it's current form (as I posted) I placed "smash" into the normal rotation because with buddywing, the AoE flag is not recognized in pvp. I assume the targetting system does not understand other players as groups of NPC's. With Annihilation spec, smash is one of the top priorities in pvp after bleeds due to the fact that you're almost always in heavy groups of players if playing the spec properly IMO. Just an FYI, this routine with my changes has netted me 6-7k dps games with this spec; I hold the current unofficial server record in dps using this. It's insane how much more than other people I do with it in PvP. Where the second best guy is sitting at 2 mil total dmg (merc) i'll be top with like 5 mil. My focus was to ensure annihilation and Force Rend are used whenever avail and that NO filler is used with the target does not have rupture bleed. Then Smash is always used off CD when a target had a bleed effect. This basically keeps bleeds on the target, uses annihilate and spreads dots with smash constantly. Works amazing for me!

In PvE it's a different story, smash is not used and the AoE flag works so smash can be accounted for with the AoE rules (3 or more targets). I included my PvE version of annihilation.cs and you will definitely have better PvE dps with it. I am currently ranked top 5 overall on parsley with this routine as annihilation on the operations target dummy.

My changes look messy and there are alot of repeating, in my experience if I don't keep placing annihilate and force rend after every ability the routine with get stuck using vicious slash or assault way too often. In order for annihilation to shine, dots need to always be applied and annihilate needs to be uses off CD.

Carnage:

For some reason, buddywing has issues on my PC when using a high alac build. Sometimes I notice the animation getting stuck; I am having much better luck with these changes for PvP and PvE. My original carnage.cs posted earlier was a PvE DPS loss because I had several abilities like Gore and Viscous Throw outside of the Ferocity window. I feel that in PvP having a gore debuff always on the target is more important than ensuring it's available in the ferocity window. These new changes posted below are giving me 8.8k pve dps currently with this spec. The changes are for PvE and force Gore, Viscous Throw, Ravage, and Devastating Blast into the ferocity window and using Massacre as filler and then Bat Assault/Assault to build rage when needed. I still struggle with this though, sometimes my character gets stuck in an animation loop and I don't know if it's lag on my end or buddywing causing it.

Enough of my rambling...let me know if these changes work better or worse for you in PvE! I can assure you though, my original scripts posted are amazing in PvP! I know that PvP is not really where the focus of Buddywing is but I just love it. Objective based combat is important so being able to take my eyes and attention away from my rotation and see what other players are doing or who's trying to cap/off-heal is a big deal and makes these routines shine. I am new to Buddywing myself but thus far I am so appreciative of it and really excited to use it. I remember how much the honorbuddy routines made me love WoW.

P.S. Posted them in a zip because it wouldn't let me upload a .cs file.

OK finally playing catch-up and getting a chance to look at and parse user changes and see what we can use for PVE. Keep in mind I'm not nitpicking just going through it with a list to see why things were done so I can make the changes where applicable then test them via starparse. As always, all user input is much appreciated in making the CR the best we can.

Carnage

1. I assume you are removing all the defensive cooldowns and stun breaks because you want to handle them manually (Unleash, Force Camouflage). So we wouldn't want that in PVE.
2. Adding your Bloodthirst (but adding the argument) Me.Is.Incombat. I've seen abilities like this look very bad when they blow too often in ridiculous scenarios. Combat helps lessen it a bit.
3. I see that you removed Disruption. Again most likely because you want to handle this manually. This feature as been added via Hotkey now so we want to leave it for PVE.
4. In your prioritized rotation. I see you call for Battering Assault at the top and bottom. Is this a typo? The first cast in the rotation would need Ferocity, which you don't get until the second cast in the rotation.
5. I see you dropped Force Scream that provides a nice stun which also leaves Execute giving no bonus to a spell when it procs. Can you explain the logic for this? It seems wrong but again I don't play a Marauder so I will rely on your theorycrafting.
6. You removed Smash from AoE which is also a free stun, any particular reason and I do not see it in the single target rotation? Sweeping Slash even on CD just a better option?


Annihilation (pretty much no questions)

1. Again stun breaks are removed, so we would leave them as is for PVE.
2. Moved up your prioritization of Deadly Saber.
3. Single target prioritization looks great, I have no way of testing it but I don't see how it would be a decrease so going to adopt it.
 
Evening everyone,
I took a hack at the Sorc Lightning.cs in my poorly geared Sorc (190ish blues). The original posted 1217 DPS (16.4 Actions per minute) over a 23 min starparse run. The one I'm posting posted 3088 DPS (30.1 APM) over 10 minutes. The original never built the Focal Lightning buff, my version holds it at 5 stacks. Happy zapping =]

P.S. I added some specific star parse info to the OP build that I posted. I can't run the default routine to compare, as I was silly and wrote over it...

OK finally playing catch-up and getting a chance to look at and parse user changes and see what we can use. Keep in mind I'm not nitpicking just going through it with a list to see why things were done so I can make the changes where applicable then test them via starparse. As always, all user input is much appreciated in making the CR the best we can.

Lightning (everything makes sense just 1 question)

1. Why did you drop Force Lightning and Lightning Strike (were they a dps loss to be in the rotation)?
 
OK finally playing catch-up and getting a chance to look at and parse user changes and see what we can use for PVE. Keep in mind I'm not nitpicking just going through it with a list to see why things were done so I can make the changes where applicable then test them via starparse. As always, all user input is much appreciated in making the CR the best we can.

Carnage

1. I assume you are removing all the defensive cooldowns and stun breaks because you want to handle them manually (Unleash, Force Camouflage). So we wouldn't want that in PVE.
2. Adding your Bloodthirst (but adding the argument) Me.Is.Incombat. I've seen abilities like this look very bad when they blow too often in ridiculous scenarios. Combat helps lessen it a bit.
3. I see that you removed Disruption. Again most likely because you want to handle this manually. This feature as been added via Hotkey now so we want to leave it for PVE.
4. In your prioritized rotation. I see you call for Battering Assault at the top and bottom. Is this a typo? The first cast in the rotation would need Ferocity, which you don't get until the second cast in the rotation. This is also why my annihilation edits have the same ability multiple times over. It was the only way I can ensure certain abilities are used off cooldown.
5. I see you dropped Force Scream that provides a nice stun which also leaves Execute giving no bonus to a spell when it procs. Can you explain the logic for this? It seems wrong but again I don't play a Marauder so I will rely on your theorycrafting.
6. You removed Smash from AoE which is also a free stun, any particular reason and I do not see it in the single target rotation? Sweeping Slash even on CD just a better option?


Annihilation (pretty much no questions)

1. Again stun breaks are removed, so we would leave them as is for PVE.
2. Moved up your prioritization of Deadly Saber.
3. Single target prioritization looks great, I have no way of testing it but I don't see how it would be a decrease so going to adopt it.


1: 90% of my play involves PvP so that's the reason for alot of manual abilities.
2: Probably a good idea, I didn't even think to use that argument as I didn't know about it.
3: In PvP for some reason disruption does not detect spell cast from players and I play alot of ranked so wanted this manual.
4: This is going to sound strange but it feels to me like the rotation is constantly going down a list. When I had battering assault only at the top it would not use it when rage starved and instead use assault which was TERRIBLE for dps; assault should never be used if battering assault is available. Having it in the opener is required to start the burst rotation so I left it there but if I did NOT place it in front of assault again further down then it would use assault IF battering was available to build rage.
5: Carnage is a fairly rage starved spec, I feel it's job is to be a beast on the dmg meter and let other classes utilize utility. Using force scream is a fairly significant loss in dps.
6: Same as above, smash not a good choice for carnage. Sweeping is always better.

I know PvP isn't supported but I will say that I hovered in the top 15 globally for marauders/sents using just this for carnage/annihilation. The only reason I am not getting higher is because the top is filled with win traders that play odd hours. It's extremely rare someone beats me in DPS, i'm smacking down top ranked mercs and healers with this routine in PvP. I have had some games as annihilation where my damage was so high someone thought I was "hacking" the leader boards. I'm talking 6+ mil overall and 4+ mill over #2 highest dps.

As for PvE, I fair well against the top on parsley. I also run every now and then with a nim guild and hang with everyone in dps via our starparse group. Depending on the fights I usually win big over other melee.
 
Last edited:
Thanks for the response, I will make the changes with some notations in case anyone feels they'd like to put a different spin on it. The Force Scream still has be a bit puzzled as a dps loss since the call to only use during Execute would make it insta-cast and if anything should maintain the same dps. Either way cheers... glad you are tearing up PVP meters.
 
i relay appreciated all the hard wok guys, what i need to know is on my telek shadow tank the bot used shadow strike in the rotation is there a way to disable it becaus it is not proprly used i if i need to go grab sommes addes il sh-strike and put me in a bad spot can we just turn it off ?
 
i relay appreciated all the hard wok guys, what i need to know is on my telek shadow tank the bot used shadow strike in the rotation is there a way to disable it becaus it is not proprly used i if i need to go grab sommes addes il sh-strike and put me in a bad spot can we just turn it off ?

Press your F6 key.
 
i relay appreciated all the hard wok guys, what i need to know is on my telek shadow tank the bot used shadow strike in the rotation is there a way to disable it becaus it is not proprly used i if i need to go grab sommes addes il sh-strike and put me in a bad spot can we just turn it off ?

I assume you meant KeneticCombat ... Telekensis doesn't have a charge. But as Praline said .. all charge abilities can be disabled using F6
 
I am having an issue with no pre combat buffs working. I am using the blank combat profile to let it just handle my rotation, but none of the buffs from the default combat routine go off. Any ideas?
 
The pre-combat buffs, post-combat healing, scavenging, harvesting nodes in range, mounting etc is designed only when the bot is in an automated state (with movement or questing). In order to see those applied with Default Combat you would need to use a profile like the 1 I attached (but this will do more than just handle the rotation and can be frustrating when you are controlling your character).

This is not an issue with Default Combat, it is how the engine was designed.
 

Attachments

Makes perfect sense, and would explain the issue. Ill try what you have attached and see if it works out, and if not, I'll handle the buffs on my own. Thanks for the response!
 
I have noticed intermittent issues with the routine getting caught in a skill spam, and missing using other combat abilities that I have the Focus points for, and will go on a stint of using 1 ability before it kicks in and notices the other abilites are off cooldown and uses them. The hang on the one ability can last 2-3 seconds, and doesn't always occur in every encounter. What could cause that behavior?
 
Would need to see a log but most of the time it's due to an ability that the bot is trying to prioritize is out of range and there is no range properly setup in the routine.

For example Shiv was improperly setup in the agent recently and was corrected:

Code:
Spell.Cast("Shiv", ret => Me.CurrentTarget.Distance <= Distance.Melee && Me.BuffCount("Tactical Advantage") < 2 || Me.BuffTimeLeft("Tactical Advantage") < 6),
 
So melee attacks should be setup with this conditional?
Code:
Me.CurrentTarget.Distance <= Distance.Melee
 
Not always necessary but in the case of Shiv it was an issue for Operatives. You can determine that by when you are stuck or seem to be waiting to do the next ability, move closer to your target and pay attention to the next ability. It will most likely be something that was out of range. Post a log or best of luck.
 
Using the default combat routine for this. All the abilities are melee abilities, and I am in melee range when it happens, I am a Guardian Vigilance spec and still leveling, but I am above level 10. I do not have any ranged abilities at the moment, besides my charge ability. Will probably fiddle around with it and see if I can figure out.
 
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