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  • Agility

    Discussion in 'Botbases' started by Deathdisguise, May 19, 2015.

    1. Deathdisguise

      Deathdisguise Community Developer

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      Every time a "return ________" line is called, it starts back at the top though, which is why I found it amusing. :D You treated it like a rotation I suspect, haha
       
    2. xergz

      xergz Member

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      /facepalm. I r a tard. I'm out of town till Monday. Will fix then. Our you can help me death and fix it for me[emoji4]
       
      Last edited: Jun 26, 2015
    3. Deathdisguise

      Deathdisguise Community Developer

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      Yeap! The code people submit doesn't have to be perfect, it's enough to give me a general idea of what needs to happen. :D
       
    4. xergz

      xergz Member

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      Oh that's easy.
      Impale to 35 sp,analyse+punish,impale to 30 sp ,analyse+punish.CK on cooldown.shred when nothing else is up
      I put stealth+ preparation on #2 cause that is supposed to be hit when you have 3 seconds+ on punish & CK.
      Thinking of sticking movement+ Cc breaks on #4.
       
    5. xergz

      xergz Member

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      Any updates death?starting on my engi now. Have no clue how to handle channel casts
       
    6. Deathdisguise

      Deathdisguise Community Developer

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      Sorry! I've been putting time into the quest profiles!

      An update: Been working on channeling as well (just started), engineer bots (now working), and stance changes (kind of working, needs prettying up)

      Also, the AbilityManager branch hasn't had any major issues, so it'll likely be merged into the trunk in the next update as well!

      What this means: Stalker will be able to stance dance, Engineer will be able to get some serious routine work done to it finally, and Spellslinger will be the problem child (still, haha)
       
    7. themarketguy

      themarketguy New Member

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      Looking for some feedback, trying to setup Warrior tanking build and having an issue with Power Link. I'm doing a check to determine if I have the buff, and if not and if KE is over 350, we're going to apply it... unfortunately it's being spammed on every global. It is an amp, am I handling amp buffs wrong - do they exist in some other space, I couldn't find one?

      Code:
      			if (SpellController.CanCast("Power Link") && Me.InnateResource >= 350 && !Me.HasBuff("Power Link"))
      				return "Power Link";
      
      Help would be appreciated.

      Thanks.
       
    8. Deathdisguise

      Deathdisguise Community Developer

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      It may work with SpellController.BuffCount(string buffName) != 0, if not, I'll rewrap HasBuff for you since the original one is hit or miss!
       
    9. themarketguy

      themarketguy New Member

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      didn't seem to work as: SpellController.BuffCount("Power Link") != 0

      Perhaps I misunderstand the syntax, in this case now it doesn't cast it at all.
       
    10. Deathdisguise

      Deathdisguise Community Developer

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      God I was off my rocker last night. (In my defense, it was Canada Day and I came home not at 100% ;). Use == 0 instead, hahaha.
       
    11. themarketguy

      themarketguy New Member

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      oh man, I feel pretty dumb for not catching that myself... yes, that does seem to work right.

      now i just need to figure out a way to overcome the input limit so that I can be sprinting around while still maintaining agility combat.
       
    12. Deathdisguise

      Deathdisguise Community Developer

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      Code:
      if (SpellController.HasAMP("WhateverItIsCalled"))
          GameManager.Movement.Sprint(false);
      
      Give that a go. :)
      (The 'false' is bool Stop, it's misleading, I know!)
       
    13. themarketguy

      themarketguy New Member

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      yeah, that works, full time sprint basically while in combat, makes kinetic drive trigger to help keep KE building, this is looking up. Thanks!
       
    14. themarketguy

      themarketguy New Member

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      Well, I've toyed with it for a bit and the combo works pretty darn well, power link and kinetic drive... power link is maintained fairly well. It's a common combination for dps warrior build as well, you may be interested in adding these to your warrior class base at the top of the full dps... up to you but I'll be using them in a few levels. basically you just move yourself for a moment every few moments to help keep KE up while power link gives you a big damage buff while it remains active.

      Code:
      			if (SpellController.HasAMP("Kinetic Drive"))
      				GameManager.Movement.Sprint(false);
      		
      			if (SpellController.CanCast("Power Link") && Me.InnateResource >= 350 && SpellController.BuffCount("Power Link") == 0)
      				return "Power Link";
      
       
    15. themarketguy

      themarketguy New Member

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      Last thought I have for the night is the following warrior addition, for the use of Stance: Onslaught against superior+ mobs. I'd like some opinion on improving the positioning and logic of this slightly so that it's only really used when appropriate and not over used, presently I've placed it at the head of the routine, and it works, but it seems like it's used when the cooldown of rampage really should be 3500 or less.

      Code:
      			if (Me.CurrentTarget != null && Me.CurrentTarget.HealthPercent >= 35 && Me.CurrentTarget.RankRaw >=5 && SpellController.CanCast("Stance: Onslaught") && SpellController.Cooldown("Tremor") > 3250 && SpellController.Cooldown("Rampage") > 4000)
      				return "Stance: Onslaught";
      
       
    16. Deathdisguise

      Deathdisguise Community Developer

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      I've put a lot of thought into Onslaught, and a smart way to use it, and ultimately I've decided that target based decisions are on hold until (if) the Preview Telegraph API comes into play, but to answer your request:

      Check if current target is MoO, Superior, and you can cast Onslaught:
      1. Burn all resettable CDs. (typically will just be a Tremor)
      2. Cast Onslaught
      3. Business as usual.
       
    17. Palenie

      Palenie New Member

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      Could you make it so warrior dps routine uses whirlwind?
       
    18. themarketguy

      themarketguy New Member

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      latest update in the repo had whirlwind

      Code:
                  if (SpellController.CanCast("Whirlwind") && Me.InnateResource > 900)
                      return "Whirlwind";
      
      those are the requirements.
       
    19. Deathdisguise

      Deathdisguise Community Developer

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      Indeed! It was added 2~(?) days ago! It's still a little iffy though, getting a wrap around channeled spells is a bit annoying. :(
       
    20. Palenie

      Palenie New Member

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      yeah it doesnt seem to work.


      EDIT: It does work, but like 50% of the time he cancels its channel. But for now i think its pretty decent! I'd change the && Me.InnateResource > 900) to > 500 thou, i feel it has a better uptime and just feels a bit smoother.
       
      Last edited: Jul 4, 2015

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