Thats correct in my first version before i fully undetstood SMN'n correct 1/2 or 2/1 opener I had it in there so it would just apply at the start of a fight, after learning it was better to softcast the dots while under the effect of trance I pulled that out so that I would apply it with 3 or so seconds left in trance and then deathflare at the end.as far as the deathflare logic in concered you would need to go into the rotations/combat/summon.cs file and remove the leading // in front of the death flare lines as well as the tri disaster lines if you want this auto casted, I also prefer to hardcast this, now that Cloud has pointed out the correct way to recognize the stacks hopefully I can get this out shortly. If you do remove the lines from teh combat logic for tri-disaster and use cloud's logic I think there might be en extra { before return false, i might be mistaken his C, his way sharper than mine.
Hmmm, just noticed my Conjurer trying to cast protect all the time on my Chocoboo. But I don't think you can buff your bird (so to speak)
New version. Fixed a bug with CNJ/WHM Protect, sorry about that (also made Stoneskin II a little smarter). I was able to finally get some work in on some of the new Job logic. MCH was updated (new rotation should be a bit smoother and better DPS) and DRG, BRD, and NIN were added. Let me know how it does for everyone (there are probably bugs since I can't test them myself yet, but I'll try to fix them ASAP).
Thank you for the update. The only thing is that Duality should be used with Aeolian Edge, but it is cast off CD. Otherwise NIN works perfectly.
I love the quick updates. Im really excited for a black mage update. But love the MCH stuff so far. Thanks!
Wanted to get an updated version out for SMN, its a work in progress so bear with me, I added deathflare back in to cast with less then 3 seconds on trance, as well as added some logic for it to only cast once you dont have aetherflow stacks so should lower the 90000 issues, sitll dont know how to get it to recognize a status in regards to aethertrail attunment i tried adding the core.aura(by)ID logic but that wasnt working. The routine works well but I'm not sure what is going on with the ruin II/ shadowflare logic but fester/painflare seem to break down when you start manipulating these two and changing the logic on ruin to simply if (MovementManager.IsMoving) , or add HP conditions on shadowflare. Someone better than me needs to explain why for when you engage an emey and get your dots on it begins to caster shadowflare/ruinII / then fester..... when fester is above shadowflare and ruin II in the combat.cs file. Cloud/Endus any guidance appreciated so I can make this as smooth as possible for everyone. Note I also added HP Logic for the dots that is working well now and tested in a dungeon , you can change it to whatever HP you want but as trash is dyign off it will stop casting dots sub 10k hp and spam ruin III assuming you have > 40 MP, please realize it wont cast dots on the dummy View attachment Summoner.cs >- RBB -\Routines\Ultima\Rotations\Behaviors\Combat View attachment Summoner.cs > RBB -\Routines\Ultima\Rotations\Methods
New version. Should be better now (will cast it with Armor Crush if you don't get to Behind in time but better than saving it until next rotation). Working on it. Oops. Fixed. Thanks for stepping up for me. Hopefully I'll be able to help soon.
Seems a little off still and I think it's because you have "Actionmanager.LastSpell.Name == MySpells.GustSlash.Name"(and just that) set with no conditions for how Duality casts, so during the opener it ends up casting Duality on Dancing Edge(instead of AE on the next combo). What I did was just add khld's conditions(when either Storm's Eye or Dancing Edge is already up, Duality will cast which is ideal anyhow) to it as is and it seems to have fixed the issue. Here's what I used: Code: private async Task<bool> Duality() { if ((Core.Player.CurrentTarget.HasAura("Storm's Eye") || Core.Player.CurrentTarget.HasAura("Dancing Edge", true, 6000)) && Core.Player.HasAura("Huton", true, 12000) && Actionmanager.LastSpell.Name == MySpells.GustSlash.Name) { if (await MySpells.Duality.Cast()) { await Coroutine.Wait(2000, () => Core.Player.HasAura("Duality")); return true; } } return false; } Also casting Duality seems to reset combo upon use after I edited the .cs file instead of following through with Aeolian Edge(i.e., Gust Slash > Duality > Reset to Spinning Edge), so I added: Code: private async Task<bool> AeolianEdge() { if (Core.Player.HasAura("Duality") || Actionmanager.LastSpell.Name == MySpells.GustSlash.Name) { return await MySpells.AeolianEdge.Cast(); } return false; } From khld's .cs file as well and it fixes it. I should also add I have zero coding knowledge and I'm just poking around trying to see how things work.
I've experimented a fair bit with this, I found that the above mentioned is the best way to do it but I think the more elegant solution would be to code Duality in with Aeolian Edge similar to Life Surge/Full Thrust in the Dragoon one. When I tried this myself a while back, it once casted Duality with something else still strangely but I didn't play around for too long with it, maybe Endus can make it work better?
That was another thing I was going to ask, if it was possible to force the routine to only use certain abilities under certain conditions(like you mentioned coding Duality with AE so it only casts with it). I'm not entirely knowledgeable about it and I'm just learning how the logic works and jerry-rigging things as I go hoping I don't break something.
Few minor details about the Dragoons rotation that makes it less optimal, Blood of the Dragon being casted in rotation close to Chaos Thrust or Full Thrust maximized the time of the Buff, Rather than whenever it's off cool down like it's currently doing. Also I believe Battle Litany should be left out of the Rotation entirely as if you're planning to use this for End Game raiding it would be optimal to manually use your Litany situation based for burns etc. Just my trivial opinion though
Is there a way to change the paladin combat assist logic to using royal authority instead of rage of halone?
So my usual DRG/NIN tweaks below, use with the 7/10/15 update: DRG: Disembowel/Vorpal Thrust > Blood of the Dragon > Chaos Thrust/Full Thrust > Geirskogul > Fang and Claw/Wheeling Thrust. DRG: Jumps less during combos and when Heavy Thrust is low. Only jumps after Blood of the Dragon is up. DRG: Disabled Battle Litany. NIN: Duality > Aeolian Edge. NIN: Blood for Blood/Vulnerability Up > Dream Within a Dream. NIN: Huton only when you don't have Huton. Armor Crush at 30 seconds instead of 40 seconds. Edit: Still works on the 7/10/15 update.
so i tried swapping your ninja files out with your new update and this si what happened. Any insight would be amazing. Thanks for your contributions.
is there any way to make it so that for DRK it dosent use Dark arts all the time, like set a parameter to only use dark arts if MP is above 50% because its going oom too much and spends too much time resting