In the past there were items that would cause the bot to act odd.the items were random and varied. Clearing all items from bags miraculously got things working again.
View attachment 1-part-4084 2013-06-27 12.42.txt View attachment 2-part-4084 2013-06-27 12.42.txt 日志文件大于1000kb,所以分成为2份。混合模式下不能正常工作,win8 64位 Log files larger than 1000kb, so divided into two parts. Mixed mode does not work , win8 64 bit
My tank keeps getting long pulses and isn't doing anything because of that. Takes him a long time to move and fight. Does anyone know a way to fix it?
Highvoltz, Due to the number of people having this issue, it seems like it's not just a CC issue. I've tested on Singular, CLU, PureRotation (with movement plug-in), TuanHA's CC's and others and they ALL universally have this issue. Unless the bot attacked it does not engage in combat with regularity, in reality it results in very slow switching between targets which decimates DPS. I was kicked from 3 LFR's tonight on a 500+ Shadow Priest using PureRotation and Singular on DB for doing a steady 18k dps (overall data). Is there any way we can get some more feedback/support on this issue? It's a big problem and really prevents the reward from the hard work that goes into the botbase.
Why if i use Dungeonbot whit Mixed Mode no working ( never follow tank, go alone, etc..) but if i use Dungeonbot alone work?? And never take the quest at the start in instance
While Megeara fight my Toon often try to run into a very back Place if i let him go. Very bad, running to this place and back to the boss all the time.
Here some Pictures with Ways using in the normal Instance in EU. I dont know if other Country using other Ways, but i dont think so. DungeonBuddy use other Ways. In some Instance the Toon pull other Mobs while the Group pull the Boss and other Instance nobody is going down the Stairs to the Boss, they jump down.
Is there a way to queue in lfr as dps when in Blood spec and not as tank in dungeon buddy? Haven't seen any option. There's no problem for the cc im using not to taunt or swithcing precence.
Have the mesh issues been fixed in LFR: Forgotten Depths and Halls of Flesh-Shaping? I remember it being so disasterous last time I tried.
If you're looking to get tank gear you can stay in your dps spec and set 'Loot Specialization' to blood. You can access Loot Specialization settings via right click menu on your character's portrait.
I have a couple questions regarding farm mode. 1) I have Grim Batol working up to the last boss on farm mode. It will kill the last boss but will not run to the instance portal. I have added exit coords but the bot stops moving after it kills the last guy. Is there anyway to fix this in the script or is it a botbase issue? 2) Is it possible to have the bot use the portal located in karsh steelbender's room on its way to the exit portal? This would cut down on the time it takes to complete a run in blackrock caverns significantly. 3) Is the bot supposed to pause in farm mode at the instances entrance when its bags are full? It would b super convenient if it could fly to the nearest vendor, sell/mail and then return to the instance. Overall, I just want to say that the botbase has some a long way in the past few months. It is 100% afkable with a 5 man team in MoP heroics. I have been going hard on 3 different teams for ~3-4 months. The LFR is damn near afkable as well with the exception of the forgotten depths. Thanks for an amazing botbase highvoltz.
My bot keeps freezing whenever I am in a raid or dungeon and says this: DungeonBuddy 573]: Warning: There was a 2.291131.291 second delay after last pulse
OKs, here we go again with another one of my lists (You know you just love 'em) Today we are working our way through random Pandaland dungeons on our way from level 85 to cap with a full bot group (Pally tank - Singular, druid healz - Mirabis' Leaves, frost mage - Singular, elem shammy - Singular and windwalker monk - Tuanha Special Edition). As always, I will update this as I go along. Stormstout Brewery - afkable with issues. Occasionally toons trapped outside the doors when starting boss fights (seen on both Ook-Ook and Hoptallus, chasing trash out of the room when the boss is pulled), not avoiding bloat damage from toons on the Yan-Zhu fight (can't stand to the side of somebody with the debuff). Can the tank turn the boss or dps move behind him? [EDIT: This one does not complete the last boss before re-queuing. This is a recent change.] Temple of the Jade Serpent - fully afkable. Toons standing in the water during the adds phase of Wise Mari. Mage got splatted by the fish on upper level of library (wtf? why are you in melee range?) Not swapping between Peril and Strife in the trial of the yaungol in the library (maybe alter to add some priority to the one without the stack as well as drop priority on the one with?) Again, dps not moving behind the bosses (C'mon this is basic tactics, even before taking fight mechanics into account. Not doing this means fights take longer, boss hits tanks more, healers run oom). Mogu'shan Palace - afkable with minor issues. Some wipes. Lots of spasm-movement on the Xin fight and doesn't avoid the knife streams. Much easier tactics below - the tank has to pull him to the door at the other end of the room. Tank moves from one side of the door to the other to avoid the cleave (Ground Slam?). DPS and healer stay behind the boss on the room side of the boss (but still in the entrance alcove) and avoid all the room's nastiness. Shado-Pan Monastery - afkable with minor issues. Some unnecessary deaths. Taking too much damage before the Snowdrift Dojo (the archers). Healer isn't healing this damage. Occasional deaths. Should really use mounts here. Also pulls multiple groups into the water on the run between the Sha of Violence and Taran Zhu. Not a problem for my group but will render this profile completely unusable for a PUG. If we're pulling these groups, stay on the bridges. If we're going into the water, don't pull those groups. Gate of the Setting Sun - fully afkable. I haven't found any issues thus far. Healer takes a lot of adds on the Commander Ri'mok fight but these are a mere annoyance rather than trouble. TACTICS FOR XIN THE WEAPONMASTER Code: [SIZE=6][/SIZE][FONT=Courier New] | _| | ____ | | | |____| a | D Room x The O of bad stuff x boss O ____ R | | b | | |____| |_ | | [/FONT]| Hope the above came out alright. Tank moves between positions a and b to avoid Ground Slam. Healer and dps stay at positions xx behind (or beside) the boss. Everything in the room is avoided with the (very) occasional exception of a Circle of Flame in the door alcove (I've seen it ONCE in nearly tewnty fights). This can either be healed or avoided with existing encounter code, just as long as toons resume their positions when safe. For co-ords we can use these: a X="-4558.782" Y="-2607.305" Z="22.32573" b X="-4559.008" Y="-2619.841" Z="22.32573" x X="-4569.446" Y="-2613.779" Z="22.32573" You can also reverse it and have the healer and dps by the door and the tank on the room side of the boss. Either way works a treat.
Look through my posts for the lists I've made for each expansion. I'm working my way through Pandaland at the moment (see post above yours). Once I've got my current group of toons to max, I'll start again from the bottom.