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

    1. alltrueist

      alltrueist Active Member

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      Put a massive update to the SVN. All classes with resource management have been reworked. Tweaked almost every rotation to work with the guides on dulfy.net. Check it out and leave feedback please.
       
    2. jokke

      jokke New Member

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      rotation are looking smooth, only I noticed Gunslinger/smuggler tries to use scrambling field as part of the rotation as a cooldown, I think this is better used manually.


      edit: marauder also appears not to be using Dual saber throw
       
      Last edited: Mar 10, 2014
    3. alltrueist

      alltrueist Active Member

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      Dual saber throw is for UnPure only (afk bot). We did this because it can cause problems if the bot just throws it out when you're in a group (accidentally pulling another pack of mobs). I'll look into scrambling field, what should it be doing?
       
    4. jokke

      jokke New Member

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      Scrambling field is a AOE raidcooldown so it should not be used at all imo, better used as a manual CD
       
    5. alltrueist

      alltrueist Active Member

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      Oh yeah, that's the raid-wide cooldown, right? I'll take it out for all of them, get it on SVN in about 20 mins.

      EDIT: fix is on the SVN
       
      Last edited: Mar 10, 2014
    6. Dre

      Dre Member

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      Operative-Lethality

      Your shooting darts and tossing corrosive grenades at up to 30-35M but no real DPS combat until your under 10m.

      Since this is suppose to be more of a mobile ranged AoE role I added an extra "Spell.Cast("Overload Shot")" at the end of the base routine, this gives more DPS at over 10m.
       
    7. alltrueist

      alltrueist Active Member

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      Oh, I added this to the Scoundrel routines, I must have forgotten to do it for Operatives. I'll get it on the 2 dps rotations (leaving healing stuff alone for now).
       
    8. alltrueist

      alltrueist Active Member

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      Overload Shot and Quick Shot are both 10m abilities, so instead I changed the CloseDistance call on Operatives to be Melee instead of range. This was already working on Scoundrels, but you are right that these are melee specs.
       
    9. Cryogenesis

      Cryogenesis Moderator Moderator

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      Hey alltrueist, is it possible to code in mounting, like Joes routine?
       
    10. alltrueist

      alltrueist Active Member

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      It would take someone smarter than me, unfortunately. I can only code stuff using Ama's framework.
       
    11. Dre

      Dre Member

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      Yeah if you do this label it so I can disable it on my lazyraider routine.

      But if you add that also think about adding the Stim/Class Buff's/Medipac.
       
    12. alltrueist

      alltrueist Active Member

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      Like I said, I'm not capable of adding anything new to the framework. I can only tweak the rotations within the framework Ama provided. If anyone who's smart with coding wants to add mounting, stims, or anything like that, feel free.

      Medpacs are already in, just let me know which classes you need them added to, and at what health percentage the rotation should use them.

      What class buffs do you mean? The standard class buffs (5% end, 5% crit, etc) are already in. Is there a class that's not using his class buff?
       
    13. Dre

      Dre Member

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      Operative-Lethality never call's its class buff "Coordination"
       
    14. Cryogenesis

      Cryogenesis Moderator Moderator

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      Ok :)
       
    15. Dre

      Dre Member

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      I see whats gong on.

      Your profile is built for the unpure rotation but that leaves a lot of things in pure rotation disabled.

      Spell.Buff("Coordination", ret => !LazyRaider.MovementDisabled),
      Rest.HandleRest,
      //Scavenge.ScavengeCorpse,
      Spell.Buff("Stealth", ret => !Rest.KeepResting() && !LazyRaider.MovementDisabled)
      );

      This is why your routine made no sense to me under the purerotation mode where it made perfect sence under the unpure mode (since it would have auto stealthed and etc to get withing the 10m).
       
    16. alltrueist

      alltrueist Active Member

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      I probably won't remove the Stealth in UnPure only function (because the auto-stealth can look suspicious in groups), but I meant to make the class buffs function in Pure. I guess I missed some when I was going over all the other stuff. I can get to those in a bit.
       
    17. Dre

      Dre Member

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      Well your profile is good for UnPure rotation mode, But under PureRotation mode things like buffs are disabled. You should consider making a different routine for each mode that would make this easier.

      I think I can edit my profile and add "Spell.Buff("Coordination", ret => !Me.HasBuff("Coordination"))," Or something to that sort and be fine for PureRotation mode im not sure. Im ok at testing profiles not writing them.
       
      Last edited: Mar 12, 2014
    18. alltrueist

      alltrueist Active Member

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      Just update from the SVN. I fixed it so the Pure rotation uses the class buffs. Like I said, I won't change the stealth mechanics, because the user should have control over that in Pure (UnPure will continue to stealth on its own).
       
    19. Dre

      Dre Member

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      Nice got my auto buffs back, medpack works.. now just to figure out the auto stimms eh?? :) Well atleast for the reusable stimms.
       
      Last edited: Mar 12, 2014
    20. Dre

      Dre Member

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      Okay 2 things for op or any class I would like to know about.

      The agro dump
      The self cleanse

      Are those added to the routines?
       

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