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  • Default Combat Discussion

    Discussion in 'Combat Routines' started by Ama, Jan 5, 2015.

    1. alltrueist

      alltrueist Active Member

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      It should be fixed now. Update from the SVN or just wait for the next Buddywing release.
       
    2. tdubs96

      tdubs96 Member

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      i havent been able to find the svn link
       
    3. alltrueist

      alltrueist Active Member

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      tdubs96 likes this.
    4. tdubs96

      tdubs96 Member

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    5. alltrueist

      alltrueist Active Member

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      Delete your entire DefaultCombat folder, delete your entire CompiledAssemblies folder, then re-download from the SVN and try again.
       
    6. pindleskin

      pindleskin Community Developer

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      I think its a BW core issue. Detection is wrong.
       
    7. ceh430

      ceh430 Member

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      yea it core bw problem but you can fix it when you swap scripts as i explained few pages back:) kinda meh way to fix it but better than not be able to play your favorite discipline
       
    8. pindleskin

      pindleskin Community Developer

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      Yeah thats a dirty fix, the line below tells you why... I've had similar fix since before PureSWTOR was updated for 3.0 disciplines :)
      But what happens if you use same routine on PC with lets say Shadow Serenity and Sage Balance character? You gotta choose then what combat rotation will be in that single file :p
       
    9. alltrueist

      alltrueist Active Member

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      You don't have to do this anymore. I can fix it in the RotationFactory.cs file now.
       
    10. ceh430

      ceh430 Member

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      hmm sounds good, can you write example for one discipline how it should looks like?
       
    11. alltrueist

      alltrueist Active Member

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      Just look in the Rotation Factory file:
      Code:
      if (name == "Balance" && BuddyTor.Me.AdvancedClass == AdvancedClass.Shadow)
                  {
                      name = "Serenity";
                  }
      Essentially it tells the bot "if you return Balance as my spec AND my Advanced Class is Shadow, load Serenity instead."
       
    12. lonestar

      lonestar New Member

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      Here is an update to the Merc / Innovative Ordnance rotation, it now more accurately reflects the Commando / Assault with the proper buff names.

      Code:
      using Buddy.BehaviorTree;
      using DefaultCombat.Core;
      using DefaultCombat.Helpers;
      
      namespace DefaultCombat.Routines
      {
          public class InnovativeOrdnance : RotationBase
          {
              public override string Name { get { return "Mercenary Innovative Ordnance"; } }
      
              public override Composite Buffs
              {
                  get
                  {
                      return new PrioritySelector(
                          Spell.Buff("Combustible Gas Cylinder"),
                          Spell.Buff("Hunter's Boon")
                          );
                  }
              }
      
              public override Composite Cooldowns
              {
                  get
                  {
                      return new LockSelector(
                          Spell.Buff("Determination", ret => Me.IsStunned),
                          Spell.Buff("Vent Heat", ret => Me.ResourcePercent() >= 50),
                          Spell.Buff("Energy Shield", ret => Me.HealthPercent <= 50),
                          Spell.Buff("Emergency Scan", ret => Me.HealthPercent <= 45),
                          Spell.Buff("Supercharged Gas", ret => Me.BuffCount("Supercharge") == 10),
                          Spell.Buff("Kolto Overload", ret => Me.HealthPercent <= 30)
                          );
                  }
              }
      
              public override Composite SingleTarget
              {
                  get
                  {
                      return new LockSelector(
      
                          //Movement
                          CombatMovement.CloseDistance(Distance.Ranged),
      
                          new Decorator(ret => Me.ResourcePercent() > 60,
                              new LockSelector(
                                  Spell.Cast("Rail Shot"),
                                  Spell.Cast("Rapid Shots")
                          )),
      
                          //Rotation
                          Spell.Cast("Disabling Shot", ret => Me.CurrentTarget.IsCasting && Me.CurrentTarget.Distance <= Distance.Melee && !DefaultCombat.MovementDisabled),
                          Spell.Cast("Mag Shot", ret => Me.HasBuff("Innovative Particle Accelerator") || Me.HasBuff("Superheated Shot") && Me.Level >= 57),
                          Spell.Cast("Rail Shot", ret => Me.Level < 57),
                          Spell.Cast("Missle Blast", ret => Me.CurrentTarget.HealthPercent <= 30 && Me.HasBuff("Volatile Warhead")),
                          Spell.Cast("Power Shot", ret => Me.HasBuff("Speed to Burn")),
                          Spell.Cast("Serrated Shot", ret => !Me.CurrentTarget.HasDebuff("Marked (Physical)")),
                          Spell.Cast("Incendiary Missile", ret => !Me.CurrentTarget.HasDebuff("Burning (Incendiary Round)")),
                          Spell.Cast("Electro Net", ret => Me.HasBuff("Supercharged Gas")),
                          Spell.Cast("Unload"),
                          Spell.Cast("Thermal Detonator"),
                          Spell.Cast("Power Shot")
                          );
                  }
              }
      
              public override Composite AreaOfEffect
              {
                  get
                  {
                      return new Decorator(ret => Targeting.ShouldAOE,
                          new LockSelector(
                              Spell.CastOnGround("Death from Above", ret => Me.CurrentTarget.Distance > Distance.MeleeAoE),
                              Spell.CastOnGround("Sweeping Blasters", ret => Me.CurrentTarget.Distance > Distance.MeleeAoE),
                              Spell.Cast("Fusion Missle", ret => Me.HasBuff("Thermal Sensor Override")),
                              Spell.Cast("Explosive Dart"))
                      );
                  }
              }
          }
      }
      
       
      Last edited: Jan 25, 2015
    13. alltrueist

      alltrueist Active Member

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      Give it a couple test runs to make sure it all works and I'll update it (I can't test because I don't have a Vanguard)
       
    14. tdubs96

      tdubs96 Member

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      Hm it is still detecting it as a balance sage


      I dont think you updated the Svn or something with it fixed because i just checked rotationfactory and it wasnt in there. had to enter it in manually. I made new svn checkouts mutliple times.
       
      Last edited: Jan 25, 2015
    15. alltrueist

      alltrueist Active Member

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      Yeah, I'm not seeing the updates after I push them either. Weird. It'll be in the next bot update, but it sounds like you've got it working on your end.
       
    16. tdubs96

      tdubs96 Member

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      yup i got it, thanks for all your help and your work with the defaultcombat.
       
    17. pindleskin

      pindleskin Community Developer

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      Do you get more aDPS compared to Arsenal? I am gonna test this now.
      I did my own version of IO and it was worse than Arsenal. Maybe I did something wrong. Lets see...

      EDIT:
      The aDPS is 1/2 of Arsenal one after 10minutes. Will switch back to that :) Guess my IO was a lot better than this. Still not as good as Arsenal though.
       
      Last edited: Jan 26, 2015
    18. ceh430

      ceh430 Member

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      mind to share your arsenal/IO scripts? :)
       
    19. pindleskin

      pindleskin Community Developer

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      Arsenal is from DefaultRotation. IO I think I deleted since it had bad results. But on dulfy website IO is rated 10/10 for single target dps where Arsenal is rated 7/10. But still Arsenal is a lot better as I tested with BW:
       
    20. lonestar

      lonestar New Member

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      yeah, Arsenal is much simpler rotation to code. IO has alot of special rules to the rotation and is really unforgiving in resource management when the rotation deteriorates because of fight mechanics. I think the 10/10 rating is deceiving, because that is really only achieved when the rotation is timed perfectly, which is kinda hard to achieve with code. Its been my experience that the simpler rotations in BW perform best.
       

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