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thebrodieman

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Joined
Sep 11, 2011
Messages
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Positronic - Death Knight Edition​

From: TheBrodieMan Productions

The debut CR from TheBrodieMan Productions, Positronic is an ever-evolving CR that will attempt to mimic a more humanistic behavior instead of pushing the boundaries for inhuman actions. Positronic utilizes asyncronous logic trees, keeping tabs on multiple targets, ignoring spells it doesn't need to cast, and prioritizing those that it should, and targets that should be.

See below for some of the features available and coming soon with this routine!


Please enjoy, KCCO, and may the RNGs be with you!

Please note: If a button is disabled and can not be clicked in the menu, it means that it has not been implemented yet. Once you have refunded this product, you CAN NOT purchase it again.

Available Features
Under Construction

Blood, Unholy and Frost Specs available!
AoE rotation (user-defined quantity of targets, derived from Icy-Veins and Noxxic)
Complex Target rotation (equal or boss level targets, derived from Icy-Veins and Noxxic)
Spell Interruption (user-defined to target damage, healing or all spells, monitoring all nearby targets)
-- Secondary source interrupt monitoring - times interrupts at random interval, and monitors target for premature spell termination!
Racial Cooldown Abilities
Multiple Talents Support
- Currently supporting:
-- Plague Leech
-- Blood Tap
-- Unholy Blight
-- Defile
-- Death Pact
-- Asphyxiate (as interrupt, stun ability coming soon)
-- Necrotic Plague
-- Breath of Sindragosa (including new Pool Runic Power mode, and smart pooling on cooldown)
Glyph Identification Support - See what Glyphs we have active, and utilize them them to the best of our ability
Hotkey Support - Take control of Cooldowns and AoE switching on the fly, and pool your Runic Power for later!

Features coming soon:
Taunting for tanks
Group Logic, to help protect, and gang up on targets
PvP Support
Advanced Targeting Protocols (for smarter targeting, and swapping mid fight)
Complete Talent Tree Support
Complete Glyph Tree Support


While still under construction, I am looking for active beta testers. Help me to test in multiple ways, and create the best product I can for everyone. Contact by PM to get more information! 6 spots still remaining.

You can purchase or trial this product here!
 
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Current Bugs being fixed (if not addressed in patch notes below):

-- Pull Behavior spams through spells too fast, and needs to be throttled
-- If mobs are on stairs or next to a wall, causing LoS issues, need movement to counteract
-- DnD/Defile having trouble being cast on uneven ground

Current Beta patch notes:

v 0.4.0.102

Code:
PreCombat Buffing
-- Path of Frost should no longer spam while mounted

Targeting
-- New implementation - will now retarget mobs attacking us that are not our primary target, if primary target is not in combat with us

Rune Recovery
-- Blood Tap - Should no longer spam at 10 blood stacks with no runes on cooldown

v 0.3.3.100

Code:
Conditions
-- Breath of Sindragosa will now be ignored if settings are set to "Never"

Spell Interruption
-- Fixed issue where random number generator may create a maximum number smaller than the minimum
-- If we have no spells to cast that can interrupt, will now skip the behavior completely

Rotations
-- Added redundancy check if we are a boosted 90 to use Icy Touch and Plague Strike until we unlock spells.
-- If we are missing spell Outbreak, will default to Icy Touch and Plague Strike (if diseases are still missing at that point)
-- Death Grip should no longer cast on mobs already in combat and in melee range with us (as a gap closer), and will now target the intended target

Common Spells
-- Death Strike - Optimization - Removed switch/case for direct boolean logic check

Blood
-- Set final attempt to cast a spell during rotation to Death Strike using any runes possible (was only using U/F runes)

v 0.3.3.96

Code:
Core
-- Maximum enemy monitoring range changed from 10 yards to 30.
-- New methods for enemy filtering added: Targeting Me, Targeting Group/Raid
-- Refreshing of diseases is now smart enough to determine the need between FF/BP and Necrotic Plague
-- New hotkey classified: Alt-P, Pool Mode, will pool runic power, and only moves that prevent top-out will activate (all dump moves will be skipped)
-- Runic Power dumping will be throttled by Pool Mode hotkey, or if we need to store specifically for a RP cooldown move that's available

Rotation
-- AoE kick in now set to minimum 4 enemies within Blood Boil's actual range, dependant on skills/glyphs (changed from set 10 yards)
-- Blood tap will now pool charges to at least 10, unless we are rune starved
-- DnD / Defile will no longer cast if primary target is still moving (waits for it to stand still, so most stacks "may" hit)
-- Howling Blast now added as a pull spell
-- When Frost spec, in melee range, and target needs both diseases, will cast Plague Strike, but only if Necrotic Plague is NOT chosen
-- Blood boil now understands how to handle spreading Necrotic Plague
-- Now fully supports use of Necrotic Plague
-- Frost Strike and Death Coil will no longer check Breath of Sindragosa cooldown to cast specifically

Frost
-- Will now prioritize Howling Blast over Soul Reaper for targets with more than 2 extras in range around them (higher dps output)
-- 2h Rotation now separated from DW rotation
-- Dark Succor behavior takes priority (to clear it asap)
-- Dual Wield: Obliterate will only cast when we have no runic power for Killing Machine, or both Unholy (not death) runes are open
-- Howling Blast will cast when Freezing Fog (Rime) or any Frost/Death runes are up, at the end of the rotation

Unholy
-- Removed Plague Strike from "rotation", added to RefreshDiseases method
 
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Hi if you want a good rotation PVE please read this guide for DK : http://sonofalich.com/forums/viewforum.php?f=10

For the most part, matches up with what I have, save for a few conditionals. I will do some research on timing, and see what I can mix in. (Been playing DK since LK release, so I got a good feel for most of it, but there's been a lot of changes over the years so I don't mind the extra knowledge base).
 
anyway i will buy your CR , good luck ! :)

I appreciate the vote of confidence given the recent wave. Thankfully with all the ground work done, offline testing is very easy. Hope to have it with more features by the time HB 807+ is ready for release
 
Does this or will this support a proper dw frost pvp rotation? (ie, ps x2, hb x4, and then runic dump with frost strike)

I think another routine does sometimes but occasionally I'll look at recount and obliterate will be one of my top damage abilities, which is nuts. I'd definitely be interested in any routine that understands how to properly play frost spec. We're leaving a lot of damage on the table if oblit is being used.

If you are indeed tracking units and groupings of them, this could also be crazy good for R/BGs.

I would also recommend a pooling mode where it conserves runic power for burst, then dumps it, with an option to save RP for dark sim. And possibly use frost strike if killing machine procs and we have the RP for it. Stuff like that.

Just a few thoughts. I can't use your routine because of recent issues (and apologize if these are things you've already thought of) but at this price I'll certainly buy in if PvP is going to be supported fully.
 
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Does this or will this support a proper dw frost pvp rotation? (ie, ps x2, hb x4, and then runic dump with frost strike)

I think another routine does sometimes but occasionally I'll look at recount and obliterate will be one of my top damage abilities, which is nuts. I'd definitely be interested in any routine that understands how to properly play frost spec. We're leaving a lot of damage on the table if oblit is being used.

If you are indeed tracking units and groupings of them, this could also be crazy good for R/BGs.

I would also recommend a pooling mode where it conserves runic power for burst, then dumps it, with an option to save RP for dark sim. And possibly use frost strike if killing machine procs and we have the RP for it. Stuff like that.

Just a few thoughts. I can't use your routine because of recent issues (and apologize if these are things you've already thought of) but at this price I'll certainly buy in if PvP is going to be supported fully.

As someone who played Frost (tank) from day 1, before eventually (and sadly) making the change to blood (not complaining anymore, its still fun), I know fair well the difference between 2h and DW frost. I LOVED DW frost tanking. So cool, cuz no one else did it! (shields and bears, meh ;)) I have done the research on it, and yes I will be adding it in. Unfortunately I didn't get to incorporate it into the live release yet. Currently, the 2h is in, and i needed to get a pair of 1h's to start/finish the testing. But the framework is already in to swap between the two based on whats equipped (no user intervention required).

The tracking of multiple units is something that I feel should be done in any CR. I have yet to test it in the "real world", but when it comes to disease transfer, this part IS working. It will currently (current beta) track any mobs in combat (targeting me or in my party) and assure that they either have diseases, or can be diseased. It will check to see which ones would create the largest disease impact (coming feature) and will check those in melee range for Soul Reaper need (current beta) and whack them before returning to last target. Spell Interrupts will do this too (live release limited to 10 yards, current beta extends to 30) for any in melee for Mind Freeze, and max distance for others. Death Grip is NOT YET a spell interrupt, until I work out the taunting rules.

Pooling is in for current beta. I added it in along with Breath of Sindragosa this past beta. It's an early concept that might need tweaking, but as it works so far is as such:
- If Breath of Sindragosa is off cooldown, cancel casting of Death Coil/Frost Strike, and continue with rotation
- Breath will activate by user defined amount of RP (default is 80)
- Frost Strike and Death Coil will not be used until Breath is done

Conversion is on that list to be added, but because its an "oh sh*t" move, I'm not positive I'll use the same pooling rules. I may also add in a "pooling" hotkey, so when active it will not use RP dump moves until full up on RP, so that we can use RP channels on demand. (This would then be user-defined).

PvP is going to need some testing. As of right now, targeting rules ONLY apply to WoWUnits. Meaning Players will not even be considered. It is an easy addition when it comes to targeting and attacking, but I wanted to focus on PvE to start, since mobs don't tend to be so aggressive ;) But the plan is to make this CR PvP/PvE capable.

Thank you for the support and comments. Every little bit helps to move this project towards its goal!
 
Thanks, appreciate the info and I'll be keeping an eye on this once HB staff sorts out what needs sorting.
 
Thanks, appreciate the info and I'll be keeping an eye on this once HB staff sorts out what needs sorting.

As a brief update, DW frost rotation is now in. And Necrotic Plague handling for Refreshes and Frost is ready.
 
Lots of updates are being pooled together for the next release push. I won't be pushing a release version until after tripwire goes live, but beta testers will be able to try out the changes as soon as the bot goes live again. See post #2 for beta notes and updates!
 
when you say async logic trees what do you mean? because HB API is not thread safe. you are creating trees for each unit in a certain proximity? how does that fare performance wise compared to just iterating through a list of objects? the info is a bit buzz-wordy and doesn't really tell you what this means to the user in real terms
 
when you say async logic trees what do you mean? because HB API is not thread safe. you are creating trees for each unit in a certain proximity? how does that fare performance wise compared to just iterating through a list of objects? the info is a bit buzz-wordy and doesn't really tell you what this means to the user in real terms

Meaning it is capable of monitoring the surrounding area for specific events. Someone is casting? Better keep an eye. Missing some diseases? How can I tag him. Attacking my group mate? Should I taunt, attack, or ignore right now?

Performance wise I was able to run it through a Tanaan Jungle daily run with little to no drop in performance (cannot account for drops possibly coming from HB itself for behaviors).

While I cannot account "the HB API is not thread safe" I can say that multiple CRs and Botbases have been utilizing asynchronous behavior for some time now. I will say that until I slap a "version 1.0" tag on this, I will still consider it uber testing parameters, hence why I am opening it up to testers that want to use the crap out of it and report back. Interested?
 
New update being pushed tonight addresing a few bugs found.

Code:
PreCombat Buffing
-- Path of Frost should no longer spam while mounted

Targeting
-- New implementation - will now retarget mobs attacking us that are not our primary target, if primary target is not in combat with us

Rune Recovery
-- Blood Tap - Should no longer spam at 10 blood stacks with no runes on cooldown

I've come across a few issues regarding getting stuck in combat when no one is attacking us, and targeting specific mobs that might be attacking NPC allies. Collecting data as I go, and tweaks are being added as I find solutions.
 
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Hi brodie i tried the trial out just now and found i was getting much better numbers with it than with singular but was wondering will there be an option to turn off death grip as i didnt see an option for it. In a dungeon/raid it constantly uses it on cooldown. Thanks.
 
Hi brodie i tried the trial out just now and found i was getting much better numbers with it than with singular but was wondering will there be an option to turn off death grip as i didnt see an option for it. In a dungeon/raid it constantly uses it on cooldown. Thanks.

There very much will be. I'm glad to hear it's getting better numbers already! I assume you were using as DPS. Can you share some data? What spec? Which dungeon? Did it misbehave aside from the death grip?

For future patching (when I get around to the dungeon/raid behaviors) death grip will be disabled as a gap closer for DPS classes, unless Tranquil Grip glyph is active, and only pull if mob is not directly attacking another. More logic beyond that too, lots to simulate.

THANK YOU FOR TESTING!!!
 
There very much will be. I'm glad to hear it's getting better numbers already! I assume you were using as DPS. Can you share some data? What spec? Which dungeon? Did it misbehave aside from the death grip?

For future patching (when I get around to the dungeon/raid behaviors) death grip will be disabled as a gap closer for DPS classes, unless Tranquil Grip glyph is active, and only pull if mob is not directly attacking another. More logic beyond that too, lots to simulate.

THANK YOU FOR TESTING!!!


Yea i was in dps spec i didnt have Tranquil glyph(but do now)to give it a better run.
I was in blackrock foundry and grimrail at the time,didnt nothing anything totally wrong at the time apart from the stand out death grip but ill give it some more runs over the next day or two and if i notice anything ill let you no.
 
Yea i was in dps spec i didnt have Tranquil glyph(but do now)to give it a better run.
I was in blackrock foundry and grimrail at the time,didnt nothing anything totally wrong at the time apart from the stand out death grip but ill give it some more runs over the next day or two and if i notice anything ill let you no.

Sounds awesome! I haven't coded in any "dungeon/raid" helper code yet, but I'm glad to hear its operating decently so far. Once I've ironed out the targeting issues (mostly PvE solo stuff, stuck in combat etc.) I'll be moving on to that section.

I will also prioritize adding smart casting for Death Grip, and add an option for selecting behavior under Generic Settings in a nearby patch.

And don't forget to rate!
 
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