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Default Combat Test Edition

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Hi,

Would like to change advanced routine for my con.operative a bit, so that it uses Shield Probe and 2x Kolto Probe on cooldown, can any good soul tell me how to do It. thank you

I don't have an Operative to test but try this

Change

Code:
		public override Composite Cooldowns
		{
			get
			{
				return new PrioritySelector(
					Spell.Buff("Heroic Moment", ret => Me.CurrentTarget.BossOrGreater()),
					Spell.Buff("Adrenaline Probe", ret => Me.EnergyPercent <= 45),
					Spell.Buff("Stim Boost", ret => Me.BuffCount("Tactical Advantage") < 2),
					Spell.Buff("Shield Probe", ret => Me.HealthPercent <= 75),
					Spell.Buff("Evasion", ret => Me.HealthPercent <= 50)
					);
			}
		}

To

Code:
		public override Composite Cooldowns
		{
			get
			{
				return new PrioritySelector(
					Spell.Buff("Heroic Moment", ret => Me.CurrentTarget.BossOrGreater()),
					Spell.Buff("Adrenaline Probe", ret => Me.EnergyPercent <= 45),
					Spell.Buff("Stim Boost", ret => Me.BuffCount("Tactical Advantage") < 2),
					Spell.Buff("Shield Probe", ret => Me.HealthPercent <= 100),
					Spell.Buff("Kolto Probe", ret => Me.BuffCount("Kolto Probe") < 2),
					Spell.Buff("Evasion", ret => Me.HealthPercent <= 50)
					);
			}
		}
 
thx for help, I wanted kolto probe only during combat so I have put It in

public override Composite SingleTarget
{
get
{
return new PrioritySelector(
Spell.Cast("Backstab", ret => Me.IsStealthed && Me.IsBehind(Me.CurrentTarget)),
Spell.Cast("Kolto Probe", ret => Me.BuffCount("Kolto Probe")< 2),

And shield probe

Spell.Buff("Shield Probe", ret => Me.HealthPercent <= 95), It works ok for now, using colto and shield only during combat
 
thx for help, I wanted kolto probe only during combat so I have put It in

public override Composite SingleTarget
{
get
{
return new PrioritySelector(
Spell.Cast("Backstab", ret => Me.IsStealthed && Me.IsBehind(Me.CurrentTarget)),
Spell.Cast("Kolto Probe", ret => Me.BuffCount("Kolto Probe")< 2),

And shield probe

Spell.Buff("Shield Probe", ret => Me.HealthPercent <= 95), It works ok for now, using colto and shield only during combat

OK well you said on cooldown, glad it's working for you, enjoy.
 
Messing around with both Vigilance and Focus Guardian. Apparently for both you're supposed to take the Persistent Chill utility and use Freezing Force as a filler instead of Slash most of the time. So I'm wondering if it's even possible to put FF in the rotation and have it used as a filler without spamming and overwriting the 8 second dot over and over.
 
Messing around with both Vigilance and Focus Guardian. Apparently for both you're supposed to take the Persistent Chill utility and use Freezing Force as a filler instead of Slash most of the time. So I'm wondering if it's even possible to put FF in the rotation and have it used as a filler without spamming and overwriting the 8 second dot over and over.

It's possible. We don't have a way to detect which Utilities you've taken though, so it would be bad to put it in the base rotation.
 
It's possible. We don't have a way to detect which Utilities you've taken though, so it would be bad to put it in the base rotation.

It should however be added to the aoe since freezing force is an aoe ability regardless (I've made a note of it to check on).
 
Few things with Vigilance rotation. I'm guessing "Blade Dance" is supposed to be "Blade Barrage". I also personally gave Strike a requirement of being used only when there's less than or equal to one focus. It's basically never used anyway since after a certain point you generate way more than enough, and on top of that there would be times when the rotation would just be spamming it for no reason instead of doing other things.
 
Few things with Vigilance rotation. I'm guessing "Blade Dance" is supposed to be "Blade Barrage". I also personally gave Strike a requirement of being used only when there's less than or equal to one focus. It's basically never used anyway since after a certain point you generate way more than enough, and on top of that there would be times when the rotation would just be spamming it for no reason instead of doing other things.

I see that the change from Dance to Barrage was only missing from Vigilance and have made the correction. Is this the change you made to Strike :

Code:
Spell.Cast("Strike", ret => Me.ActionPoints <= 1)
 
Latest Updates as of 2/19/2017

Code:
* re-added defensive cooldowns to Lethality (not sure why they were removed by cassrgs 1/18/16)
* updated copyright
* Additional Code Cleanup
* Missed or missed commit for Warrior Unbreakable Will missing from or incorrectly coded for Darkness, Corruption, Lightning, Madness
* Fix incorrect buff for ravage for Carnage Marauder (thanks vanillasada)
* Fix for Cascading Debris
* fixed vigilance spell error (thanks vanillasada)
* commented out heroic moment due to BossorGreater detection broken in last few releases of bot, this must now me activated manually which will then cause the routine to make use of all unlocked legacy abilities
 
Last edited:
Hi, got one more prob, this time with sniper marksman routine. It does not enter cover at all.
Logandros could you give me few pointers how to tweak advanced routine marksman a bit. Would like to enter cover at the beginning of fight and than move out and reenter cover every 6 seconds, first skill to use after cover to be snipe. Thx in advance

**edit

Managed to find the way for sniper to enter cover, now I need someone to tell me how to put condition to enter cover only when my sniper is targeted by enemy, thx
 
Last edited:
I see that the change from Dance to Barrage was only missing from Vigilance and have made the correction. Is this the change you made to Strike :

Code:
Spell.Cast("Strike", ret => Me.ActionPoints <= 1)
Yep that's the change I made. Once again thanks for your awesome work btw
 
Hi, got one more prob, this time with sniper marksman routine. It does not enter cover at all.
Logandros could you give me few pointers how to tweak advanced routine marksman a bit. Would like to enter cover at the beginning of fight and than move out and reenter cover every 6 seconds, first skill to use after cover to be snipe. Thx in advance

**edit

Managed to find the way for sniper to enter cover, now I need someone to tell me how to put condition to enter cover only when my sniper is targeted by enemy, thx

Please post the changes you made, I've looked through the revisions I do not see any prior release using cover.
 
Yep that's the change I made. Once again thanks for your awesome work btw

Code:
Spell.Cast("Strike", ret => Me.ActionPoints <= 1)

Can you confirm that you've seen a dps increase with this change? Maybe on a target dummy and using StarParse? I'd like to make the change to Default Combat but I will have to take your word on it as I cannot test it.
 
I have been using part of code for rotation I have found here
https://www.thebuddyforum.com/buddy-wing-forum/combat-routines/197829-defaultcombat-5.html,
public override Composite Cooldowns
Spell.Buff("Cover Pulse", ret => Me.CurrentTarget.Distance <= 1f), - to get 1 instant snipe
Spell.Buff("Crouch", ret => !Me.IsInCover() && !Me.IsMoving), - - to get 1 instant snipe
public override Composite SingleTarget
Spell.Cast("Snipe", ret => Me.IsInCover()),
also had changed range to melee.
It enters cover bit too much now :) and bot gets stupid after killing target with same name, It blacklist target for a 1 min, It spends 1 min entering and exiting cover until It moves to next target.
Hope this gives you and idea what to change, I am no expert and been doing this by trial and error :)
 
I have been using part of code for rotation I have found here
https://www.thebuddyforum.com/buddy-wing-forum/combat-routines/197829-defaultcombat-5.html,
public override Composite Cooldowns
Spell.Buff("Cover Pulse", ret => Me.CurrentTarget.Distance <= 1f), - to get 1 instant snipe
Spell.Buff("Crouch", ret => !Me.IsInCover() && !Me.IsMoving), - - to get 1 instant snipe
public override Composite SingleTarget
Spell.Cast("Snipe", ret => Me.IsInCover()),
also had changed range to melee.
It enters cover bit too much now :) and bot gets stupid after killing target with same name, It blacklist target for a 1 min, It spends 1 min entering and exiting cover until It moves to next target.
Hope this gives you and idea what to change, I am no expert and been doing this by trial and error :)

OK well for now I'm fixing the missing cover issue with

Code:
//Movement
CombatMovement.CloseDistance(Distance.Ranged),
Spell.Buff("Crouch", ret => !Me.IsInCover() && !Me.IsMoving),

also modifying

Code:
Spell.CastOnGround("Sweeping Gunfire", ret => Me.IsInCover() && Me.EnergyPercent > 30)

for Gunslingers
 
So how do these rotations perform in dps numbers wise? Is there any routines that perform better than the others? I noticed yesterday my sith war (carnage) started using some jump ability in combat since the update yesterday. (not force leap) I'd just hate it to be like jump in ffxiv where if you have the target selected and you move away from the target, it jumps right back at the enemy lol
 
So how do these rotations perform in dps numbers wise? Is there any routines that perform better than the others? I noticed yesterday my sith war (carnage) started using some jump ability in combat since the update yesterday. (not force leap) I'd just hate it to be like jump in ffxiv where if you have the target selected and you move away from the target, it jumps right back at the enemy lol


This CR does not control movement, not sure why you were jumping without seeing a clean log file.
 
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