Most were just fixes to things that were already there and not working properly... Like the range checks that were missing or spells/talents with old/wrong names, etc. Also added support for some talents that were missing from the routine. The only changes I made that could alter DPS came just from testing and common sense: Reduces Rage requirement for Dragon Roar>Battle Cry>Rampage combo from 100 to 85 (70 if Carnage is talented). Simply no sense in waiting for 100 rage to cast Rampage, the only thing we can spend rage on outside execute range, when we can cast it much earlier. And was also delaying Dragon's Roar and Battle Cry. Enables Bloodthirst and Raging Blow on targets below 20% health if Rage is low. I noticed the bot just auto-attacked during execute range waiting for rage to cast Execute... and that was it... we can increase DPS by casting rage generators if rage is low instead of just waiting. The only spec I actually focused on increasing DPS was Retri Paladin. And again that was just testing + common sense + some feedback. I usually use Icy Veins if I need to check something I'm not sure about. I honestly don't know how to write a routine from scratch but I'm having a blast investigating Singular and improving/fixing whatever I can. And learning in the process Noticed you are looking for testers for a DK routine. Thats why you ask?
What on earth happened to the resto druid... he is absolutely horrible... Doesn't heal at all unless you click to target then he heals a few times and stops again. Did a test and he did not even heal once from 100%-0%, not up to par with usual singular anything... and seriously bad lol. Wasted 130k gold on boe epics to gear a char and now it doesnt even work! Please fix <3
What's the deal with Pull More being 'always disabled' for vengeance DH? I main VDH for farming and it's quite frustrating/confusing that I am only able to pull 1 mob at a time. What is the purpose of disallowing the Pull More feature for VDHs and how do I override it? These are my settings. It may also be worth noting that even with a different class, the Pull More feature doesn't work correctly when attacking neutral (yellow) mobs. Distinguishing between 'hostile' and 'all' targets under the 'Pull More Target Type' option makes no difference.
Dude, thanks for the updates! Should have your own thread to fix Singular problems so the devs can add it to the official Singular. They should have hired you
Shaman - Restoration Can somebody help me with Chain Heal on restoration shamans? Toon is not casting it at all ( in logs it appears as (Singular) GetBestChainHealTarget: CanCastHack says NO to Chain Heal ) View attachment Restoration.cs Where i should look to fix it? its something about buffs of Riptide or target behaivor? Target Code: public static WoWUnit GetBestChainHealTarget() { if (!Me.IsInGroup()) return null; if (!Spell.CanCastHack("Chain Heal", Me, skipWowCheck: true)) { Logger.WriteDebug("GetBestChainHealTarget: CanCastHack says NO to Chain Heal"); return null; } // search players with Riptide first var targetInfo = ChainHealRiptidePlayers .Select(p => new { Unit = p, Count = Clusters.GetClusterCount(p, ChainHealPlayers, ClusterType.Chained, ChainHealHopDistance) }) .OrderByDescending(v => v.Count) .ThenByDescending(v => Group.Tanks.Any(t => t.Guid == v.Unit.Guid)) .DefaultIfEmpty(null) .FirstOrDefault(); WoWUnit target = targetInfo == null ? null : targetInfo.Unit; int count = targetInfo == null ? 0 : targetInfo.Count; // too few hops? then search any group member if (count < ShamanSettings.RestoHealSettings.MinChainHealCount) { target = Clusters.GetBestUnitForCluster(ChainHealPlayers, ClusterType.Chained, ChainHealHopDistance); if (target != null) { count = Clusters.GetClusterCount(target, ChainHealPlayers, ClusterType.Chained, ChainHealHopDistance); if (count < ShamanSettings.RestoHealSettings.MinChainHealCount) target = null; } } if (target != null) Logger.WriteDebug("Chain Heal Target: found {0} with {1} nearby under {2}%", target.SafeName(), count, ShamanSettings.RestoHealSettings.ChainHeal); return target; } Or just cast fails because of Riptide buff or something about cast wrong? Code: behavs.AddBehavior(HealerManager.HealthToPriority(ShamanSettings.RestoHealSettings.ChainHeal) + 100, "Chain Heal", "Chain Heal", new Decorator( ret => Me.Combat && (StyxWoW.Me.GroupInfo.IsInParty || StyxWoW.Me.GroupInfo.IsInRaid), new PrioritySelector( ctx => GetBestChainHealTarget(), new Decorator( ret => ret != null, new Sequence( new DecoratorContinue( req => ((WoWUnit)req).HasAuraExpired("Riptide", TimeSpan.FromMilliseconds(ChainHealCastTime), true), new Sequence( Spell.Cast("Riptide", on => (WoWUnit)on, req => true, cancel => false), new Wait(TimeSpan.FromMilliseconds(1500), until => !Spell.IsGlobalCooldown(LagTolerance.No), new ActionAlwaysSucceed()), new Action(r => TidalWaveRefresh()) ) ), new WaitContinue(TimeSpan.FromMilliseconds(1500), until => !Spell.IsGlobalCooldown(LagTolerance.No), new ActionAlwaysSucceed()), Spell.Cast("Chain Heal", on => (WoWUnit)on), new Action(r => TidalWaveRefresh()) ) ) ) ) );
Thanks for fix Now it is working as I want and my death knights have death only in name and not in combat log
Enhancement Shaman currently not using bloodlust when set to True. What are the conditions that need to be met to activate? Should do it just on cooldown?
Looks like Demon Hunter is not yet added to the PullMore list. This file should enable it for Vengeance if set to Always. View attachment SingularRoutine.Behaviors.cs Also adds Honorable Medallion usage in PvP for all classes.
Echo is really busy with the quest pack right now it seems but I put them in this thread for exactly that reason... He will check it sooner or later. Glad I could help, thanks for the rep
Pls can you help me with resto sham calibration? I wanna to fix chain heal and opportunity to do some dps in raids.
Feral.cs still doesn't use AOE. I'm hoping that will be fixed soon. Until then, I have to use EchoTiger's version.
Can anyone tell me how to edit the rogue Outlaw routine so it doesn't keep re-rolling Roll the Bones? Looks like the bot rerolls if there's only one buff active. I know that's the optimal dps rotation but it makes farming slower.
For me the bot isnt facing the enemy right, sometimes its 45degree away and cant attack the mob. Heres log and i think it happened at [20:34:27.090 N] View attachment 6284 2016-09-29 22.28.txt
Adding this before the dps rotation starts seems to fix the problem: Movement.CreateFaceTargetBehavior(), If you don't know how to edit the files tell me wich class you want this for and I can add it and upload it here for you.
Lines 135 and 136. Spell.Cast("Roll the Bones", req => !Spell.CanCastHack("Adrenaline Rush") && RollTheBonesBuffs.Count(a => Me.HasActiveAura(a)) < 2), Spell.Cast("Roll the Bones", req => Spell.CanCastHack("Adrenaline Rush") && RollTheBonesBuffs.Count(a => Me.HasActiveAura(a)) < 3) "< 2" and "< 3" tells you when the bot will reroll. change this to < 1 if you want to reroll only if you have no buff.
I think there is an issue with Balance Druids. They just moonfire EVERYTHING and get murdered cus they can't handle more than 3 mobs or so at a time and pull everything in range.
Here you go, the 3 specs just in case. Put them in Honorbuddy\Routines\Singular\ClassSpecific\Warrior