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Don't DOT lowhealt / lowlevel mobs

eniac

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Jul 22, 2010
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Hi I'm currently playing around with the singular shadowpriest.
I'm trying to prevent the bot from casting "Vampiric Touch" on low healt mobs (absolute health, not percentage) to max out trashmob dps.
Also this should work with low level mobs which have to low total healt for a DOT to tick through.

My solution so far is this
Code:
CreateSpellBuff("Vampiric Touch", ret => Me.CurrentTarget.CurrentHealth > Me.BaseHealth )
Of cause a coefficient can be used for Me.Base.. or Me.current...healt.

Problem is with huge stamina increases e.g. at lvl 80 this doesn't seem to scale right.

Does anyone have a better idea ???

edit: to be clear, i just need help finding a fitting condition
 
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Mobs with low health you'd most rather kill with a Mind Spike. Couldn't you make it so that it casts Mind Spike if targethealth is lower then basic Mind Spike damage?
Simply said; don't put limits on when to DoT, just kill it before it comes to that decission.
 
shure that was my intention behind this

but the problem in finding a fitting condition is the same

to explain : if i put limits on when to DoT, the algorithm goes deeper in priority list ignoring the dots and after the dots there is mindspike/blast/flay
 
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shure that was my intention behind this
but the problem in finding a fitting condition is the same
to explain : if i put limits on when to DoT, the algorithm goes deeper in priority list ignoring the dots and after the dots there is mindspike/blast/flay
Then start defining your selection criteria more specifically. What do you want it to do?

You say you don't want to dot low-health mobs. Start by defining what "low health" is. You say it's a specific number rather then a percentage but what is that number? How can you calculate that number? Currently you're using me.basehealth but as you already stated; that's not good enough.
In my opinion, Low health should be defined by the damage output of the direct-damage spells as those are the only other way besides DoTs.
But what amount of direct-damage spells will be optimal is something you'll have to figure out for yourself. Do I stop DoTting for just a Mind Spike? Or is Spike+Blast better then DoTting as well?

Next you'll have to check if there's some way to retrieve expected damage of a spell through the API.

But if we look at real lowlevel mobs you might just go for changing the DoT order to cast DP first. The instadamage of DP will kill most lowlevel mobs outright anyway :)
 
As far as i know there is something bugged about health values, i tried it for determining rupture usage, but it simply did not work.
 
As far as i know there is something bugged about health values, i tried it for determining rupture usage, but it simply did not work.

noticed that too. no matter how i set the coefficient the condition seems to be just always true

But if we look at real lowlevel mobs you might just go for changing the DoT order to cast DP first. The instadamage of DP will kill most lowlevel mobs outright anyway :)
already did that

I will try ro retrieve the spell damagevalues from the api
If i get the condition right I'll start to test what works best (flay/spike/blast)
 
if we could develop like a recount to calculate the dps, then we could calculate how long till the mob would die, then we could go like if timetolive > 10 do VT
 
I've been playing around with
Code:
15000/SpellManager.Spells["Vampiric Touch"].SpellEffect2.Amplitude*SpellManager.Spells["Vampiric Touch"].SpellEffect2.BasePoints
but that doesn't do the trick.
there seems to be no way to get the real damagevalue of a spell -.-
 
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