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  • Altec's Rogue Routine

    Discussion in 'Archives' started by altec, Nov 24, 2012.

    1. ebinjabr

      ebinjabr New Member

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      which bosses have you tried?
       
    2. Langa

      Langa New Member

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      Both parts of MV in Lfr , haven't event tried the rest yet even though i can get in , too embarrased to go haha.
      its good when it does Aoe on the mobs gets up there. But when its the single bosses can barely break 38k .
       
    3. altec

      altec Community Developer

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      If this is your result, I would direct you to the topic of submitting a bug, on the first post. This way I can look and try to find the problem.

      Without this, can't help you much...
       
    4. Langa

      Langa New Member

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      In at work right now , i will post a report when i get home . It seems to be working correct just low dps . Thats why i didnt post to start off with . Thought it might be something wrong on my part .
       
    5. froggystyle

      froggystyle New Member

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      this thing rocks in lfr i have ranked top 150 on every boss with version 1.0 if your doing shitty dps reforge an get your crap straight make sure ya have daggers
       
    6. Langa

      Langa New Member

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      *edit* did a few raids last night in assasination spec dps was roughly 47-50k so a decent increase . No idea what the problem was the other night .

      Thanks
       
      Last edited: Dec 11, 2012
    7. er1c

      er1c New Member

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      testing this using the latest svn, doesn't seem to keep 100% rupture time as assass even sometimes leaves it off for 5 seconds n this was testing it on spiritbinder which is basically a patchwork fight at least for me cus i rarley ever get sent in
       
    8. altec

      altec Community Developer

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      Yea, I am working on this. I also have an issue where 2 rogues in the same raid apply rupture, the bot thinks their is yours. Working on that as well.
       
    9. altec

      altec Community Developer

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      Ok, update comming at you for 1.2! In this update we get the following: fixed bot checking your debuff instead of anyones debuff; added in beta combat routine for pve (still working on blade flurry code); and some minor stuff that I cannot remember. Anywho, SVN updated! post back your results please!
       
    10. altec

      altec Community Developer

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      Updating SVN with the following: Beta version of 3-in-1 spec routine. Would enjoy some testers. I have tested assassination / combat rotations, but not Sublety. Both assassination and Combat routine are down pat, so it seems with no errors. Combat is still lacking a good Blade Flurry code, working on that, it is usable, but might not work 100%
       
    11. gorunn

      gorunn Member

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      Altec, i have small suggestion mate. You can add that if combat is over and you have leftover combat points CC will use it on Recuperate, or if youre full on HP (or above set limit in Recuperate settings) then on SnD. Personally, i would go for full hp settings. All three specs have gains from those two buffs so its a shame not to put them in good use if you have leftover combat points.
       
      Last edited: Dec 15, 2012
    12. altec

      altec Community Developer

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      Sure, give me a few minutes, I'll add that setting in and test it for a while.
       
    13. altec

      altec Community Developer

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      Ok, coded into the 3-in-1 routine, unless you wanted it in a specific CR? But then again the 3-in-1 is the same as the separate CR's . . . Will use all CP's available when out of combat to recuperate if you HP% is below the recuperate setting (even if recuperate is not checked in the GUI) and if you have recuperate active after combat it will spend the CP's on Slice and Dice. Uploaded to SVN
       
    14. gorunn

      gorunn Member

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      That was fast! On it! ty :D
       
    15. altec

      altec Community Developer

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      =D I did say a few minutes
       
    16. ShadowWalker

      ShadowWalker New Member

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      Altec,

      Thank you for your hard work on this great CC. I have been loving it for the short time I have used it. I have a request and I am not sure if it has been made yet, but is it possible to add the ability to use food when health is low. As it is now I will run into combat with less than 50% health.
       
    17. gorunn

      gorunn Member

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      Tried it, its working good. :D
      Now, i tested your beta 3-in-1 CC (mainly combat) since im that atm and compared to other ones, so here are my few suggestions if you dont mind.

      1. Add ripture as option in GUI for combat rotation since its only ~1% DPS gain at higher end gearing, and its only 5CP Ripture which is gain, everything below that its considered as DPS loss.
      2. Add food support for around 40% hp, or any %, its pretty much ur choice.
      3. I noticed that CC is starting with 1CP SnD and Recup and slowly build up, increasing by 1CP everytime it needs to be refreshed. Isnt it optimal rotation to start with full 5CP SnD?
      4. Correct me if im wrong, i havent played a rogue for quite some time, but isnt Combats rogues rotation something like this:
      Opener - Ambush,
      Revealing strike - keeping debuff up,
      Sinister Strike - main CP builder,
      Finisher - preferably 2+ CP SnD - to maximize uptime and reduce number of finishers to keep it up, but main goal is to keep it up at all time, preferably 2+ CPs,
      Finisher2 - always 5CP Eviscerate while SnD is up,
      Cooldowns on demand, preferably while BG's is at its max (3rd level)
      Tricks on highest DPS in raid (you sorted this by casting it on focus)

      Ripture for advanced combat, preferably on 5CP, but any amount is ok, its max ~2% DPS gain.
      Now why am i doing all this? The issue is that i noticed that its slowly building duration of SnD and Ripture by 1CP in every next turn. Since my enchants and trinkets are "on proc" which usually proc at the start of the fight, i noticed that far to many finishers are wasted in refreshing those two and building their uptime, so bonuses on item procs are wasted on finisher that gives us ~2% DPS and our mandatory, non damaging buff. Routine was pulling off optimal rotation after ~40-50sec in fight, cutting close to second item procs, in most cases even wasting them.

      Im saying this cause i tested few combat routines, and even so they looked slower, a bit sloppy and they all had Kidney Shot in their rotation they managed to outperform DPS of your beta by 4-5k.

      That all being said, its really well done CC, even in beta its doing great job, specially on AoE avareness, i really hope that you will manage to develop it to be top CC and im volunteering for a tester if you need one. :D
       
    18. altec

      altec Community Developer

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      Thank you for the reply, as well as ShadowWalker. Yes I need to work on the food support, I will look into this soon. I am thinking of adding in a rupture option, I had one in but removed it while I was assassination. I never did get around to adding it back in.

      Opener:
      I had Ambush in the routine, but as I was unsure the bot can get behind the target 100% of the time, or on certain fights where you should not be behind the boss, I had it doing Cheap Shot for leveling. Was thinking of changing it to Garrote. I also need to add in an option for the user to decide what openers to use.

      Slice and Dice:
      The 1CP SnD was optimal as it did not ever get counted for the Combat buff reducing, that and you do not recieve any bonus for having higher autoattack, other then OH hits which give you +energy. As an opener, if Ambush is not used, you use Garrote or Cheap shot, which both give +1 CP. SnD is used to get the buff active, then the next thing is RS, to get that buff up. At this point, the bot with either Rupture or refresh SnD. With a 12sec SnD, I'd bet it usually does Rupture. If you SnD falls off here, you will still use Sinister Strike to get some CP's above no CP's, thus giving you 2CP SnD and your rotation begins. I can see a x-20sec start of the fight being low damaging, in theory. But if you are starting a fight, a boss I assume?, you will most likely pop AR at the start to get your rotation pumping faster and less time wasted on getting initial buffs active. Or, are you talking about trash / all kinds of fights other then raid bosses? I can understand if using for leveling up and the like. I'll look into this.

      Revealing Strike:
      Revealing Strike should but up 95% of the time, and when it is not up I noticed it going back up rather soon. I added in a check to not using any damage finisher or Sinister Strike (the only skills that get benefits from RS) unless RS is active.

      Sinister Strike:
      Is only used when you are not AoE'ing mobs. That and you have RS active.

      Finisher(s):
      I'll check to see what SnD is optimal with damage output. Eviscerate is only used when 5CP + is obtained, looking into having rupture a user decided option.

      CD's:
      As combat, I can understand why you want to wait until Deep Insight. I assume you only want to hold off trinkets / on use items that are equipped? Or do you mean AR / KS / exc? If you use KS at the start, it will be up by the time you get to DI, AR to get your rotation started ASAP, so that is not a waste. But to only use it while inside DI? It will be a dps loss, But I will check this with my current gear over a 10-minute period.

      ToTT:
      Usable on focus target, if not dead and if you have one. People have been asking for an option to turn on / off in the GUI. Why?
       
    19. ebinjabr

      ebinjabr New Member

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      For the ToTT part sometimes i am giving tricks to 3-4 different people in some situations its good to have it off and use manually rather than change your focus everytime. Not a real issue to be honest just gives more control to the user, since you made this nice GUI why not add it :p nice work btw!
       
    20. gorunn

      gorunn Member

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      Yes, something like this. In some phases of some fights im giving tricks to different classes/people.

      And yea, im using AR/KS on opener, to maximize their uptime during boss fight, so that part of rotation is ok, AR can easily help me to get my energy regen up and start 5CP rotation faster. I was also talking about trash mobs, where, without AR used on start, my rotation is slowed down and im unable to get it to optimal value before trash dies. This also gimps "carrying buffs into next fight" in most cases forcing CC to start rotation from scratch, thus 1CP finishers. The result it quite expected, medium position on DPS meters during trash clearing and near top on boss fights.
       

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