What Maximus describes happens to me as well. If you have 3 mobs closely packed together. The bot will engage, finish the 1st, checks hp/mp to rest, but will simultaneously target and attack the second mob in the vicinity. By the third mob in the chain, you HP is drastically low and the bot dies. This probably has mostly to do with Kupo the combat routine.
Thanks for being descriptive with what the exact issue is. I can tweak the grind bot to call rest when 0 hostiles are alive rather then out of combat.
Is their a way to make it for my guy stops attacking right after he kills the targeted enemy to check for health instead of all the enemy near by. Like he attacks the guy stops wait 3 seconds then starts again just for it gives time to check and load?
This is not something that will simply be 'enabled', a system needs to be designed and implemented before it will work.