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Fight at Joe's - 2.0

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I know you guys will get to the Jedi sent/Watchman later but you still should put "if (MercCast("Strike")) return;" to the bottom of the "watchmancombat routine". Updated the SVN and went from Hero to Zero cuz again it runs out of focus and stands their. Needs a complete rotation overhaul I know but im just in my 20's and im not sure whats best in the later levels.

The problem when doing these routines that I've found is that a lot of times the rotation is totally dependent on certain procs and moves... So you have two options... you can either design the rotation with fail-safes to make sure that there's a secondary rotation or you can design a rotation that runs optimally at level 50...

The problem is that when you include those failsafes it'll screw up the bot's optimal rotation. To use gunnery as an example... if I were to add in a section to use "full auto" without curtain of fire procs just in case the user doesn't have that yet... the bot will end up using unload sometimes when it doesn't have the curtain of fire buff and that will slow down it's DPS. The result is a routine where a commando that is leveling will never use unload until he unlocks the curtain of fire talent.

I guess what I'm getting at is these routines won't work optimally until you're 50. It sucks, but it is what it is... my advice is since you know how to modify the routines, you just use your own customized routine until you get to a high enough level where it functions like it should :D
 
The problem when doing these routines that I've found is that a lot of times the rotation is totally dependent on certain procs and moves... So you have two options... you can either design the rotation with fail-safes to make sure that there's a secondary rotation or you can design a rotation that runs optimally at level 50...

The problem is that when you include those failsafes it'll screw up the bot's optimal rotation. To use gunnery as an example... if I were to add in a section to use "full auto" without curtain of fire procs just in case the user doesn't have that yet... the bot will end up using unload sometimes when it doesn't have the curtain of fire buff and that will slow down it's DPS. The result is a routine where a commando that is leveling will never use unload until he unlocks the curtain of fire talent.

I guess what I'm getting at is these routines won't work optimally until you're 50. It sucks, but it is what it is... my advice is since you know how to modify the routines, you just use your own customized routine until you get to a high enough level where it functions like it should :D


we are actually writing the rotations with this in mind and we have over come this... now we can say if you don't have this skill aka "curtain of fire" then use "fully auto" but if you have the skill "curtain of fire" only use fully auto when you have "curtain of fire" buff.

in the end all of these rotations will be like this so weather your lvl 1 or lvl 55 you will be putting the max dps or heals you can do based on your gear.
 
we are actually writing the rotations with this in mind and we have over come this... now we can say if you don't have this skill aka "curtain of fire" then use "fully auto" but if you have the skill "curtain of fire" only use fully auto when you have "curtain of fire" buff.

in the end all of these rotations will be like this so weather your lvl 1 or lvl 55 you will be putting the max dps or heals you can do based on your gear.
Nice, didn't know you could do this. I guess I should say that MY rotations, and the rotations I've submitted have this problem then :P
 
The problem when doing these routines that I've found is that a lot of times the rotation is totally dependent on certain procs and moves... So you have two options... you can either design the rotation with fail-safes to make sure that there's a secondary rotation or you can design a rotation that runs optimally at level 50...

The problem is that when you include those failsafes it'll screw up the bot's optimal rotation. To use gunnery as an example... if I were to add in a section to use "full auto" without curtain of fire procs just in case the user doesn't have that yet... the bot will end up using unload sometimes when it doesn't have the curtain of fire buff and that will slow down it's DPS. The result is a routine where a commando that is leveling will never use unload until he unlocks the curtain of fire talent.

I guess what I'm getting at is these routines won't work optimally until you're 50. It sucks, but it is what it is... my advice is since you know how to modify the routines, you just use your own customized routine until you get to a high enough level where it functions like it should :D

Yeah I use to "code on demand" the last... well since 93'. I really want to go back to doing it on one hand, then I remember the headaches and how pissed I use to get when it didn't work and some innocent object would go flying out the door. In this case looking at the tiny routine in the code "Strike" looks like is its needed since everything else is focus based and the original coder didn't add it in.

Im not going to ruin these guys work.. lol.. don't worry. I would love to know how they are changing some things around so I can pick it apart and add/improve on it but their just isn't enough hours in the day and my HB subscription is almost over and im not sure what im going to do.
 
Yeah I use to "code on demand" the last... well since 93'. I really want to go back to doing it on one hand, then I remember the headaches and how pissed I use to get when it didn't work and some innocent object would go flying out the door. In this case looking at the tiny routine in the code "Strike" looks like is its needed since everything else is focus based and the original coder didn't add it in.

Im not going to ruin these guys work.. lol.. don't worry. I would love to know how they are changing some things around so I can pick it apart and add/improve on it but their just isn't enough hours in the day and my HB subscription is almost over and im not sure what im going to do.

Rolled out mini update for watchman to fix issues with resources dumping out. I know lots of tricks now! :P


PS: Was in this fucking meeting and wanted to blow my head off
 
Rolled out mini update for watchman to fix issues with resources dumping out. I know lots of tricks now! :P


PS: Was in this fucking meeting and wanted to blow my head off


well don't shoot yourself... self murder is terrible pulse you have a good chance of not going to heaven if you do... and no i ma not joking
 
ok so here are all the classes that need to be added or has already been added. as you can see its a BIG Job.. but i want to track then and ass them to the first post. also once we are don adding them ass i will create a new post and add everything there and close this thread which is accually the development thread Also i have added a color code below so we ca see the progress, if i have anything wrong please let me know indenting all this stuff was a pain!






Completed and Tested
Works but other specs may not
No Implemented


Galactic Republic
1) Jedi Consular
a) Jedi Sage
i) COLOR="#008000"]Seer [/COLOR]
ii) Telekinetics
iii) Balance​
b) Jedi Shadow
i) Infiltration
ii) Kinetic
iii) Combat Balance​
2) Jedi Knight
a) Jedi Sentinel
i) Watchman
ii) Combat
iii) Focus
b) Jedi Guardian
i) Vigilance
ii) Defense
iii) Focus
3) Smuggler
a) Gunslinger
i) Saboteur
ii) Sharpshooter
iii) Dirty Fighting​
b) Scoundrel
i) Sawbones
ii) Scrapper
iii) Dirty Fighting​
4) Trooper
a) Commando
i) Gunnery
ii) Combat Medic
iii) Assault Specialist
b) Vanguard
i) Tactics
ii) Shield Specialist
iii) Assault Specialist​
Sith Empire
5) Sith Inquisitor
a) Sith Assassin
i) Darkness
ii) Deception
iii) Madness
b) Sith Sorcerer
i) Corruption
ii) Lightning
iii) Madness
6) Sith Warrior
a) Sith Juggernaut
i) Immortal
ii) Vengeance
iii) Rage​
b) Sith Marauder
i) Annihilation
ii) Carnage
iii) Rage​
7) Imperial Agent
a) Operative
i) Medic
ii) Concealment
iii) Lethality
b) Sniper
i) Marksmanship
ii) Engineering
iii) Lethality​
8) Bounty Hunter
a) Powertech
i) Shield Tech
ii) Advanced Prototype
iii) Pyrotech​
b) Mercenary
i) Bodyguard
ii) Arsenal
iii) Pyrotech​


I am making this into a spread sheet for me. Fuck that is too much too look at here.
 
Rolled out mini update for watchman to fix issues with resources dumping out. I know lots of tricks now! :P


PS: Was in this fucking meeting and wanted to blow my head off

Cool... Slash should be an instant cast to dump any extra focus while the rest are on the longer cooldowns... as long as it dosent go into a strike-slash loop and prevent the other from casting I guess. Cant test yet.
 
Republic - Jedi Councilor Shadow Infiltration = works well, and can be green (still uses force cloak during combat though).
Trooper - Commando (Assault Specialist) - Works great (but does not recognize spec tree - sees it as gunnery)
Smuggler Gunslinger (Saboteur) - works very very well
==>>Smuggler Scoundrel (Sawbones) not implemented (what happened to your changes from before, Adude? That was working great as far as I can remember)
Jedi Knight Guardian ( Defense ) - works well
Jedi Knight Sentinel (Focus) - works
Councilor Sage Seer (healing) - working

Agent - Operative ( Lethality) - works extremely well
Bounty Hunter (Pyrotech) - not working
Sith Marauder (Annihilation) - oh yeah great stuff :) working
Sith Inquisitor Sorcerer (Madness) - working

Will update other classes as I play them. BTW all these classes I am reporting are lvl 51-55. Have a couple of others at lower levels as well.


Shadow Infiltration = not done correctly. Just cloned assassin with not moves switched out. So no clue why it cloaks in combat will look into this later since my shadow doesn't do this. I will fix tonight since just wrong file being read. I will clone out that routine and add to correct spot thus cloaking won't do that bs. I just found out what was up!
 
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Focus is only 12 point total, well maybe 10-12 depending on your spec and points.

"RS <= 20" will that work with a 12 point force system or should it be reduced from 20 to 2?

im a math stooge
 
Last edited:
Focus is only 12 point total, well maybe 10-12 depending on your spec and points.

"RS <= 20" will that work with a 12 point force system or should it be reduced from 12 to 2?


Just stands for Resources less than or equal two 20% use this ability. LOL yea should be a 2 not a 20 didn't see that



FIXED Sorry fat fingers!
 
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bummer my class isn't working yet, but it's good to see a lot of activity on the routine..
 
any dps sage.. telekinetic or balance.. i dont' mind waiting though.. like i said, i'm just happy that the routine is at least getting attention ^.^
 
does joes use sage thunderblast (aoe from middle tree) and force in balance from last tree yet? , i know it uses 1 only at the moment, regardless if specced into both

if you can get it to use both, that is the only issue i have with this
 
any dps sage.. telekinetic or balance.. i dont' mind waiting though.. like i said, i'm just happy that the routine is at least getting attention ^.^

Fragler, here:

Code:
using System.Linq;
using Buddy.BehaviorTree;
using Buddy.Swtor;
using DefaultCombat.Dynamics;

namespace DefaultCombat.Routines
{
    // Pios - 10/05
    public static class SageTelekinetics
    {
        /// <summary>
        /// Sage lightning pull.
        /// </summary>
        /// <returns></returns>
        [Behavior(BehaviorType.Pull)]
        [Class(CharacterClass.Consular, AdvancedClass.Sage, SkillTreeId.SageTelekinetics)]
        public static Composite SageTelekineticPull()
        {
            return new PrioritySelector(
                Spell.Cast("Mind Crush"),
                Spell.Cast("Weaken Mind"),
                Spell.Cast("Force Stun"),
                Spell.Cast("Project"),
                SageTelekineticCombat()
                );
        }

        /// <summary>
        /// Sorcerers lightning combat.
        /// </summary>
        /// <returns></returns>
        [Behavior(BehaviorType.Combat)]
        [Class(CharacterClass.Consular, AdvancedClass.Sage, SkillTreeId.SageTelekinetics)]
        public static Composite SageTelekineticCombat()
        {
            return new PrioritySelector(
                Spell.Cast("Force of Will", castWhen => BuddyTor.Me.IsStunned),
                Movement.MoveToLineOfSight(), // Check we are inline of sight. 
                CommonBuffsAndHealing(),
                Spell.Cast("Weaken Mind", canRun => !BuddyTor.Me.CurrentTarget.HasDebuff("Weaken Mind (Force)")),
                Spell.Cast("Force Potency"),
                Spell.Cast("Turbulence"),
                Spell.Cast("Mind Crush",
                           ret => BuddyTor.Me.HasBuff("Presence of Mind") &&
                                  !BuddyTor.Me.CurrentTarget.HasDebuff("Crushed (Force)")),
                Spell.Cast("Telekinetic Throw",
                           ret => BuddyTor.Me.HasBuff("Psychic Projection")),
                Spell.Cast("Telekinetic Wave",
                           ret => BuddyTor.Me.HasBuff("Tidal Force")),
                Spell.WaitForCast(),
                Spell.Cast("Telekinetic Throw"),
                Spell.WaitForCast(),
                Spell.Cast("Project"),
		Spell.Cast("Disturbance"),
                new Decorator( // Only cast shock if we are moving.
                    ret => BuddyTor.Me.IsMoving,
                    Spell.Cast("Project")),
                Movement.MoveTo(ret => BuddyTor.Me.CurrentTarget.Position, 29f / 10f)
                );
        }

        /// <summary>
        /// Commons buffs and healing.
        /// </summary>
        /// <returns></returns>
        public static Composite CommonBuffsAndHealing()
        {
            return
                new PrioritySelector(
                    Spell.Cast("Force Armor",
                               onWhoToCast => Helpers.Companion,
                               ret => Helpers.Companion != null &&
                                      !Helpers.Companion.HasBuff("Force Armor") &&
                                      !Helpers.Companion.HasDebuff("Force-imbalance")),
                    Spell.Cast("Force Armor",
                               onWhoToCast => BuddyTor.Me,
                               ret => !BuddyTor.Me.HasBuff("Force Armor") &&
                                      !BuddyTor.Me.HasDebuff("Force-imbalance")),
                    Spell.Cast("Rejuvenate",
                               onWhoToCast => Helpers.Companion,
                               ret => Helpers.Companion != null &&
                                      Helpers.Companion.HealthPercent < 90),
                    Spell.Cast("Rejuvenate",
                               onWhoToCast => BuddyTor.Me,
                               ret => BuddyTor.Me.HealthPercent < 90),
                    Spell.Cast("Healing Trance",
                               onWhoToCast => Helpers.Companion,
                               ret => Helpers.Companion != null &&
                                      Helpers.Companion.HealthPercent < 80),
                    Spell.Cast("Healing Trance",
                               onWhoToCast => BuddyTor.Me,
                               ret => BuddyTor.Me.HealthPercent < 80),
                    Spell.Cast("Benevolence",
                               onWhoToCast => Helpers.Companion,
                               ret => Helpers.Companion != null &&
                                      Helpers.Companion.HealthPercent < 30),
                    Spell.Cast("Benevolence",
                               onWhoToCast => BuddyTor.Me,
                               ret => BuddyTor.Me.HealthPercent < 30),
                    Spell.Cast("Deliverance",
                               onWhoToCast => Helpers.Companion,
                               ret => Helpers.Companion != null &&
                                      Helpers.Companion.HealthPercent < 25),
                    Spell.Cast("Deliverance",
                               onWhoToCast => BuddyTor.Me,
                               ret => BuddyTor.Me.HealthPercent < 25),
                    Spell.Cast("Noble Sacrifice",
                               onWhoToCast => BuddyTor.Me,
                               ret => !BuddyTor.Me.HasDebuff("Noble Sacrifice (2)") &&
                                   BuddyTor.Me.HealthPercent >= 90 &&
                                   BuddyTor.Me.ResourceStat <= 90));
        }
    }
}

That is a VERY rough combat routine that I threw together for my level 25 sage, telekinesis. Copy all of that and replace it with the contents of the notepad located here:

C:\...\Buddywing\Routines\DefaultCombat\Routines\Advanced\Sage\Telekinesis.cs

It'll run a very rough, probably shitty, combat rotation that you can use as filler until they fix that class. I haven't really worked with this rotation at all yet (because I'm such a low level) so sorry if it's balls, but it's better than nothing.
 
ok so here are all the classes that need to be added or has already been added. as you can see its a BIG Job.. but i want to track then and ass them to the first post. also once we are don adding them ass i will create a new post and add everything there and close this thread which is accually the development thread Also i have added a color code below so we ca see the progress, if i have anything wrong please let me know indenting all this stuff was a pain!






Completed and Tested
Works but other specs may not
No Implemented


Galactic Republic
1) Jedi Consular
a) Jedi Sage
i) COLOR="#008000"]Seer [/COLOR]
ii) Telekinetics
iii) Balance​
b) Jedi Shadow
i) Infiltration
ii) Kinetic
iii) Combat Balance​
2) Jedi Knight
a) Jedi Sentinel
i) Watchman
ii) Combat
iii) Focus
b) Jedi Guardian
i) Vigilance
ii) Defense
iii) Focus
3) Smuggler
a) Gunslinger
i) Saboteur
ii) Sharpshooter
iii) Dirty Fighting​
b) Scoundrel
i) Sawbones
ii) Scrapper
iii) Dirty Fighting​
4) Trooper
a) Commando
i) Gunnery
ii) Combat Medic
iii) Assault Specialist
b) Vanguard
i) Tactics
ii) Shield Specialist
iii) Assault Specialist​
Sith Empire
5) Sith Inquisitor
a) Sith Assassin
i) Darkness
ii) Deception
iii) Madness
b) Sith Sorcerer
i) Corruption
ii) Lightning
iii) Madness
6) Sith Warrior
a) Sith Juggernaut
i) Immortal
ii) Vengeance
iii) Rage​
b) Sith Marauder
i) Annihilation
ii) Carnage
iii) Rage​
7) Imperial Agent
a) Operative
i) Medic
ii) Concealment
iii) Lethality
b) Sniper
i) Marksmanship
ii) Engineering
iii) Lethality​
8) Bounty Hunter
a) Powertech
i) Shield Tech
ii) Advanced Prototype
iii) Pyrotech​
b) Mercenary
i) Bodyguard
ii) Arsenal
iii) Pyrotech​

btw: Sorcerer Corruption is implemented aswell but haven'T testet it yet
 
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