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  • Mut Mut - The long awaited pvp rogue profile

    Discussion in 'Archives' started by xvii, Feb 6, 2010.

    1. xvii

      xvii New Member

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      I need feedback guys, I doubt my CC is that perfect :D
       
    2. bluzeboy

      bluzeboy New Member

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      Tired this the other night, the only problem i saw was people just moving around to fast for me to actually hit them/ get an attack off. Which im pretty sure is due to the click to move function with HB.
       
    3. xvii

      xvii New Member

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      Thats fixed in the latest version.
       
    4. bluzeboy

      bluzeboy New Member

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      :cool: didn't see the update ty!
       
    5. hokumera

      hokumera New Member

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      Great updates xvii. Really nice CC you got going here. I just wish I could get in the game to start using the updated version. Blizzard's servers are taking a nice, huge, long, smelly shit.

      EDIT: Xvii could you tell me how to disable prep and cold blood? I'm trying to turn this into a combat CC, so it will run better in mixed. All I really need to do from what I can tell is disable these two abilities. I looked through all the code, and when it is listing the moves, ex:

      void Preparation()
      {
      if (Me.GotTarget &&
      targetDistance <= 5 &&
      SpellManager.CastSpell("Preparation"))
      {
      slog("Preparation activated so I can vanish.");
      }
      }


      Do I simply put // in front of each line or delete each line? If these two moves are too closely infused in the CC that is fine. Thanks for any of your time :) I also like the pvp movement in the pve setting because it looks much more realistic as I'm always running around the mob when I actually play.
       
      Last edited: Feb 10, 2010
    6. xvii

      xvii New Member

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      Yes you can do that to disable preparation, you'll need // in front of each line of code however.

      This however does not disable cold blood.

      You'll need to look into the combat section and find where envenom / eviscerate are used, comment out (//) the lines casting cold blood before these two attacks.
       
    7. hokumera

      hokumera New Member

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      Okay, thank you very much!
       
    8. Dreike

      Dreike New Member

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      Combat spec support would be really great, if you ever get time to get around to it. ^_^ I'd like to use mixed mode as combat, I know combat wouldn't be ideal in pvp but should be fine enough to get the xp gain from mixed mode.

      Thanks, xvii! Really appreciate the quality of work you've put in this CC so far.
       
    9. xvii

      xvii New Member

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      This might might be possible, but I'll be honest, to make something compatible for pve / combat thats designed for pvp / mutilate will be very difficult I really can't think of any way to do it other than spell recognition which would simply take a lot of code, then re designing almost the base of the logic with the new given spell build. However, I do believe it would be possible. This may be something I can work on long term. Though to be honest if I sat down and worked on it on my day off I could probably wip it up in a day, as I've done with almost this entire CC.

      Edit: Plus there's already a combat rogue CC created by another user. (fpsware) He's an excellent developer and his CC is top notch, I recommend using his combat CC. However as you said you'd like a mixed CC that can handle both combat and mutilate specs, the parameters for that are as stated above.
       
      Last edited: Feb 11, 2010
    10. xvii

      xvii New Member

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      Also, I'm still looking for more feedback guys, I need to know what to fix / make better / implement. Everything in this CC so far is just stuff I've come up with and implemented, I'm running shallow on ideas on how to make it better, I have a few things underway thats going to take some time to implement but other than that I need feedback, so keep it coming.
       
    11. willecoolis

      willecoolis New Member

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      I LOVE YOU! :D been waiting for something like this for a looong time!
       
    12. Dreike

      Dreike New Member

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      Does the CC look for deadly or wound poison? I'm about to spec pvp and try this out.
       
    13. xvii

      xvii New Member

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      Currently it looks for no poison, it won't apply poisons. I disabled it because it can cost quite a bit of money to run your bot for 8+ hours re applying poisons all the time. I'm working on getting it to recognize lower rank poisons so you can spend less money however still get your poison debuffs on target so your mutilate gets its poison benefit.
       
    14. Dreike

      Dreike New Member

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      Oh okay. I thought they made poisons last for an hour, even through death.
       
    15. hokumera

      hokumera New Member

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      Yeah xvii, poison support would be good... It's not expensive at all just 2 poisons an hour because poisons do last through death.
       
    16. Dreike

      Dreike New Member

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      Yeah, I wouldn't mind the cost of using the best poisons I can for my level. This will also help in mixed mode while pve grinding. Deadly is usually my poison of choice.
       
    17. Dreike

      Dreike New Member

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      Some things I've notived.

      In PvE it likes to blacklist a lot mobs... "is a bugged mob. Combat blacklisting for 1 hour." The mobs aren't bugged though, they just take a while to kill with the CC.

      It usually spams Mutilate... but will sometimes do Sinister Strike instead saying I don't have Mutilate? (I do)

      Can we slightly increase the % of health to CloS and Vanish at? It hardly ever gets the chance to do this in PvP atm.
       
    18. xvii

      xvii New Member

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      *Poisons are being re implemented.

      *Working on a fix for the random sinister strikes. (This may require you to have the mutilate glyph to work properly, I'll know when I figure out how I'm going to implement a fix)

      *While I'd love to fix your blacklisted mobs issue, I have to be honest, this CC is really designed for PvP, I've already made a few pretty hefty changes to make it viable for lower levels (IE: no mutilate) and pve situations. While I won't say I won't look into it or try to implement a fix, because I absolutely will, I just want to mind you thats really not on the top of my priority's at the moment. If it turns out to be something that takes 5 seconds to patch up I'll definitely throw it in. Otherwise this will be on the back burner so to speak.

      *As for increasing the health requirements to activate defensive cool downs, the problem with this is:

      Yes often times you get smoked before you get a chance to get any of them off, however if you were being killed that quickly in the first place blowing your defensive cool downs will most likely (85% of the time) just be a waste as you'll be killed very quickly through them anyway.

      Secondly, its a bit of a waste trying to keep your self alive in a situation when your getting slammed so hard (IE: Greater than 3+ people killing you at once) that blowing those cool downs really actually helps you very very minimally.

      Now that you've blown your cool downs in a situation where they really did nothing for you accept delayed your death by at best a couple seconds, now those cool downs won't be available again soon or in a situation where you might actually have a chance WITH the cool downs up, IE: against maybe 2 people or 1 person when you were already at a disadvantage IE: Already at low health.

      So that being said, its actually more beneficial that you don't get those defensive cool downs off in situations like that (where your just getting blasted and don't have a chance anyway) because later on you might actually be in a situation where its useful to use them. The way its currently set up actually works great for making sure you don't use them in a situation where you going to die quickly anyway and allows for potential use when your in a situation where your low on health but not necessarily getting smoked.

      Anyway think I rambled a little bit there on that subject, thats just my $.02 as the developer of this CC, however I'm always happy to hear criticism and always looking forward to feedback, if you guys really feel (after reading what I've outlined above) that you would rather have your cool downs blown at a higher health percentage than I can and will go ahead and make that change, I just don't think its the greatest idea.

      Keep the feedback coming guys! The more feedback the better this CC gets! Thank you all for your support thus far, I read every request and do my best to get them in, some are higher priority than others but I assure you if its possible I will get your requests in!

      (Oh and FYI, I'd take a peak back at this thread before you go to bed tonight, I'll hopefully have a bunch of the aforementioned fixes in!)
       
    19. xvii

      xvii New Member

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      After reviewing possible fixes for the random sinister strikes (It tells you that you don't have mutilate) the fix basically has two ways it can go:

      A) Mutilate Glyph is required for the CC to work with 100% efficiency.

      or

      B) Mutilate Glyph will be moot, in other words it will 100% unbeneficial to you. The 5 less energy cost will be completely irrelevant.

      That being said, I'm looking for your guys' vote, or opinion if you will. As mutilate glyph is a pretty staple pvp glyph for any pvp rogue, its a tough call, I didn't want to ninja implement it ether one way or the other. So anyway give me your opinions.

      In the meanwhile I'll continue researching to see if I can't find a different method to implement this fix that won't come down to ether having said glyph or ether the glyph being moot.
       
    20. hokumera

      hokumera New Member

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      You thank us? No sir, I thank you. Been having a blast run this CC... I can finally get honor and AB rep. Keep up the good work xvii. I'll keep trying to put mention any errors I see, but only things I would like to be fixed are on the pve side which is no big deal.
       

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