Hi, first let me say that I find this great CC! but I have a question. The CC is going great, but I find it sometimes very slow! What can hang together? Latency? (85ms) Botbase? (CombatBot) or is this normal? I also noticed problems when it comes to flying enemies to tank, then the CC does something rare! Would appreciate an answer! and again, great CC! lg
Hey Laricia, I'm not quite sure why it would be running slowly -- nor do I quite understand what issue you are having with flying enemies. Could you post a log for me to have a look at please?
I can't praise this CC enough. It is paired up and utilize all of the Paladin skills so well. It is simply amazing. Here are some suggestions though if you would hear it. Problem: Protection - CC can't deal with alternating tanks fight. The CC doesn't perform any actions when the target isn't hitting the character or targeting the character. In fights where tanking need to be alternate (due to debuff), the CC just doesn't work when it is waiting to taunt off the current tank (when taunt is set to manual). Suggestion: Have the CC attack regardless of having aggro or being hit by. Possible Problem: By implementing this, the CC might end up pulling CCed targets by itself. Perhaps you can have it scanned the debuff of the target? See if it has Sheep, Hex, etc on it and don't "pull" it when it does? Currently, by not attacking or even registering targets that isn't targeting the bot, the CCed allows you to stand next to a CCed target and not break the target (if tanking single mob) since it will treat it as single fight and won't AoE. Nice feature but might be broken by implementing suggestion unless you do the filtering by CCed debuff.
Hello Fifty Pence, times have a log from yesterday, maybe find something there, below where I was in the Vortex Summit! Lg and thank
Hey, thanks for the feedback HB4717A34 and Laricia. @Laricia I'm not quite sure what the issue is. There are a few exception errors in the log that should be fixed in the next version, but I don't see any particular reason why the CC would slow down -- nor why it would have issues with flying units. Are you using the english client? If not, that may explain it. Could you elaborate a little further on the behaviour you are experiencing with flying units? @HB4717A34 Thanks for the feedback! I have been working on a method to detect crowd control which is now implemented in my rogue CC. Once I get around to pushing the next version of Doctrine out you'll definitely see things being handled differently -- single-target logic will be used when crowd-control is nearby, and indeed the CC will continue to tank even if no nearby mobs are targetting the player character. Thank you for bringing this to my attention. You could say this version is more proof-of-concept than anything else, and the next release should see things streamlined and working much better.
Hey all, I have started work on the new release of Doctrine using BehaviorTrees. This will ultimately result in a faster, more responsive, and more efficient CC for all to use. I have set up an SVN at fiftypence - Revision 2: /trunk which will house my latest (unstable) releases. In many cases these releases will not be fit for use but the code will be there for any who might be interested. In terms of stable releases: we should be looking at a release with Ret fully functional within a day or two, with Prot following closely behind.
Hello FiftyPence Thank you for your trouble, so I will mainly use the German client, but I have to test it using the English client with the same result. To the theme of "inertia" I've noticed that when I taunt the issue then it runs better! Subject to the "flying opponents," I've found that it probably exactly what the problem is addressed HB4717A34 has the "not targeted" and "no enemy near"! I am waiting for your next update times, has perhaps done to my problem! Thanks again And excuse my English, it is not so good, so I use "Google" lg
can anyone verify this for me. I was using Doctrine0205 and lazy raider. ok I hit stop and it takes about 10 seconds to change to stop. hit start and stop and crash wow. so I try combat bot. with lazy I am doing about 12k and with combat bot I do 7.8k.....what is going on here, shouldn't they be the same? overall I hate ret. It takes forever to ramp up and any movement destroys it and back to square 1. poor eq is one of my problems I am #1 healer and until sunday I was #2 tank (in many ways lol)
It would be nice if you posted your itemlevel when you posted your dps, and in what kind of combat (single/aoe/tanking)
@Sparks I know I have said this before, but if you are going to be doing heroics/raiding with retribution, please -- for now -- use my RetRaiding CC. This version of Doctrine does not have the latest ret code implemented in it. Also, there should be no difference between LazyRaider and Combat Bot, I can only suggest that you perhaps stood out of range of the target for a while. The LazyRaider crash issue is a LazyRaider bug.
Looking for some brave volunteers to try out this experimental version of Doctrine using BehaviorTrees. It should now fully support both ret raiding and prot tanking -- taunting is not yet implemented for prot, but everything else should work. I would test it myself but alas, I no longer have a prot spec. The behavior I'm looking for feedback in particular is multiple-target combat as prot. The behavior I'm expecting is when you are near a target that is crowd-controlled your rotation should switch to single-target.
Is there a implementation timeline for the ability to Alternate Tanking (Off-tank)? I really want to Raid using your CC but can't yet until that is in.
hi i'm using this cc and i love it i works great but is their a way so it doesn't use taunt and righous defence. if those 2 spell are controlled by me i can use it to raid with this cc no it wants to pull every thing what is a bit 2 much. but anyway thank you very much and sorry for my bad english
HB4717A34, I am afraid that sort of implementation is impossible. Coding logic for every single encounter in every Cataclysm raid and the appropriate backup logic (is the other tank dead, etc) would be a gargantuan task that would take a very long time. However... edit: perhaps I could implement something like only tank your focused mob, or do not tank your focused mob. I will look into this. Jilles and HB4717A34, The experimental version I posted at the top of page six (this page, I believe) named DoctrineBTtest.zip does not include taunting nor buffing. This means that, if you are working on an encounter that requires tank swapping, you can simple disable righteous fury when the second tank taunts from you, and enable it again when you manually taunt back. This version does not include any targeting code either, which means you can tank what you want -- simply select it, move towards it, and let the CC do the rest.
hey fiftypence i tried you test cc and it works perfect no taunting and stuff used it duringa FL trash run and it worked well. except 1 thing divine plea. the cc doesn't do that anymore. i don't know if that has to do with the no buffing. but anyways it is perfectly for raids no i think . greetz Jilles
Thanks for the feedback Jilles and you're absolutely right, I overlooked Divine Plea when I restructured the code and forgot to add it back in. I'll get it added back in for the next release.