• Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • RebornCo - A Coroutine Alternative

    Discussion in 'Combat Routines' started by kaihaider, Nov 4, 2014.

    1. kaihaider

      kaihaider Community Developer

      Joined:
      May 18, 2010
      Messages:
      1,325
      Likes Received:
      5
      Trophy Points:
      38
      RebornCo - Basicly a rip off of Singu...Kupo

      Supported Classes: Lancer/Dragoon, Pugilist/Monk, Rogue/Ninja, Conjurer/White Mage, Gladiator/Pally, Marauder/Warrior, Archer/Bard and Thaumaturge/Black Mage

      Suggestions are not only appreciated but desperately needed. Please tell me how you want your class to fight and what cross class skills I'm missing.

      You Must Have the Game Focused or Change Settings in FFXIV to Not Limit FPS While Not Focused!!!

      Features:
      Coroutine
      Custom Spell Queuing: SpellQueue setting below 500 will give you that many ms (500-SpellQueue) to input your own spell. So 400 will give you a tenth of a second.
      Custom Dynamic class switching through hooks
      Custom Movement
      Custom Combos
      Dodging: Run behind target if target casting a listed spell

      ToDo:
      Dodge aoes, dodge add's spell casts.
      pvp, endgame, aoe
      Interrupts
      Kite away from adds
      Halt movement while strafing
      Setting for: Do not use aoe if adds will be pulled.
      Blacklisting

      Possible bugs:
      null pointers: if you see something, post something
      casting interrupts game interaction/cast, let me know if you see this
      double casting, let me know which spell and I'll fix

      API Wish List:
      Check focus
      Check if spell in queue
      Strafing/Backwards movement
      Access to Navigator's generated path data.

      API Wish List that will probably never happen:
      Check is invulnerable - would need log data
      Targeting Provider pulse control - just need a bool to shut pulsing on and off
      Enum for type(frontal, cone, aoe) in Target.SpellCastInfo.SpellData - could incorporate community spell database
      More accurate DoAction's return results - frequently returns a false success when target is dead but it uncommonly reports false successes and failures apparently at random.

      Thanks,
      Fiftypence for teaching me about trees
      Wheredidigo for helping me with coroutines
      mastahg for kupo and all that is reborn buddy
      Buddy staff that have helped me over the years.
      Code:
      v0.0.8.2 - Potions rewrite and added to all classes. White Mage Cure II toggle setting added. Rogue: Testing new none gcd system, shuriken range fixed, some setting names changed and settings added/removed.
      v0.0.8.1 - Fixed OpenerAeolianWhileDancingHalted skipping dance regardless of hotkey status. White Mage settings added. Potion settings added, hq potions still don't work.
      v0.0.8.0 - Fixed warrior target change opener. White Mage Medica settings added. Sloppy Medica II hot check is slow, I'll come up with something better eventually. Rogue has a massive overhaul. Potions only work for Rogues currently. Rogue opener only used while above level 45 and dots hotkey is active.
      v0.0.7.8 - Rewrote White Mage swiftcast battle rez.
      v0.0.7.7 - DoH/DoL support added. White Mage: combat glitch fixed, priorities moved around, rewrote overheal prevention - medica added, setting added for heal hp% and minimum hp% to cast regen. 
      v0.0.7.6 - Filters some nav call spam. White Mage stance will only activate when you have an attackable target.
      v0.0.7.5 - Bug fix from movement tweak.
      v0.0.7.4 - Rogue Fixed. Movement tweaking. Warrior opener changes and settings added.
      v0.0.7.3 - White Mage setting for protect, hopefully fix for Aero II spam. Warrior hotkey for se, setting to prevent sp/se combos from casting back to back and attempting to implement new opener which uses full bb then partial bb on target change.
      v0.0.7.2 - More aura debug log writes. Rogue fix. Aero clip added.
      v0.0.7.1 - Raise cast hopefully fixed? Yet another pally oath change. Test fix for combo starter glitch. Setting for lancer ranged attack.
      v0.0.7.0 - Small but significant changes to prevent extremely rare but catastrophic rotation/movement failures. And fixed forced context setting.
      v0.0.6.9 - Will no longer buff the dead. Setting for extra combat chocobo checks: will not cast if you have an npc in your party that you summoned with no npcId. Pally oaths fix and setting to not cast rage during off tank rotation. Movement stuff.
      v0.0.6.8 - Fixed movement problem of not stopping at mob. Added setting to force behavior context. Added multiple modifier support to hotkeys. Changed aura checking case sensitivity. Added debug log writes. Added more debug log filters. Warrior null errors, combo, opener and low lvl rotation fixes. Tweak to combo system. Lancer clip settings and low lvl rotation fix. Fixed white mage heal movement checks and general movement null error. Added raise exception to dead cast target clearing.
      v0.0.6.7 - Pally oath fix and secondary rotation added for main/off tank.
      v0.0.6.6 - A fix to casting movement handling and los stucks. Restructured pulse. Redesigned tank name handling (now only recognizes one person as tank.) Pally oath settings. Cure casts if heal target is tank or does not have regen or has life below RegenCureHpPercentage. Several more misc small changes.
      v0.0.6.5 - Test version to help me track down raise issues.
      v0.0.6.4 - Fixed Hawk's Eye cast. Hopefully fixed combat chocobo and esuna cast spam.
      v0.0.6.3 - Leveling up my archer and noticed blood letter isn't a gcd, oops. Updated movement while casting to regard cast target and not current target. White Mage: WorldHealScanning targets will only add people in your cast range to your heal targeting provider. Added cooldown toggle and raise.
      v0.0.6.2 - Fixed my lame dodge, only just noticed it broke at some point T_T Kills cast if cast target is dead. Thunder cast after blizzard III adds 7 seconds to clip dot check.  Added filter to log spam. WhiteMage Changes: Fixed healer movement if heal target out of range. Settings added: Auto Stance, Stoneskin, Esuna (multiple spells seperated with a comma). I was hoping to add cooldown toggle for WhiteMage but I need sleep >_>  Raise still on todo list.
      v0.0.6.1 - Fixed hotkey system - oops, raw input for form keys cast is not a good idea >_> Warrior secondary rotation hotkey is a main tank/off tank swap. Additional hotkey for warriors toggles storm's path. Warrior Cooldown toggle actually turns off cooldowns! Will add the rest of the classes eventually. Black Mage's fire III double cast fixed. I need a couple more levels to test blizzard III. 
      v0.0.6.0 - Rework of tasks to fix a major flaw in my handling of coroutines. Thanks to mastahg for his cooldown response which drew my attention to this and then answering my pm to tell me my approach was evil. Changed movement with casting. Fixed party buffs. Added hotkey toggle for secondary rotations; only warriors currently have a second rotation. Warrior settings added for buffed Tomahawk. Warrior buff order is still untested. Custom opener for warriors which resets on new target. Conjurer setting to kill cast if cast target is full life. Thaumaturge/Black Mage added. All classes will heal themselves with cure/physick while resting if you have more mana than life. Archer/Bard blood for blood cooldown now waits until hawk's eye has less tha 5 seconds left on cooldown
      v0.0.5.4 - Fixed a couple pug bugs
      v0.0.5.3 - Archer/Bard added.
      v0.0.5.2 - Gladiator/Marauder rotation fixes.
      v0.0.5.1 - Fixed bug in Gladiator rotation.
      v0.0.5.0 - Added extra data tracking to heal targeting provider. Added white mage spells. Added Gladiator/Pally and Marauder/Warrior. Changed behavior loading. Combined redundant Ninja/Rogue and Conjurer/White mage rotation segments. Added a lot of settings for healers.
      v0.0.4.5 - Changed rest to work with new sprint movement. Monk/Dragoon rotation improvements.
      v0.0.4.4 - Significant improvement due to bug fixes in gcd and cooldown systems. Moved ninjutus to a higher priority than combat buffs. Fixed Kassatsu. Ninja pulse fix. Settings added for none gcd window end and ninjutsu window start.
      v0.0.4.3 - Increased none gcd cast window and decreased ninjutsu cast window to avoid animation conflicts. Tell me if it skips a ninjutsu cast, it should be running fast enough to hit the window.
      v0.0.4.2 - More ninjutsu fixes and low lvl combo fix.
      v0.0.4.1 - Ninja fixes and movestop with running target change.
      v0.0.4.0 - Gcd system is now tied into cooldown system. Reworked cooldown system and fixed a duration bug. Rewrote combo system. Added setting to stop movement once you enter combat range. Couple rotation and movement fixes.
      v0.0.3.5 - Removed gcd and combo systems from doaction result dependency. I wish I could think of a good method for confirming doaction results while spell queuing but without an 'in spell queue' api call, I can't come up with anything.
      v0.0.3.4 - New cooldown system, cancast, spellqueue tweaks.
      v0.0.3.3 - New setting for ninjutsu that's on by default, ignores mudra doaction result. Noticed pug's fists weren't working even though it used to, I had a typo >_>
      v0.0.3.2 - oops forgot about bug report I got for monk/pug fists buff. I don't have a monk to test so not sure if this fixes it. Also forgot to update whm heal behavior to new pulse in 3.1.
      v0.0.3.1 - Major pulse, casting, none gcd abilities and Ninjutsu fixes. Debug log writes added, movement change and a few other things.
      v0.0.3.0 - Rewrote rotation classes, behavior hooking, combo system, cast method and Ninjutsu. Combat buffs' gcd and pulse fix.
      v0.0.2.3 - Fixed a bug in the gcd
      v0.0.2.2 - Couple minor fixes and a couple big changes. Someone reported that it was still running too slow for them, so I gutted some of my consistency checks.
      v0.0.2.0 - Finally got around to figuring out how to use performance profilers again, been a couple years, so this release is a pretty big efficiency change. Everything should be running a lot faster. Also changed CoR, pulse, gcd, facing and a few other things. Quite likely I broke something in all of these changes, let me know.
      v0.0.1.7 - Basic Ninja rotation added. Change to chain of responsibility. Fixed lancer/dragoon gcd sync. Minor rotation fixes for all classes (still work in progress)
      v0.0.1.6 - Some movement checks were in the wrong order
      v0.0.1.5 - Wait added for gcd sync to confirm doaction success for double cast and combo system. Setting changes still work in progress. Several misc fixes
      v0.0.1.1 - new gcd system
      v0.0.1.0 - redid facing, movement, spell lock, spell queuing, combos, some targeting and a few other things. Combat Movement no longer uses mesh.
      v0.0.0.13 - yet another combo change
      v0.0.0.12 - another combo fix
      v0.0.0.11 - changed pull to work with new fatebot/orderbot movement. Implemented new combo system for lancer/dragoon. Other classes will be added in v0.0.1.0 release.
      v0.0.0.10 - combo spells broke, fix incoming in v11
      v0.0.0.9 - minor dragoon rotation change
      v0.0.0.8 - quick n dirty change to dragoon lastspell
      v0.0.0.7 - Movement overhaul, removed an extra ! from new fatebot pull movement fix, z axis check for movement. Dodge overhaul, now only dodges spells on the list. Aoe not yet implemented. Rogue setting for hide. Dragoon rotation fix.
      v0.0.0.6 - finally got basebot's code for movement behavior on pulls, so it's synced now. also minor type-o to rogue rotation fixed
      v0.0.0.5 - target change, fatebot pull movement fix
      v0.0.0.4 - updated Monk routine to use [URL="http://forum.square-enix.com/ffxiv/threads/162921-The-Monk-Temple-Reborn"]this guide[/URL] and dragoon to exaccuss's posted rotation
      
      If you would like to help me buy coffee to stay awake while I code, I'll be eternally grateful :D
      [​IMG]
       

      Attached Files:

      Last edited: Jan 18, 2015
    2. kaihaider

      kaihaider Community Developer

      Joined:
      May 18, 2010
      Messages:
      1,325
      Likes Received:
      5
      Trophy Points:
      38
      Settings Explained

      Shared
      [HIDE]
      Core
      SpellQueue (400) - Cast spells with this many ms left.
      NoneGcdWindowEnd (1100) - Don't cast none gcd spells when cooldown has less than this many ms left. Prevent animation lock from none gcds delaying gcd abilities.
      ForcedContext (None) - Sets game context. None - Context changes automatically. Normal - Context uses world/general behaviors. Instances - Context uses behaviors for instances. (currently only white mages have separate behaviors for normal/instances.
      HotKeys
      HotKeyChoice
      ModKeyChoice - Any combination of shift/alt/control
      Secondary Rotation (Shift Z) - Allows routines to support a secondary rotation which is toggled by selected hotkeys. Currently only used by warriors but if you give me suggestions, I'll add more.
      Items (currently only used by rogues)​
      PotionName ("Potion of Dexterity") - Exact name of potion
      PotionForce (false) - Once potion is attempted, all other none gcd spells will be halted. Will be removed once I finish none gcd spell rework.
      Healer
      TankName (null) - Adds extra weight in heal targeting provider if the unit's name contains the name you input. Put part of someones name in here and it will prioritize healing them.
      TankPrioritizeHealthPercent (80) - Percent of life the tank must drop below before receiving an increased weight inside of heal targeting provider. aka Tank will be prioritized (will still not heal if percentage is below HealthPercent value, let me know if you want me to change that)
      HealthPercent (85) - Percent of life someone must drop below before heals are cast.
      CriticalHealthPercent (50) - Percent of life someone must drop below to be considered in a critical state. Currently only checked for heal cooldowns.
      CriticalHealthCount (2) - Number of people in critical health before triggering cooldowns.
      WorldHealScanning (8) - The number of nearby players to add to your heal targeting.
      WorldHealPartyOnly (false) - Will heal anyone players in range. False will only heal party members
      Information
      ShowSpellIds (false) - Logs name and spell id of target's spell.
      WriteSpellQueue (true) - Writes to file how soon before gcd ends that you attempt to queue your spells. For debugging purposes only.
      Debug (false) - Enables debug file writes.
      Movement
      MeshFreeMovement (false) - Combat movement attempts to not use mesh.
      MeshOnStillTargets (true) - Combat movement only uses MeshFreeMovement if targets are moving (since that typically the only time mesh movement is a pain)
      DontMoveIfMovinToYou (false) - If target is moving to you, don't start moving to it.
      Dodge (true) - Runs behind target if it's casting frontal spell. Will expand eventually.
      StopInRange (true) - Stops movement when you go from out of range to in range.
      AttemptCastWhileMoving (true) - Will stop to cast instead of preventing cast while moving.
      Control
      Combat - Toggles Combat
      Cooldowns - Toggles Cooldowns <- Still need to implement for some class. If you let me know you want it for your class, I'll prioritize it.
      Targeting - Toggles Targeting <- Should work but needs improvements
      Movement - Toggles Movement
      Facing - Toggles Facing, not required if you have in game auto face on cast turned on.
      Aoe - Toggles Aoe spell <- Aoes not supported on most classes
      General
      AoeCount (3) - Number of adds before casting aoes
      RestHealth (40) - Rest if health below this level.
      RestEnergy (40) - Rest if energy/mana below this level.
      CombatChocobo (true) - Summon combat companion out of combat.
      CombatChocoboExtraChecks (true) - Will not summon Combat companion if you have a npc in your party that you summoned which does not have a npcId. (should only be your chocobo, let me know if this appears to be preventing summons because of something else in your party)
      MinDotHp (15) - Don't dot/debuff when health is below this percent.[/HIDE]
      Rogue/Ninja
      [HIDE]
      Rogue
      Assassinate (true) - Assassinate will be used.
      MinHpCustom (false) - Uses custom MinHp values instead of general.
      MinHpDance (15) - Minimum target hp percentage for Dancing Edge.
      MinHpTrick (15) - Minimum target hp percentage for Trick Attack.
      MinHpMut (15) - Minimum target hp percentage for Mutilate.
      MinHpSf (15) - Minimum target hp percentage for Shadow Fang.
      TrickIsBehindAdjustment (80) - Percentage to multiple with the isBehind arc. The default 80 will decrease the range of where you cast trick by 20%. A value of 100 will use default api calls instead of manual calculations.
      SneakAttack (false) - Will use Sneak Attack if in front.
      WaitEnergyPull (false) - Waits for energy before pull.
      UseHide (false) - Uses hide (don't use, it sucks)
      DancingEdgeClip (8000) - Dancing Edge will be cast this many milliseconds before duration ends.
      ShadowFangClip (7000) - Shadow Fang will be cast this many milliseconds before duration ends.
      MutilationClip (6000) - Mutilate will be cast this many milliseconds before duration ends.
      JugulateCheckSpells (false) - Will check spell's name with JugulateSpells list to see if Jugulate should be cast to interrupt spell cast.
      JugulateSpells ("") - List of spells for JugulateCheckSpells. Seperate spell names with a comma. Spaces and cases will be ignored but special characters will not. Let me know if you want me to support spell IDs.
      JugulateDps (true) - Jugulate will be used for dps.
      Rogue Opener
      Opener (true) - Uses opener if target has changed, dots are not disabled through hotkey, level is above 45 and target hp percentage is above OpenerMinHp.
      OpenerWaitForCooldowns (true) - Only uses Opener if b4b, ir, kass are usable and target does not have mutilate.
      OpenerMinHp (15) - Opener will only be used if target's life is above this percentage
      OpenerAeolianWhileDancingHalted (true) - If set to false and dance is disabled through hotkey, Dance will be will be skipped from opener instead of replacing with AE.
      OpenerSuitonWaitForBuffs (false) - Suiton will wait for b4b/ir to enter cooldown.
      OpenerB4BBeforePull (false) - b4b will be cast before opener starts.
      OpenerOrder (DancingEdgeShadowFangMutilate) - Order of Dance/SF/Mut to be used in opener. Finishes with AE. AE will be used instead of Dance if target has the debuff or is below MinHp setting. SF/Mut will still be used regardless of hp %. I will add a setting later to abandon opener if life drops below a specific percentage.
      Rogue HotKey
      Jugulate - Toggles JugulateDps setting.
      DancingEge - Disables Dancing Edge.
      Dots - Disables Dots.
      Ninja
      ShurikenAlways (false) - Will always cast Shuriken instead of Raiton.
      ShurikenCheckMobs (false) - Will check mob's name with ShurikenMobs list to see if Shuriken should be cast instead of Raiton.
      ShurikenMobs ("") - List of mobs for ShurikenCheckMobs. Seperate Mob names with a comma. Spaces and cases will be ignored but special characters will not. Let me know if you want me to support npcIds.
      HutonClip (6000) - Huton will be cast this many milliseconds before duration ends.
      MoveStopNinjutsu (false) - Stop moving for ninjutsu. False will use moveto between mudra casts.
      MinNinjutsu (15) - Minimum target hp percentage for Ninjutsu.
      NinjutsuWindowStart - Ninjutus will be cast when gcd is below this many milliseconds.
      [/HIDE]
       
      Last edited: Jan 16, 2015
    3. Endus

      Endus Community Developer

      Joined:
      Jul 9, 2012
      Messages:
      458
      Likes Received:
      6
      Trophy Points:
      18
      Congrats on the release! Mine will be coming in a few days possibly. At least the community will have plenty of options now :cool: lol.
       
    4. kaihaider

      kaihaider Community Developer

      Joined:
      May 18, 2010
      Messages:
      1,325
      Likes Received:
      5
      Trophy Points:
      38
      I couldn't find any bugs the last couple times I ran it, so I figured I should get some testers and I keep procrastinating on supporting all classes >_>

      I jinxed myself, just found a bug in last nights code change

      fixed
       
      Last edited: Nov 4, 2014
    5. exaccuss

      exaccuss Active Member

      Joined:
      Nov 10, 2013
      Messages:
      1,021
      Likes Received:
      6
      Trophy Points:
      38
      For me, dragoon only seemed to use jump, that ability that makes jump more powerful, phlebotomize and the TTC. As for monk, what is the rotation with that one? with magitek monk, all you had to do was be flank for DK, SP, TS > behind BS, TS, demolish and then basically repeat.
       
    6. kaihaider

      kaihaider Community Developer

      Joined:
      May 18, 2010
      Messages:
      1,325
      Likes Received:
      5
      Trophy Points:
      38
      i guess I should have warned you, I only just bought the game (literally yesterday) and my only classes are lvl 20 rogue and lvl 15 Pugilist.
      I just looked at a list of spells and guessed the priority logic.
      thanks for your advice, I'll look into it.

      any links to priotity lists for any classes would be much appreciated!
       
      Last edited: Nov 4, 2014
    7. exaccuss

      exaccuss Active Member

      Joined:
      Nov 10, 2013
      Messages:
      1,021
      Likes Received:
      6
      Trophy Points:
      38
      Oh, i probably read the post too fast. When you do focus on end game, this should help somewhat.

      [​IMG]
       
    8. kaihaider

      kaihaider Community Developer

      Joined:
      May 18, 2010
      Messages:
      1,325
      Likes Received:
      5
      Trophy Points:
      38
      Perfect!!! Thanks a lot ;)

      edit: next release will stop TTC from breaking for auras
      Also, I'm refreshing with 1 second till aura drops, should I move it to a full gcd?
      Should I be casting ID only when behind or whenever i need to refresh Disembowel?
       
      Last edited: Nov 4, 2014
    9. exaccuss

      exaccuss Active Member

      Joined:
      Nov 10, 2013
      Messages:
      1,021
      Likes Received:
      6
      Trophy Points:
      38
      I tested out the dragoon profile and have found a few problems with it. It does not seem to use disembowel/chaos thrust at all even after using impulse drive from behind, it jumps when ever it is off gcd which usually confuses your bots rotation. Have you also tried looking at this guide? It is supposedly the optimal rotation. It may look confusing at first though, but if you can make the routine as close to it as possible, i'm sure it can pull of some great dps. :p

      Let me know if i can help out at all, i have all combat classes at 50

      Dragoons: A Rotation Reborn
       
    10. kaihaider

      kaihaider Community Developer

      Joined:
      May 18, 2010
      Messages:
      1,325
      Likes Received:
      5
      Trophy Points:
      38
      Thanks, I'll take a look at it later.

      I just uploaded a new version. If this don't work then I think the problem is in the core of how I handle combos.

      I also just made a complete rework of my movement checks. I haven't had much test time, so let me know if you see anything funky.

      edit:I think it is in the core of how I handle combos...should cache lastspell manually...

      anyone know how to remove auras?
       
      Last edited: Nov 6, 2014
    11. exaccuss

      exaccuss Active Member

      Joined:
      Nov 10, 2013
      Messages:
      1,021
      Likes Received:
      6
      Trophy Points:
      38

      Tested again, it is slightly improved, but i believe it does have something to do with how you handle combo's. When It uses PS+Jump during the disembowel combo, the rotation seems to go south lol. It did manage to use disembowel occasionally, but no CT.
       
    12. kaihaider

      kaihaider Community Developer

      Joined:
      May 18, 2010
      Messages:
      1,325
      Likes Received:
      5
      Trophy Points:
      38
      A log would be nice so I could see cast order and what's breaking the combos :p

      what do you mean by go south?

      If it's not using ct then another action is being cast before Actionmanager updates that LastSpell.Name == "Disembowel"

      quick n dirty fix out, let me know
       
      Last edited: Nov 6, 2014
    13. exaccuss

      exaccuss Active Member

      Joined:
      Nov 10, 2013
      Messages:
      1,021
      Likes Received:
      6
      Trophy Points:
      38
      Oh sorry, when i mean by 'it goes south' something bad happened, just google it :p

      and here is a 3 minute log of the rotation, anything longer seemed unnecessary.
       

      Attached Files:

    14. exaccuss

      exaccuss Active Member

      Joined:
      Nov 10, 2013
      Messages:
      1,021
      Likes Received:
      6
      Trophy Points:
      38
      Tried your next update and it has improved, i noticed the the PS+Jump is not happening right away which is good, however it did SS dive in place of the jump and seemed to interrupt the impulse drive combo making it not happen. Heavy thrust also does not seem to be reapplying as quick as it should be. There have been numerous times where the buff wasn;t up when it should be. It tends to do the TTC when there are other abilities it should have been using such as the impulse drive combo etc. Sorry to load all this on you, it's just i'm going from my experience with DRG and the rotation reborn thread.
       
    15. kaihaider

      kaihaider Community Developer

      Joined:
      May 18, 2010
      Messages:
      1,325
      Likes Received:
      5
      Trophy Points:
      38
      I was asking for something more precise since I don't know what the rotation should be and I don't even have a character to test on...
      Right now jumps are only if you are at range, but from looking at the guide I think they are supposed to be part of the rotation, will take me a bit to digest that guide though.
      Should TTC be abandoned mid combo for heavythrust/ID combo? Should it be abandoned for heavythrust buff or should I just cast it earlier? Should I only be refreshing HT while flanking and ID/dis while behind?

      It will be very difficult for me to keep up on each job's ideal rotation (when they're all supported) after every patch. Especially since I would rather be spending the time on core logic/plugin development. So it would be really awesome if you guys can give me a priority list with conditions for each spell ^_^

      update out, but I still need to know how early to recast auras and what to do about the behind/flanking and if I should break combos for buffs.
       
      Last edited: Nov 7, 2014
    16. exaccuss

      exaccuss Active Member

      Joined:
      Nov 10, 2013
      Messages:
      1,021
      Likes Received:
      6
      Trophy Points:
      38
      If you are in the middle of a TTC, you should wait until it's finished before moving on to something else, as it would be a dps loss otherwise. Heavy thrust only while on the flank and needs to be kept up. impulse drive combo from behind only. And like heavy thrust, the disembowel buff and CT debuff need to be kept up. Sorry about if i sound nooby here, but what do you mean by a piority list for each spell? Oh and if you could explain what you mean by recast aura's, that would be appreciated :p Always Finish Combos. If you start a combo and a buff or Dot falls off. It is more DPS finish the combo then re-apply the DoT. Never break a combo once you have started one.
       
    17. kaihaider

      kaihaider Community Developer

      Joined:
      May 18, 2010
      Messages:
      1,325
      Likes Received:
      5
      Trophy Points:
      38
      Thanks, can you give me a list of spells that don't use gcd and could break a combo?

      aura means de/buff

      I messed up my Phlebotomize check btw, accidentally told it to not cast after HT instead of ID combo.

      priority lists are how crs work: goes line by line
      if this or this do this
      if this or this do this
      and repeat

      you can group up the ifs in different ways and do fancy 'this or this' checks, but that's the gist of it.

      Right now dragoons are:
      if HT buff has less than a second & is flanking & not in ttc cast ht
      if if behind & disembowel has less than 3.5 seconds & not in ttc cast ID
      etc

      I'm guessing that Phlebotomize and the jump spells don't use gcd so they are breaking combos because I don't have the additional checks added to them, because I assume gcd would stop them from castin :p
       
      Last edited: Nov 7, 2014
    18. exaccuss

      exaccuss Active Member

      Joined:
      Nov 10, 2013
      Messages:
      1,021
      Likes Received:
      6
      Trophy Points:
      38
      Phlebotomize does break combo's, however jump (even when used with power surge) does NOT break combo's. Leg sweep does not break combo and should be used whenever possible (unless you need it specifically for stunning). other skills like feint, HT, piercing talon etc etc do break combo. Hopefully that helps somewhat.

      as for the aura's, buffs like blood for blood/internal release etc should not be just blown all at once. Weave them in between combo's like in the forum post which helps improve dps. Heavy thrust re apply time should be fine, will test it in the future in case it needs changing. Dis/CT reapply time seems fine too.
       
    19. kaihaider

      kaihaider Community Developer

      Joined:
      May 18, 2010
      Messages:
      1,325
      Likes Received:
      5
      Trophy Points:
      38
      does Phlebotomize not use gcd? or are any of the "feint, HT, piercing talon etc etc" spells without gcd?
       
    20. exaccuss

      exaccuss Active Member

      Joined:
      Nov 10, 2013
      Messages:
      1,021
      Likes Received:
      6
      Trophy Points:
      38
      phlebotomize, feint, heavy thrust, piercing talon etc are on gcd and they interrupt combo's. Stuff like jump, leg sweep, dragonfire dive etc, are without gcd and do not break combo's at all.
       

    Share This Page