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YourBuddy MoP BT - A warrior raiding custom routine

I've lost Rev 125. Is it archived on the SVN? I'd like to use it once more. Results were better.
 
What are the rules being applied during the execute phase?

Hey, I spent some time with a new raging blow logic.

So now it only uses CS > Bloodthirst > Execute during execute phase. Should get you some better dps during execute phase :)
 
Great! It was definitely losing some globals that could have been execute before. Good improvement. :)
 
Getting some very strong numbers. Nice nice job! Do not change a damn thing lol. Im sure we can gain more dps but you are going to have to be careful moving forward with lots of testing
 
nomnomnom nice that your are back.

why did you drop the simcraft rotation ?

as you maybe can remember i suggested you a fix for heroic strike. but i noticed it wasnt working right.

here is the correct one.

Code:
 Cast("Heroic Strike", ret => NonExecuteCheck() && ((Me.CurrentRage >= 110 || (Me.CurrentRage >= 90 && !TalentManager.HasGlyph("Unending Rage"))) || (MeColossusSmashAura && Me.CurrentRage >= 40) || (DeadlyCalmAura() && Me.CurrentRage >= 30))),

in the dev version:


Code:
[FONT=Verdana]Cast("Colossus Smash", ret => ExecuteCheck && SpellCooldown("Bloodthirst") >= 1400),
[/FONT][FONT=Verdana]Cast("Bloodthirst"),[/FONT][FONT=Verdana]Cast("Execute", ret => ColossusSmashAura),
[/FONT][FONT=Verdana]Cast("Colossus Smash", ret => !ColossusSmashAura),
[/FONT][FONT=Verdana]Cast("Execute"),[/FONT]

Code:
[FONT=Verdana]Cast("Bloodthirst"),
[/FONT][FONT=Verdana]Cast("Colossus Smash"),
[/FONT][FONT=Verdana]Cast("Execute"),[/FONT][FONT=Verdana]
[/FONT]

should be enough and works good.on the execute phase you only use bloodthirst, cs and execute. all other spells arent used. you dump all rage with execute.

here are better synaptics springs to align wtih cds.

Code:
void TriggerSynapseSprings()
        {
            var synapseSprings = Me.Inventory.Equipped.Hands;
            {
                if (synapseSprings != null && CanUseEquippedItem(synapseSprings) && MeColossusSmashAura && BloodbathAura() &&
                    (
                    (YBSettingsF.Instance.comboSynapseSprings == "On Boss or Dummy" && IsTargetBoss()) ||
                    (YBSettingsF.Instance.comboSynapseSprings == "On BL or TW" && (Me.HasAura(80353) || Me.HasAura(2825))) ||
                    (YBSettingsF.Instance.comboSynapseSprings == "Always")
                    ))
                    synapseSprings.Use();
            }
        }
same for deadly calm and orc racial (maybe change it for all other classes but i only play orc xD)

Code:
                     Cast("Deadly Calm", ret => NonExecuteCheck() && BloodbathAura() && MeColossusSmashAura && Me.CurrentRage >= 40 && (
                                (YBSettingsF.Instance.comboDeadlyCalm == "On Boss or Dummy" && IsTargetBoss()) ||
                                (YBSettingsF.Instance.comboDeadlyCalm == "On BL or TW" && (Me.HasAura(80353) || Me.HasAura(2825))) ||
                                (YBSettingsF.Instance.comboDeadlyCalm == "Always")
                                )),

Code:
                      Cast("Blood Fury", ret => Me.Race == WoWRace.Orc && BloodbathAura() && MeColossusSmashAura && (
                                (YBSettingsF.Instance.comboClassRacials == "On Boss or Dummy" && IsTargetBoss()) ||
                                (YBSettingsF.Instance.comboClassRacials == "On BL or TW" && (Me.HasAura(80353) || Me.HasAura(2825))) ||
                                (YBSettingsF.Instance.comboClassRacials == "Always")
                                )),

you maybe also want to change

new Decorator(ret => Default() && _aoecount >= 1, YBStartCombat()));

to

new Decorator(ret => Default() && _aoecount == 1, YBStartCombat()));

to avoid that single target rotation triggers on aoe.

for the healthstone problem not being used.

Code:
        public static bool TriggerHealthStone()
        {
            if (YBSettingsF.Instance.checkHealthStone && Me.HealthPercent <= YBSettingsF.Instance.numHealthStone)
            {
                foreach (WoWItem healthStone in StyxWoW.Me.BagItems.Where(HealthStone => HealthStone.Name.Contains("Healthstone")))
                {
                    Logging.Write(Colors.YellowGreen, @"Healthstone Used.");
                    healthStone.Use();
                    return true;
                }
            }
            return false;
        }

HealthStone.Name.Contains("Healthstone")

there is a problem with clients that dont use english. changing healthstone to the name used by my client it works.
maybe you can change it that is work by id not by item name?

i uploaded a version with all tweaks i made. aoe rotation also changed.
(if im not allowed to share i will remove it on your request)

Most of the things you said, is fixed in the newest development version.

I've removed non-unending glyph support atm, needs more testing. But heroic strike should work correctly with those who use the glyph.

Normal rotation has also been fixed upon.

Waiting for using Deadly Calm while we have CS up is actually a 500-600 dps loss, so I avoided that change. It's now correctly only waiting for Bloodbath and 40 Rage.

Orc Racial also depends on RNG, you shouldn't wait for colossus smash all the time. It's better to use it through burst (which in this case, CS is applied first during burst so CS check isn't needed)

Changing this ->

new Decorator(ret => Default() && _aoecount >= 1, YBStartCombat()));

to

new Decorator(ret => Default() && _aoecount == 1, YBStartCombat()));

Doesn't matter, you don't have a rotation for 2 units, so it will always return the single target rotation. I guess I need to change that for the arms aoe rotation since we do have an aoe rotation for 2 units there.

Changing Healthstone to ID isn't an problem, I'll look into it later :-)

I hope this answers some of your questions.
 
tested the new version at works great. getting some real nice numbers. great job.

you are right the single / aoe rotation isnt needed. i tested it bit more. sometimes i had the problem that the routine used heroic strike on aoe situation but this isnt the case anymore.

i have maybe to more suggestions. but dont now if they are really worth it in dps case.

only use: bloodthirst during cs when no raging blow buff is up?
something like:
Cast("Bloodthirst", ret => !ColossusSmashAura || (ColossusSmashAura && !RagingBlowAura),

and
Cast("Raging Blow", ret => RagingBlowStack2 || (RagingBlowAura && NonExecuteCheck) && ((ColossusSmashAura || BloodbathAura || RecklessnessAura || YBLua.GetSpellCooldown("Colossus Smash") >= 6))),

why wait exactly 6seconds ond cs debuff?
maybe it is better to check if the raging blow if running out before cs is ready.
something like:

Cast("Raging Blow", ret => RagingBlowStack2 || (RagingBlowAura && NonExecuteCheck) && ((ColossusSmashAura || BloodbathAura || RecklessnessAura || YBLua.GetSpellCooldown("Colossus Smash") >= StyxWoW.Me.ActiveAuras["Raging Blow"].TimeLeft.Seconds - 1))),

-1 because of gcd.

and why isnt the rotational impending victory settings saving for me? i always have to edit the config file.

anyways. thank you for your hard work.
 
what is the latest rev?
i got 265 from svn hotkeys are gone and updater is back but not working
svn folder is all red :>
 
what is the latest rev?
i got 265 from svn hotkeys are gone and updater is back but not working
svn folder is all red :>
Take Dev SVN.

and why isnt the rotational impending victory settings saving for me? i always have to edit the config file.

anyways. thank you for your hard work.
I'll fix this.

Edit: Fixed. Rotational ImpVic setting is now working.
 
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I'm not sure what changes went into the new current ( as of 1-14-2013 2pm CST ) Dev release but I'm back in the mid 60's again DPS wise. Since there are so many changes coming I HIGHLY .... HIGHLY recommend that people keep every single revision so they do not lose the dps gains when a worse dps rotation is introduced.

The svn dev release from lastnight had me at 78 - 80k sustained dps on the dummy and some high numbers, numbers I've not seen before in LFR. That's now gone with the newest dev svn release that is currently up. Again, the newest revision that's up now has me in the mid 60's. I'm guessing there was a small change made based on the over-all logic of the rotation which was enough to cause the dps loss? Or, some other change?

I also question how the community can accurately report as a whole on dps gains. These revisions are not getting the proper testing they need. Can we setup a uniform way of testing along with a uniform way of reporting dps from one revision to the next? I also see nothing wrong with keeping up 2 - 3 - 4 revisions and allowing people to test them as long as we have a very stable CC to bench against, in this case, rev 65 and, again, allowing us to UNIFORMLY post dps results and for which revision.

I think we can vastly improve the dps on this CC if we had in place, as soon as possible an easy / accurate way to post dps gain / losses. I'm sure this can be figured out. I would avoid in-game mods ( dps meters ) as it would be too time consuming and clunky to get those results uploaded / shared. I would find a service that allows for simple data collection, DPS number, Boss Fight and Revision and that spreed sheets the data for everyone to see. Of course there will be a few clowns that skew the data but you can allows ignore the ( out of average data, low or high ) numbers and still get the results you need to figure out if we are moving in the right direction. This would be an extremely powerful tool for the dev team. There are several great free spread sheets out there that we can use to collect this data fast and accurately that would give the devs fast real time data. I think google docs can do this for us if setup properly so some random clown couldn't destroy the data.
 
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Tombot, I pm'd you a week ago about receiving Rev. 65 - would you mind if I get a copy of it please. I sent another pm with the email.

Thank you.
 
I'd appreciate to NOT distribute rev 65, as this will prevent players from testing the latest developer version, we need testers!

I'm not sure what changes went into the new current ( as of 1-14-2013 2pm CST ) Dev release but I'm back in the mid 60's again DPS wise. Since there are so many changes coming I HIGHLY .... HIGHLY recommend that people keep every single revision so they do not lose the dps gains when a worse dps rotation is introduced.

The svn dev release from lastnight had me at 78 - 80k sustained dps on the dummy and some high numbers, numbers I've not seen before in LFR. That's now gone with the newest dev svn release that is currently up. Again, the newest revision that's up now has me in the mid 60's. I'm guessing there was a small change made based on the over-all logic of the rotation which was enough to cause the dps loss? Or, some other change?

I also question how the community can accurately report as a whole on dps gains. These revisions are not getting the proper testing they need. Can we setup a uniform way of testing along with a uniform way of reporting dps from one revision to the next? I also see nothing wrong with keeping up 2 - 3 - 4 revisions and allowing people to test them as long as we have a very stable CC to bench against, in this case, rev 65 and, again, allowing us to UNIFORMLY post dps results and for which revision.

I think we can vastly improve the dps on this CC if we had in place, as soon as possible an easy / accurate way to post dps gain / losses. I'm sure this can be figured out. I would avoid in-game mods ( dps meters ) as it would be too time consuming and clunky to get those results uploaded / shared. I would find a service that allows for simple data collection, DPS number, Boss Fight and Revision and that spreed sheets the data for everyone to see. Of course there will be a few clowns that skew the data but you can allows ignore the ( out of average data, low or high ) numbers and still get the results you need to figure out if we are moving in the right direction. This would be an extremely powerful tool for the dev team. There are several great free spread sheets out there that we can use to collect this data fast and accurately that would give the devs fast real time data. I think google docs can do this for us if setup properly so some random clown couldn't destroy the data.
I've forwarded this to alxaw, as I only edited GUI stuff and didn't touch other files.

Any idea around what time your version came from? As there are multiple commits made that night.
 
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I'd appreciate to NOT distribute rev 65, as this will prevent players from testing the latest developer version, we need testers!

My apologies nomnom. .65 was great and just wanted to keep a backup if something breaks and could fall back to it if needed. I also test extensively every release but lost .65 :(
 
YourBuddy MoP BT - A raiding custom routine

In the latest Svn versions (265&266) I'm finding skull banner, tier 4&6 abilities and trinket use although I've set them to on boss and dummy are popping as if they are set to always ie on trash as well as the bosses.
 
Good morning everyone!

I see nomnomnom did make a change so that the lockselector didn't get enabled through the cc, maybe that's why you were having dps losses. Resharper is a bitch sometimes :)

Anyways! I went over the changes (entire cc), and I found out that I can make recknessless smarter than today. I saw a dps increase on burst,and more stable dps.

Current Revision is 134, and please update :-)

Just to prove my point on the burst. I've actually never seen this kinda burst on simulationcraft before, I know it's RNG but still.. That execute phase PIMP!

I would like to add, that this happens VERY rarely. I would assume all the cooldowns came off cooldown and very very lucky on execute crits, I guess this happens then

8Tbt0.png
 
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I don't know what has broken but my warrior no longer does anything here are logs he only auto attacks on dummy and on raid bosses.
 

Attachments

I don't know what has broken but my warrior no longer does anything here are logs he only auto attacks on dummy and on raid bosses.

I can't reproduce this, It seems to me you've minimized your wow, please delete YBMoP settings folder in Settings and delete/reinstall the routine from the latest development version.
 
I can't reproduce this, It seems to me you've minimized your wow, please delete YBMoP settings folder in Settings and delete/reinstall the routine from the latest development version.
no I didn't minimize wow I came online started up HB zoned into ToeS and then autoattacked everything
 
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