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Simcraft Implemented, a Raidbot Derivate with Integrated Combat

The "Insanity" was being thrown originally, because Mind Flay changes to Insanity when you spend shadow orbs. When you spend the shadow orbs, you gain a buff "insanity" but you also cast insanity of mind flay (the icon and spell changes on the bar).

The mind_flay error occurred when I changed insanity to mind_flay in the simc file because I thought it would be the same as a ret pally where templar verdict changes to final verdict with the talent, but when I did that, my priest wouldnt even cast insanity so I changed it back.

The routine works correctly with insanity in the simc, but it spams the HB console with that error message for some reason. But as far as I can tell, there isnt a side effect to the effectiveness of the routine.

References for Insanity: the BUFF and the SPELL

I checked and the insanity spell and buff are available (or should be)
Yes you need to cast insanity explicitly, its the same in simcraft profiles

I will be home to check things out in about 3 hours, maybe you can pm me the Profile you are using so that i can test it on my SP
 
I have problem with doting.

My hunter is hitting very well with this routine,
but he is not doing the doting function with arcane shot.
Already tested in various boss of BF and the doting is not working.
I'm with these two functions:

actions+=/arcane_shot,if=dot.serpent_sting.remains<=2|target.time_to_die<4.5|cooldown.explosive_shot.remains>2|cooldown.black_arrow.remains>2&focus>=45&cast_regen<=focus.deficit
actions + = / arcane_shot, cycle_targets = 1, max_cycle_targets = 3, if =! ticking
 
Last edited:
I have problem with doting.

My hunter is hitting very well with this routine,
but he is not doing the doting function with arcane shot.
Already tested in various boss of BF and the doting is not working.
I'm with these two functions:

actions+=/arcane_shot,if=dot.serpent_sting.remains<=2|target.time_to_die<4.5|cooldown.explosive_shot.remains>2|cooldown.black_arrow.remains>2&focus>=45&cast_regen<=focus.deficit
actions + = / arcane_shot, cycle_targets = 1, max_cycle_targets = 3, if =! ticking

The first line should work, assuming my headcompiler is working ^^
max_cycle_targets shouldnt be used but it just gets ignored
 
The first line should work, assuming my headcompiler is working ^^
max_cycle_targets shouldnt be used but it just gets ignored

I removed the function: actions + = / arcane_shot, cycle_targets = 1, max_cycle_targets = 3, if =! ticking

but still does not work.
 
The first line should work, assuming my headcompiler is working ^^
max_cycle_targets shouldnt be used but it just gets ignored

Code:
# Executed every time the actor is available.

actions=auto_shot
actions+=/tranquilizing_shot,if=debuff.savage_howl.react
actions+=/tranquilizing_shot,if=debuff.reactive_earth_shield.react
actions+=/use_item,name=beating_heart_of_the_mountain,if=cooldowns_enabled
actions+=/arcane_torrent,if=focus.deficit>=30
actions+=/blood_fury,if=cooldowns_enabled
actions+=/berserking,if=cooldowns_enabled
actions+=/barrage,if=active_enemies>1&aoe_enabled
actions+=/glaive_toss,if=active_enemies>1&aoe_enabled
actions+=/call_action_list,name=aoe,if=active_enemies>2&aoe_enabled
actions+=/stampede,if=cooldowns_enabled
actions+=/a_murder_of_crows,if=cooldowns_enabled
actions+=/explosive_shot,if=focus<100|focus<35&cooldown.black_arrow.remains>1.5
actions+=/black_arrow,if=cooldown.explosive_shot.remains>2&focus>45|target.time_to_die>5
actions+=/dire_beast
actions+=/arcane_shot,if=dot.serpent_sting.remains<=2|target.time_to_die<4.5|cooldown.explosive_shot.remains>2|cooldown.black_arrow.remains>2&focus>=45&cast_regen<=focus.deficit
actions+=/explosive_trap,if=!target.debuff.flying.react
# Cast a second shot for steady focus if that won't cap us.
actions+=/cobra_shot,if=buff.pre_steady_focus.up&buff.steady_focus.remains<5&(14+cast_regen)<=focus.deficit
actions+=/focusing_shot
actions+=/cobra_shot

actions.aoe+=/barrage
actions.aoe+=/explosive_trap,if=dot.explosive_trap.remains<=5|!target.debuff.flying.react
actions.aoe+=/multishot,if=buff.thrill_of_the_hunt.react&focus>50&cast_regen<=focus.deficit|dot.serpent_sting.remains<=5|target.time_to_die<4.5
actions.aoe+=/multishot,if=focus>=70|talent.focusing_shot.enabled
actions.aoe+=/explosive_shot,if=buff.lock_and_load.react&(!talent.barrage.enabled|cooldown.barrage.remains>0)
actions.aoe+=/black_arrow,if=!ticking
actions.aoe+=/explosive_shot,if=active_enemies<5
actions.aoe+=/a_murder_of_crows
actions.aoe+=/dire_beast
actions.aoe+=/glaive_toss
actions.aoe+=/powershot
actions.aoe+=/cobra_shot,if=buff.pre_steady_focus.up&buff.steady_focus.remains<5&focus+14+cast_regen<80
actions.aoe+=/focusing_shot
actions.aoe+=/cobra_shot

I am using this form, and the only problem I'm having is with doting arcane shot.
 
Code:
# Executed every time the actor is available.
actions+=/arcane_shot,if=dot.serpent_sting.remains<=2|target.time_to_die<4.5|cooldown.explosive_shot.remains>2|cooldown.black_arrow.remains>2&focus>=45&cast_regen<=focus.deficit


This does Arcane shot if:

1. Serpent Sting is about to run out or is not in the target
or
2. The Target will die in less than 4.5 seconds
or
3. Explosive Shots cooldown is greater than 2 seconds
or
4. Black Arrows cooldown is greater than 2 seconds and Focus is greater than 45 and the cast time will not focus cap you

1 seems fine, 2 is okay but not very useful.
3. Is true ~60% of the time
4. is fine until &cast_regen<=focus.deficit, this line will stop casting arcane shot at high focus which is pretty much the opposite of what you want ^^
 
This does Arcane shot if:

1. Serpent Sting is about to run out or is not in the target
or
2. The Target will die in less than 4.5 seconds
or
3. Explosive Shots cooldown is greater than 2 seconds
or
4. Black Arrows cooldown is greater than 2 seconds and Focus is greater than 45 and the cast time will not focus cap you

1 seems fine, 2 is okay but not very useful.
3. Is true ~60% of the time
4. is fine until &cast_regen<=focus.deficit, this line will stop casting arcane shot at high focus which is pretty much the opposite of what you want ^^

So, the best is:?

Code:
actions+=/arcane_shot,if=dot.serpent_sting.remains<=2|cooldown.explosive_shot.remains>2|cooldown.black_arrow.remains>2&focus>=45

have any suggestions for better performance?

thanks
 
Hey kane I noticed on your commits that simcraft got a rewrite. Do we need to download the profile pack again to? Or will you put in there profile update and then we know to get the new profiles?
 
Hey kane I noticed on your commits that simcraft got a rewrite. Do we need to download the profile pack again to? Or will you put in there profile update and then we know to get the new profiles?

The rewrite was all internal stuff, the profiles shouldnt need any changes (and if they do i broke it ^^)
 
So, the best is:?

Code:
actions+=/arcane_shot,if=dot.serpent_sting.remains<=2|cooldown.explosive_shot.remains>2|cooldown.black_arrow.remains>2&focus>=45

have any suggestions for better performance?

thanks

You gotta ask a hunter whats optimal, i dont know ^^
 
PriorityCR, you can use this : actions+=/arcane_shot,if=dot.serpent_sting.remains<3|cooldown.explosive_shot.remains>1.5|cooldown.black_arrow.remains>1.5&focus>42
 
PriorityCR, you can use this : actions+=/arcane_shot,if=dot.serpent_sting.remains<3|cooldown.explosive_shot.remains>1.5|cooldown.black_arrow.remains>1.5&focus>42

Thanks for help, but I just test the dummy and did not work. :confused:
 
Add this line, before the last one that I've posted. - actions+=/arcane_shot,cycle_targets=1,if=dot.serpent_sting.remains<3

Very good. worked very well, but he is renewing the doting very often, when you get 14 seconds he renews doting.

Code:
actions+=/arcane_shot,cycle_targets=1,if=dot.serpent_sting.remains<3|cooldown.explosive_shot.remains>1.5|cooldown.black_arrow. remains>1.5&focus>42
 
Very good. worked very well, but he is renewing the doting very often, when you get 14 seconds he renews doting.

Code:
actions+=/arcane_shot,cycle_targets=1,if=dot.serpent_sting.remains<3|cooldown.explosive_shot.remains>1.5|cooldown.black_arrow. remains>1.5&focus>42

Is it dotting only main target or both targets? Btw remove this line completly and keep only shorter one - actions+=/arcane_shot,cycle_targets=1,if=dot.serpent_sting.remains<3|cooldown.explosive_shot.remains>1.5|cooldown.black_arrow. remains>1.5&focus>42

actions+=/arcane_shot,cycle_targets=1,if=dot.serpent_sting.r emains<3
 
Is it dotting only main target or both targets? Btw remove this line completly and keep only shorter one - actions+=/arcane_shot,cycle_targets=1,if=dot.serpent_sting.remains<3|cooldown.explosive_shot.remains>1.5|cooldown.black_arrow. remains>1.5&focus>42

actions+=/arcane_shot,cycle_targets=1,if=dot.serpent_sting.r emains<3

Code:
actions+=/arcane_shot,cycle_targets=1,if=dot.serpent_sting.remains<3

applying the two target work, but at times it variety Focusing various shot, even with the focus bar 100%
 
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