also with boss immunity to fears and stuff it cant calculate time for for the slowed debuff that will be put in we need the new function input to make i work
I thought Frag Grenade was an AoE ability-- does it go in single target as well? What the priority for it? Also, why do we need Series of Shots from cover? You don't need to be in cover to use it. <-- doesn't play an Agent, so pardon the stupid questions.
frag grenade is ST as well now and also when you get the buff from EMP Discharged called "Energy Overrides" the cost is free and gives back 5 energy and no you dont need it while covered like i said im noob programming so if thats in there it dosent need to be
**opener** (laze target- orbital strike- snipe-explosive probe-target aquired series of shots) **priority rot** (series of shots (always on cd)- plasma probe- explosive probe- interrogation probe- (it procs) emp discharge - orbital strike- (free)grenade- corrosive dart- while things are on cd fill with grenades- and take down on cd when at 30%) EDIT** i like orbital strike in there
I like leaving it up to the user to enter/exit cover. I could put it in there for AFK mode, but it makes the bot look really "bot'ish".
How's this: Code: public override Composite SingleTarget { get { return new LockSelector( //Movement CombatMovement.CloseDistance(Distance.Melee), //Low Energy new Decorator(ret => Me.EnergyPercent < 60, new LockSelector( Spell.Cast("Rifle Shot", ret => !Me.IsInCover()) )), //Rotation Spell.Cast("Distraction", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled), Spell.Cast("Series of Shots"), Spell.Cast("Explosive Probe"), Spell.Cast("EMP Discharge", ret => Me.CurrentTarget.HasDebuff("Interrogation Probe")), Spell.CastOnGround("Plasma Probe", ret => !Me.CurrentTarget.HasDebuff("Slowed")), Spell.DoT("Interrogation Probe", "Interrogation Probe"), Spell.CastOnGround("Orbital Strike"), Spell.Cast("Frag Grenade", ret => Me.HasBuff("Energy Overrides")), Spell.DoT("Corrosive Dart", "Corrosive Dart"), Spell.Cast("Takedown", ret => Me.CurrentTarget.HealthPercent <= 30), Spell.Cast("Snipe") ); } }
Gonna give it a shot when I get home but what's the difference between !Me and Me Edit* Series of shots is a free cast and probably should be in the low energy rotation
! indicates "not". So !Me.HasBuff means I do NOT have the buff (the buff is missing) while Me.HasBuff means I do have the buff (buff is present). Good to know re: Series of Shots. Is that for all 3 specs or just Engineering?
thx and it seems good but spams the plasma probe when its on a boss or anything that is immune to movement effects so until there is a definitive fix the plasma nade is not gonna work i on bosses and such
Can you get me the name of the other debuff it puts on a target? The one that lasts 45 seconds. I've got an idea for how to handle that. It won't be perfect, but it'll probably be good enough.
"Overwhelmed (Mental)" is the name of the debuff had to do some editing on the code you made cause it wouldnt work with "frag grenade" also a little priority change also still needs the coding for plasma probe EDIT* changed snipe to cast at above 45% and added rifle shot after it seems to be doing awesome Code: public override Composite SingleTarget { get { return new LockSelector( //Movement CombatMovement.CloseDistance(Distance.Melee), //Low Energy new Decorator(ret => Me.EnergyPercent < 60, new LockSelector( Spell.Cast("Rifle Shot") )), //Rotation Spell.Cast("Distraction", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled), Spell.Cast("Series of Shots"), Spell.Cast("Explosive Probe"), Spell.Cast("EMP Discharge", ret => Me.CurrentTarget.HasDebuff("Interrogation Probe")), Spell.Cast("Fragmentation Grenade", ret => Me.HasBuff("Energy Overrides")), Spell.DoT("Interrogation Probe", "Interrogation Probe"), Spell.CastOnGround("Orbital Strike"), Spell.DoT("Corrosive Dart", "Corrosive Dart"), Spell.Cast("Takedown", ret => Me.CurrentTarget.HealthPercent <= 30), Spell.Cast("Fragmentation Grenade"), Spell.Cast("Snipe", ret => Me.EnergyPercent > 45), Spell.Cast("Rifle Shot") ); } }
is this not a line of code that is accepted? Spell.Cast("Snipe", ret => Me.EnergyPercent > 45), i would like to have snipe in there but only if i am above 45% energy
That looks fine, but it shouldn't matter anyway. The earlier decorator should make it spam Rifle Shot when below 60% energy anyway. Are you seeing it do something different?
when i have that line of code in it wont find the CR which means there is an issue with the code when i take that line out its golden and no it dosent spam rifle shot at all that would be a huge decrease in dps but the way i have the rot set up i went for a pretty long time before i got close to being depleted and doing good dps EDIT*** i deleted the decorator you had about being low energy looks like they conflict each other EDIT2** i re added yours back in and lowered it to 35 works fine with mine now
Okay cool. I'm going to set up a consolidated thread for 4.0 changes, will you post your final version (after you test it) over there?
I'm using this now: Code: Spell.CastOnGround("Plasma Probe", ret => Me.CurrentTarget.DebuffTimeLeft("Overwhelmed (Mental)") < 43000), It'll recast Plasma Probe when that debuff drops below 43 seconds (it never drops below 44 while the probe is up) on your main target. I still worry that in a group, with another player who can cast this debuff, it'll get screwed up. If that's the case, we'll need to add in an entire new cast call (I could try to kludge something, but I could also fuck that up big time).