alltrueist
Active Member
- Joined
- Dec 10, 2012
- Messages
- 1,424
Here you go alltrueist
Hey, I think that relative difficulty tag is something I was looking for awhile ago. Does that set it for Strong and greater?
Here you go alltrueist
ChinaJade's code:
public static float RelativeDifficulty(this TorCharacter torCharacter)
{
// NB: level disparity is actual a logarithmic scale, not linear. But for now, we ignore that detail.
// NB: "Level" is unsigned...<sigh>. You can't get a sane result by subtracting unsigned values, so we must cast to "int" first.
float levelDisparityMultiplier = 1.0f + (((int)torCharacter.Level - (int)BuddyTor.Me.Level) / (int)BuddyTor.Me.Level);
float torCharacterDifficulty = torCharacter.HealthPercent * Tunables.RelativeDifficulty[torCharacter.Toughness];
float maxDifficulty = (100.0f * Tunables.RelativeDifficulty[CombatToughness.RaidBoss]);
return (torCharacterDifficulty * levelDisparityMultiplier / maxDifficulty);
}
Plus:
// This assesses the relative toughness of a target (roughly measured as 'time to kill')...
// The scale is a multiplier with the reference of a player defined to be 1.0.
public static Dictionary<CombatToughness, float> RelativeDifficulty = new Dictionary<CombatToughness, float>() {
{ CombatToughness.RaidBoss, 5.00f },
{ CombatToughness.Boss4, 3.50f },
{ CombatToughness.Boss3, 3.00f },
{ CombatToughness.Boss2, 2.50f },
{ CombatToughness.Boss1, 2.00f },
{ CombatToughness.Strong, 1.40f },
{ CombatToughness.Player, 1.00f }, // scale reference -- always defined as 1.0
{ CombatToughness.Companion, 0.85f },
{ CombatToughness.Standard, 0.70f },
{ CombatToughness.Weak, 0.50f },
{ CombatToughness.None, 0.00f },
};
#endr
Thanks !Just put it in your buddywing/routines folder. Don't compile it. Buddywing.exe compiles it for you at execution.
What are you trying to change? Post the code here and I can implement it
Vanguard/Assault.cs
Private Paste - Pastie
-Added Battle Focus (extra damage)
-Added Reserve Powercell (better resource consumption)
-Added Heroic Moment: No Retreat (better survivability)
-Modified range of Pulse Cannon to Melee (previously it was a waste of few seconds on long range with no effect)
Everything looks good except the Heroic Moment addition. We generally avoid those because if your companion isn't out (you're in a group, or he/she/it is dead) the call causes the routine to freeze up. I'll add the rest of your changes and commit to SVN.
k tynever thought of that for the Heroic Moment.
BTW If there is any other function for 10 yard radius for Pulse Cannon you can use that instead of melee![]()
is there a way to disable the disappearing act in the scoundrel scrapper routine? At the moment it will stealth pull then pop disappearing act straight after the pull which is pointless at that point, also its trying to heal in the scrapper routine which is a dps spec.
How does this work for vanguard? will it automaticly switch to aoe when theres more then one mob?( im used to use it for tanks @ wow ) not in swtor![]()
Spell.Cast("Stockstrike", ret => Me.CurrentTarget.Distance <= Distance.Melee),
Spell.Cast("Stockstrike", ret => Me.CurrentTarget.Distance <= Distance.Melee && Me.HasBuff("Ionic Accelerator")),
According to this -> Vanguard Assault Specialist (Trooper) PvE Rotation & Cooldowns - SWTOR (2.2)
I believe Stockstrike should be like this
Code:Spell.Cast("Stockstrike", ret => Me.CurrentTarget.Distance <= Distance.Melee),
instead of
Code:Spell.Cast("Stockstrike", ret => Me.CurrentTarget.Distance <= Distance.Melee && Me.HasBuff("Ionic Accelerator")),
you're rightMake the !Me.HasBuff("Ionic Accelerator") condition
Well i noticed he was rarelly using Stockstrike compared to other routines so i looked up the code and found whats holding him back
BTW if skill order in cs files is important then also move Stockstrike before High Impact Bolt![]()
it says 2.2-2.5k damage on my 55 vanguard and it procs ionic accelerator for chance of free high impact bolt (which should be used always as available)
One more thing -> do you use Assault Plastique on your Commando rotation? I see Vanguard has it also, but its not mentioned in the Noxxic guide.
Update!
I've been messing with movement bc I want to lvl my toons with this. I was getting annoying with having to enable/disable the lazyraider shit, so...
I just duped the main pure class. When you want movement and shit, just load "Unpure Rotation", if you want to lazyraid load "Pure Roation".
Some files were combined.. so make sure you delete folder contents before update