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    Discussion in 'Archives' started by Ama, May 9, 2013.

    1. alltrueist

      alltrueist Active Member

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      Hey, I think that relative difficulty tag is something I was looking for awhile ago. Does that set it for Strong and greater?
       
    2. jnp

      jnp New Member

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      So it does a bunch of things to determine the difficulty of the mob, but basically yes.

      levelDisparityMultiplier is a percentage modifier based on the level of the mob. If the mob is the same level as you, this will be 1. If the mob is a high level it will be >1.
      torCharacterDifficulty takes into account the type of mob using combatTougness.

      Code:
      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
       
    3. alexbox369

      alexbox369 New Member

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      Thanks !
       
    4. pindleskin

      pindleskin Community Developer

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      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)
       
    5. alltrueist

      alltrueist Active Member

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      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.
       
    6. pindleskin

      pindleskin Community Developer

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      k ty :) never 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 ;)
       
    7. alltrueist

      alltrueist Active Member

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      When I put it into my Commando routines I usually used Me.CurrentTarget.Distance <= 1f
      but I think they function the same way.
       
    8. silentscope1

      silentscope1 New Member

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      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.
       
    9. alltrueist

      alltrueist Active Member

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      Yeah, those always struck me as problematic when I looked at the code, but no one ever complained so I just left it alone. I completely removed the healing from those routine (they are dps specs) and took out disappearing act. I also fixed Flechette Round to not cast when you already have the buff.
       
    10. aquintus

      aquintus Member

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      Uhm .. I can't look At it ATM... But i think i designed the healing for grinding/questing in unpure... Need To check if the pure/unpure check is already in there... I'll look at it tuesday when i'm back home
       
    11. Emsung

      Emsung New Member

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      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 :D
       
    12. pindleskin

      pindleskin Community Developer

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      vanguard AS works great with this :)

      AoE AssaultSpec -> mortar volley, stick grenade and pulse cannon
       
    13. pindleskin

      pindleskin Community Developer

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    14. alltrueist

      alltrueist Active Member

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      Yeah, I don't have a Vanguard, so I'm just going by what Noxxic says, but it looks like there should still be a buff check for Ionic Accelerator but it should be checking to make sure we DON'T have the buff (instead of checking to make sure we have the buff like it current does). I'll put a fix on the SVN in about 5minutes.
       
    15. pindleskin

      pindleskin Community Developer

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      you're right :) Make 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 ;)
       
    16. alltrueist

      alltrueist Active Member

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      Still order is only important if the conditions are met for more than one ability. Basically, the routine scrolls through the calls in order until it finds one that returns true. Is Stockstrike really that important? On my Commando it's a pretty shitty low-damage ability...
       
    17. pindleskin

      pindleskin Community Developer

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      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.
       
    18. alltrueist

      alltrueist Active Member

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      Assault Plastique is from the shared tree. That rotation isn't currently optimal because we're having trouble tracking same-name debuffs (in this case, "Burning (Tech)")

      I'll move Stockstrike up in the Vanguard rotation. I had no idea it hit that hard for Vanguards.
       
    19. pindleskin

      pindleskin Community Developer

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      yeah specially if it crits it knocks down HP to monster drastically compared to other skills :)
       
    20. Myra

      Myra Member

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      Ok, guys, I don't seem to get it. I have read in Walter's Guide that Ama's PureSWTOR is kind of the LazyRaider-version of Buddywing. That is exactly what I am looking for. I do the movement, while BW does the rotation for me.

      However: It doesn't seem to be working for me. I copied PureSwtor via SVN into the folder, tried to test it in a Jedi Guardian class-specific phase on Thython. No routine is executed, but whenever I finish a fight myself the bot casts Introspection, so it is kind of working.

      I did select Pure rotation as Combat routine in the settings an selected Combat Bot.xml as a profile.

      View attachment 2013-06-17 15.20.txt

      Help would be much appreciated!
       
      Last edited: Jun 17, 2013

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