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Superbad 4.0 (Druid Routine)

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The amount your rip does varies. It's not a for sure amount. Therefore, You would be gambling for either a worse or better dot. The only time it'll refresh rip is when it's about to end.

So, if I have a rip up and its not going to expire soon, then 2 trinkets proc. Your saying it's best not to apply another rip? With the trinkets procced + Dream of Cenarious :S I use addons to track my attack power and it shows I can apply a stronger rip, but the routine doesn't do this.
 
The routine goes in a certain order. Routine=rotation, which means it follows a cycle.
I'm not sure how to explain it, but basically, it's not going to go through the profile, and then go back just to apply a dot. It may be different with other classes, but since druids (and rogues) use combo points, it's more difficult. For Hand to add in an option for it to apply a stronger rip when two trinkets proc (especially chance on hits..), he would have to add every. single. trinket to try and get the profile to apply a "stronger" dot. Honestly, in my opinion, that would make the dps go down.
 
Ah right, I understand now. Just thought the routine might of tracked attack power or something and applied stronger dot once it was above a certain threshold. But I don't know how these things work, and that's why I'm so greatful for the work these people put in to give us awesome routines :) Thanks for the explanation though
 
Ah right, I understand now. Just thought the routine might of tracked attack power or something and applied stronger dot once it was above a certain threshold. But I don't know how these things work, and that's why I'm so greatful for the work these people put in to give us awesome routines :) Thanks for the explanation though
I'm sure in some way, shape, or form, it is possible. I'm not sure how that works, but there is a possibility.
No problem ^_^
 
The amount your rip does varies. It's not a for sure amount. Therefore, You would be gambling for either a worse or better dot. The only time it'll refresh rip is when it's about to end.

Sent from my SGH-T999 using TheBuddyForum mobile app

Nooo, this is Superbad! I know everytime how strong the current Rip is and how strong/weak a new Rip will be.
There are several cases when to (re)apply Rip.
1.) Its not on the target and it lives long enough
2.) The new Rip would be 15% stronger then the current one
3.) RoRo proc is going to run out (under special circumstances we would then also use a 4 cp Rip)
4.) We reapply Rip if its time left is <2 (we might wait for TF cooldown here)
 
Nooo, this is Superbad! I know everytime how strong the current Rip is and how strong/weak a new Rip will be.
There are several cases when to (re)apply Rip.
1.) Its not on the target and it lives long enough
2.) The new Rip would be 15% stronger then the current one
3.) RoRo proc is going to run out (under special circumstances we would then also use a 4 cp Rip)
4.) We reapply Rip if its time left is <2 (we might wait for TF cooldown here)
Well aren't you just a superbad...ass....
 
4.) We reapply Rip if its time left is <2 (we might wait for TF cooldown here)

This needs to be higher. Rip is constantly dropping off for took long because of this. If Rip has <6seconds or so the profile should wait to reapply, not use them and risk Rip falling off.
 
This needs to be higher. Rip is constantly dropping off for took long because of this. If Rip has <6seconds or so the profile should wait to reapply, not use them and risk Rip falling off.

Oh, i forgot to tell, that its not the < 2 seconds from the tooltip.
I recalculate the timeleft on rip:

The runtime of rip is calculated as the following:
16 seconds (+1 tick for first extension) (+2 tick for second extension) (+1 tick for first extension) (+ clip time) :-)
 
Oh, i forgot to tell, that its not the < 2 seconds from the tooltip.
I recalculate the timeleft on rip:

The runtime of rip is calculated as the following:
16 seconds (+1 tick for first extension) (+2 tick for second extension) (+1 tick for first extension) (+ clip time) :-)

Regardless of how you calculate it, 2 seconds is 2 seconds and it is not long enough. There are countless times the CR uses a 5cp FB with Rip about to fall off, and if you get an untimely RoRo proc Rip will be off for about 12 seconds because of 0 haste, which is a huge dps loss.

Even without RoRo proccing it can sometimes take 8-10 seconds to rebuild 5cp mid fight, so if Rip falls off during that time it will take ~6seconds to get a new Rip up. Considering this happens many time during a fight it can result in 30-45 seconds of Rip loss, which is quite substantial.

Rip uptime>FB usage.
 
I am quite curious why Superbad treats the Rip and the Rake differently.
For the Rake, Superbad compares the difference between the damage of a possible new-mangle and the damage [(new-rake * new-rake-tick) - (old-rake * old-rake-remaining-tick)];
For the Rip, Superbad simply compares the ratio between the damage a single new-rip-tick and the damage of a single old-rip-tick.
I think handnavi coded this way for some reason, like avoiding too much Rip applying. However I really want to understand this subtle logic difference from handnavi :)


Naaaah, thats just in the filler() method. In the filler method we simply check what spell to use to build up combo points. If rake hits harder then mangle and we do not override a stronger rake, then we favour rake over mangle.
A little bit higher in the priority list there are also rake-ratio check like i use @ rip.
 
Regardless of how you calculate it, 2 seconds is 2 seconds and it is not long enough. There are countless times the CR uses a 5cp FB with Rip about to fall off, and if you get an untimely RoRo proc Rip will be off for about 12 seconds because of 0 haste, which is a huge dps loss.

Even without RoRo proccing it can sometimes take 8-10 seconds to rebuild 5cp mid fight, so if Rip falls off during that time it will take ~6seconds to get a new Rip up. Considering this happens many time during a fight it can result in 30-45 seconds of Rip loss, which is quite substantial.

Rip uptime>FB usage.

To be honest: i think so, too. But simcraft just tells me to fb. I tried to fb only when rip > 6 left (i also tried 1,2,3,4,5,7,8) @ non bitw phase. .. but i was always a dmg loss. I could not understand it.
I added then a > 3 check instead of the > 0 check simc suggested.
 
There are countless times the CR uses a 5cp FB with Rip about to fall off

I have to say one of the things I've noticed is how long the CR will wait to use a 5-point FB, which we've discuss before. The thing that strikes me as odd is that it will do the follow:
Savage roar active with 15+ seconds
Rip Active with ~10 seconds left
5 combo points - waiting to use Ferocious Bite.

It will wait to use FB until there is about 6 seconds remaining on Rip, but the problem is that AFTER FB is used it doesnt generate enough combo points in time to to apply a 5 Rip before the previous Rip falls off. This doesnt seem right to me - but i'm not theorycrafting wizz either.
 
I have to say one of the things I've noticed is how long the CR will wait to use a 5-point FB, which we've discuss before. The thing that strikes me as odd is that it will do the follow:
Savage roar active with 15+ seconds
Rip Active with ~10 seconds left
5 combo points - waiting to use Ferocious Bite.

It will wait to use FB until there is about 6 seconds remaining on Rip, but the problem is that AFTER FB is used it doesnt generate enough combo points in time to to apply a 5 Rip before the previous Rip falls off. This doesnt seem right to me - but i'm not theorycrafting wizz either.

True, but simcraft just shows, that bite is a dps gain in that case. My feelings also tell the opposite.
 
Any chance we can get the Interrupt! code implemented in this ?
Possibly with a checkbox or dropdown menu to use it or not.

http://www.thebuddyforum.com/honorbuddy-forum/combat-routines/137673-interrupt.html

Thanks for this awesome CC btw, use it for tanking when i can not be arsed to tank or LFR(which is basically the same)
Btw, i'm curious to know how much you do to optimize Guardian rotation, all i see is allot of chitchat about Feral, how much love is Guardian getting ? :) (It's doing fine btw, just curious)
 
Any chance we can get the Interrupt! code implemented in this ?
Possibly with a checkbox or dropdown menu to use it or not.

http://www.thebuddyforum.com/honorbuddy-forum/combat-routines/137673-interrupt.html

Thanks for this awesome CC btw, use it for tanking when i can not be arsed to tank or LFR(which is basically the same)
Btw, i'm curious to know how much you do to optimize Guardian rotation, all i see is allot of chitchat about Feral, how much love is Guardian getting ? :) (It's doing fine btw, just curious)

I allready got the source of that interrupt code. :)

I honestly dont invest much time in Guardian. For me it feels good. If you got any ideas and or improvements please let me do. I will try to add it then.
 
I allready got the source of that interrupt code. :)

I honestly dont invest much time in Guardian. For me it feels good. If you got any ideas and or improvements please let me do. I will try to add it then.

If i find the time i will investigate deeper to see if it's optimized or could use some.

Another thing, i find it not using Incarnation and gloves enchant while pressing burstkey. Sometimes it does Incarnation but most of the time i have to click it manually.
Gloves enchant never gets activated.

Don't have a log atm but if you want one tell me and i'll get you one :)
 
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