changes currently in beta General InterruptHandler is now based on Percentages of Casttime left instead of a random milliseconds value InterruptHandler can now interrupt off targets too Multidotting takes MaxHealth of a unit into account (default 500k, can be setup by user) AoE - Handler: tweaked condition for Units in Range (with large hitboxes) Assassination MfD checks now for Vanish / Stealth Preparation checks now for energy Vanish checks now for energy Subtlety FoK and Crimson in SingleTarget are only used when we are not moving, to prevent wasting a 5 CP finisher when we could be in melee range in short time i haven't forgotten the changes for combat rogues, but haven't had the time atm (raid starts in some minutes), will do the changes for combat after raid
would love to know what kind of numbers you guys are putting up with item level combat/sub spec using this routine?
I an not using this for combat atm since it needs some tweaks to its rotation and i got my first dagger from brf hc yesterday so i will test it with sub today. Brb with results
I bought balls deep a month or so ago at that time the spec i was playing wasn't optimised in the routine so i got a refund, now when i want to buy again it doesn't let me status is refunded, could you please fix this so i can purchase it again.
Ok, I have a problem with this routine playing as Sub: sometimes the CR go into Shadowdance without a proper amount of Rupture or Hemo left. So if any multistrike happens and advance the Rupture dot, we get a full shadowdance without the 20% dmg bonus from Sanguinary Vein. This is a HUGE dps loss. Also, the CR doesn't seen to take advantage from Rupture or SnD refreshing. With 5 combos points, you can refresh SnD anywhere between 0.1 and 8 seconds left on its duration, and for Rupture anywhere between 0.1 and 7 seconds left and add this time remaining to the full refresh. The CR most of time reapply the SnD or Rupture on the very end of its duration. So, I think something need to be reworked, to give high priority on SnD and Rupture refreshing right before going into Shadowdance. Take in account that with high levels of Multistrike on gear, Rupture is consumed very quickly because of Sinister Calling Worst case scenario, just do a last Hemorrhage just before going Shadowdance and we are good. Thanks in advance!
Ok how do you set this up to run combat/sub/assassin I started it up and it only loads assassination.
and we haven't forgot about all of you, these changes will come today or tomorrow 1.0.1.40.1274 changed DfA again 1.0.1.40.1273 some tweaks to dfa 1.0.1.40.1272 added Checks for Encounter in Progress 1.0.1.40.1271 added a 2 second check for no movement to shadowmeld, added movement check to Shadowmeld 1.0.1.40.1269 fix for Shadowmelting 1.0.1.40.1268 fixed a bug with shadowmeld never being used 1.0.1.40.1267 changed condition for Dance a bit, Ambush should now be forced right after Dance 1.0.1.40.1266 should pop SD and SR on BL or Agi potion 1.0.1.40.1265 Skipping cooldowns on more than 3 units, Hemorrhaging before Pooling, if Hemorrhage is about to drop, Pooling should now exit the generators task if succesfull, FoK shouldn't be used after Pooling anymore, to not break the Pooling logic 1.0.1.40.1260 fixed null in interrupt handler 1.0.1.40.1259 fixed a misplacement of a variable 1.0.1.40.1254 Possible fix for null exceptions in InterruptHandler,Possible fix for Interrupt delayed too much,Possible Fix for null exceptions on Cast,Fixed spamming of poisons while moving,Possible fix for vanish after dance in sub,Fixed Vendetta and Shadow Reflection in Assassination 1.0.1.40.1252 Beta InterruptHandler merged from Test-Routine 1.0.1.39.1248 possible fix for an error on initialisation 1.0.1.39.1246 InterruptHandler is now based on Percentages of Casttime left instead of a random milliseconds value,InterruptHandler can now interrupt off targets too,Multidotting takes MaxHealth of a unit into account (default 500k, can be setup by user) AoE - Handler: tweaked condition for Units in Range (with large hitboxes) Assassination MfD checks now for Vanish / Stealth Preparation checks now for energy Vanish checks now for energy Subtlety FoK and Crimson in SingleTarget are only used when we are not moving, to prevent wasting a 5 CP finisher when we could be in melee range in short time 1.0.1.39.1245 All 3 speccs do now support vanish AND shadowmeld properly removed some more unused code 1.0.1.39.1244 GCD - added check for Cooldown and HasSpell to method CommonActions - uncommented unused code Assassination - removed unused code Subtlety - applied vanish fix to shadowmeld
and another update will hit today or tomorrow General changes - last line of old DFA call removed - removed Shadowmeld from Assassination and Combat - fixed a bug with key state reset on talent change - fixed a bug with DFATalent - all speccs full T17 support (thx to chaser) Assassination - some tweaks to Death From Above - Some tweaks to Envenom Subtlety - T17P2 Support