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defaultcombat works? i get weird results

EdwinOnline

New Member
Joined
Jun 25, 2015
Messages
221
Hi all,

i get some very weird results, it only casts 2-3 abilities, nothing more.
granted i am only level 26, so that could be the problem but i was just wondering.

===

Starting Buddy Wing v1.0.1215.699
Logging in...
T: 5247400131146358617 H: 2401742140
Login Success!
User is a Consular
Advanced Class: Shadow / Discipline: Serenity
Medpac Created!
[DefaultCombat] Level: 26
[DefaultCombat] Class: Consular
[DefaultCombat] Advanced Class: Shadow
[DefaultCombat] Discipline: Serenity
[DefaultCombat] [Hot Key][F7] Toggle AOE
[DefaultCombat] [Hot Key][F8] Load UI
[DefaultCombat] [Hot Key][F12] Set Tank
[DefaultCombat] Rotation Selected : Shadow Serenity
Chose DefaultCombat as your combat routine.
[DefaultCombat] Level: 26
[DefaultCombat] Class: Consular
[DefaultCombat] Advanced Class: Shadow
[DefaultCombat] Discipline: Serenity
[DefaultCombat] [Hot Key][F7] Toggle AOE
[DefaultCombat] [Hot Key][F8] Load UI
[DefaultCombat] [Hot Key][F12] Set Tank
[DefaultCombat] Rotation Selected : Shadow Serenity
BuddyMonitor has started up successfully.
[BuddyMonitor] You have enabled BuddyMonitor but haven't entered your API key or your identifier yet! Open the configuration, set the values and restart BuddyWing.
Current bot set to Combat Bot
Loaded profile
Sell quality set to Premium.
Buddy Wing: The Old Robot is ready!
Current bot set to Combat Bot
Loaded profile
[DefaultCombat] >> Casting << Force Potency
[DefaultCombat] >> Casting << Sever Force
[DefaultCombat] >> Casting << Double Strike
[DefaultCombat] >> Casting << Sever Force
[DefaultCombat] >> Casting << Double Strike
[DefaultCombat] >> Casting << Force Potency
[DefaultCombat] >> Casting << Sever Force
[DefaultCombat] >> Casting << Double Strike
[DefaultCombat] >> Casting << Sever Force
[DefaultCombat] >> Casting << Double Strike
[DefaultCombat] >> Casting << Sever Force
[DefaultCombat] >> Casting << Double Strike
[DefaultCombat] >> Casting << Sever Force
[DefaultCombat] >> Casting << Double Strike
[DefaultCombat] >> Casting << Force Potency
[DefaultCombat] >> Casting << Sever Force
[DefaultCombat] >> Casting << Double Strike
[DefaultCombat] >> Casting << Sever Force
[DefaultCombat] >> Casting << Double Strike
[DefaultCombat] >> Casting << Sever Force
[DefaultCombat] >> Casting << Double Strike
[DefaultCombat] >> Casting << Saber Strike
[DefaultCombat] >> Casting << Sever Force
[DefaultCombat] >> Casting << Saber Strike
 
please post in the defaulcombat thread next time please. so we can have everything together with replies.

Looking over the build and your log, i think its a combo of, level (missing abilities), not having buffs and high on HP.
Some abilities are being trigered when your low on HP or Force. The low on Force works, as i see 2 different strikes.
Are you killing your mobs rather fast? Maybe your killing it so fast, it has no time for the finisher (or you just dont have it yet).

If you have a feeling its running to slow and spells arent utilised, you can also combine them from the basic with advanced and lateron swith your edited file with the Original one.

basic has this:
Code:
        public override Composite SingleTarget
        {
            get
            {
                return new LockSelector(
                    CombatMovement.CloseDistance(Distance.Melee),
                    Spell.Cast("Telekinetic Throw"),
                    Spell.Cast("Project", ret => Me.Force > 75),
                    Spell.Cast("Double Strike", ret => Me.Force > 70),
                    Spell.Cast("Saber Strike")
                    );
            }
        }

        public override Composite AreaOfEffect
        {
            get
            {
                return new Decorator(ret => Targeting.ShouldAOE,
                    new LockSelector(
                        Spell.Cast("Force Wave", ret => Me.CurrentTarget.Distance <= Distance.MeleeAoE))
                    );
            }
        }

advanced this:
Code:
        public override Composite SingleTarget
        {
            get
            {
                return new LockSelector(
                    Spell.Buff("Force Speed", ret => !DefaultCombat.MovementDisabled && Me.CurrentTarget.Distance >= 1f && Me.CurrentTarget.Distance <= 3f),

                    //Movement
                    CombatMovement.CloseDistance(Distance.Melee),

                    //Low Energy
                    Spell.Cast("Mind Crush", ret => Me.ForcePercent < 25 &&  Me.HasBuff("Force Strike")),
                    Spell.Cast("Saber Strike", ret =>  Me.ForcePercent < 25),

                    //Rotation
                    Spell.Cast("Mind Snap", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled),
                    Spell.CastOnGround("Force in Balance"),
                    Spell.Cast("Sever Force", ret => !Me.CurrentTarget.HasDebuff("Sever Force")),
                    Spell.DoT("Force Breach", "Crushed (Force Breach)"),
                    Spell.Cast("Vanquish", ret => Me.HasBuff("Force Strike") && Me.Level >= 57),
                    Spell.Cast("Mind Crush", ret => Me.HasBuff("Force Strike") && Me.Level < 57),
                    Spell.Cast("Spinning Strike", ret => Me.CurrentTarget.HealthPercent <= 30 || Me.HasBuff("Crush Spirit")),
                    Spell.Cast("Serenity Strike", ret => Me.HealthPercent <= 70),
                    Spell.Cast("Telekinetic Throw"),
                    Spell.Cast("Project", ret => Me.Force > 75),
                    Spell.Cast("Double Strike"),
                    Spell.Buff("Force Speed", ret => Me.CurrentTarget.Distance >= 1.1f && Me.IsMoving && Me.InCombat)
                    );
            }
        }

        public override Composite AreaOfEffect
        {
            get
            {
                return new Decorator(ret => Targeting.ShouldPBAOE,
                    new LockSelector(
                        Spell.DoT("Force Breach", "Crushed (Force Breach)"),
                        Spell.Cast("Sever Force", ret => !Me.CurrentTarget.HasDebuff("Sever Force")),
                        Spell.CastOnGround("Force in Balance"),
                        Spell.Cast("Whirling Blow", ret => Me.ForcePercent > 70)
                    ));
            }
        }

combine to this:
Code:
        public override Composite SingleTarget
        {
            get
            {
                return new LockSelector(
                    Spell.Buff("Force Speed", ret => !DefaultCombat.MovementDisabled && Me.CurrentTarget.Distance >= 1f && Me.CurrentTarget.Distance <= 3f),

                    //Movement
                    CombatMovement.CloseDistance(Distance.Melee),

                    //Low Energy
                    Spell.Cast("Mind Crush", ret => Me.ForcePercent < 25 &&  Me.HasBuff("Force Strike")),
                    Spell.Cast("Saber Strike", ret =>  Me.ForcePercent < 25),

                    //Rotation
                    Spell.Cast("Mind Snap", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled),
                    Spell.CastOnGround("Force in Balance"),
                    Spell.Cast("Sever Force", ret => !Me.CurrentTarget.HasDebuff("Sever Force")),
                    Spell.DoT("Force Breach", "Crushed (Force Breach)"),
                    Spell.Cast("Vanquish", ret => Me.HasBuff("Force Strike") && Me.Level >= 57),
                    Spell.Cast("Mind Crush", ret => Me.HasBuff("Force Strike") && Me.Level < 57),
                    Spell.Cast("Spinning Strike", ret => Me.CurrentTarget.HealthPercent <= 30 || Me.HasBuff("Crush Spirit")),
                    Spell.Cast("Serenity Strike", ret => Me.HealthPercent <= 70),
                    Spell.Cast("Double Strike"),
                    Spell.Buff("Force Speed", ret => Me.CurrentTarget.Distance >= 1.1f && Me.IsMoving && Me.InCombat)
                    );
            }
        }

        public override Composite AreaOfEffect
        {
            get
            {
                return new Decorator(ret => Targeting.ShouldPBAOE,
                    new LockSelector(
                        Spell.DoT("Force Breach", "Crushed (Force Breach)"),
                        Spell.Cast("Sever Force", ret => !Me.CurrentTarget.HasDebuff("Sever Force")),
                        Spell.CastOnGround("Force in Balance"),
                        Spell.Cast("Force Wave", ret => Me.CurrentTarget.Distance <= Distance.MeleeAoE)),
                        Spell.Cast("Whirling Blow", ret => Me.ForcePercent > 70)
                    ));
            }
        }

Edit this under: DefaultCombat/Routines/Advanced/Shadow/Serenity.cs
 
Last edited:
The DefaultRoutine mostly uses end game combat rotations (levels 55-60). Inferior skills that you get on the way to max level are not included in the routine, but you can tweak it to your liking if you know a little about code.
 
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