Sin702, Thanks for the post. Sending the pet is part of the spell priority, and there are 10 unique spell priorities (solo/battlegrounds/instances each spec plus a lowbie priority) just for hunters. My "guess" (which means I don't have a log file to look at) is that leveling is being done via questing and using a questing profile is being used that sets the Pull Distance to 25 yds or less, which isn't a Hunter friendly choice. I am happy to modify the Hunter behavior to reduce damage taken and the need for disengage/kiting, but would need to some details before going down that path. Attach a debug log to your next post (see the Reporting Bugs post for steps on how to enable Debug Logging) and add a logmark at the point where you felt there should have been a delay between the pet being sent and the Hunter attacking, along with a description of why it would have helped for the specific encounter and I'll do my best to handle it automatically or provide a user setting so they can choose whether the Hunter waits for the pet to get aggro or not. Thanks for the post and good luck with your Hunter, Bobby53
Tumbum, The log file attached doesn't disable Kiting: Is it possibly you disabled the setting but left the config window open (so didn't click Save..?) Most options in Singular do not take effect until clicking the Save button. There are a few exceptions (which I will resolve in an upcoming release) but for the most part, settings changes do not take effect until Saving. Please disable the option and click save and post again if you continue to experience an issue. Note: you would also need to set Disengage Allowed to false as well if you select the Wild Charge talent to disable all defensive movement. Thanks for the post and good luck with your Druid, Bobby53
Lemmi, Best to post them in the forum. Happy to look at any and all suuggestions. Be sure to attach a complete log with your post. -Bobby53
I double checked this and restarted HB aswell. But its on Disabled but toon is Kiting. As Balance Druid disable Disengage? Wild Charge? As Feral/Guardian but as Balance too? But will test it. *edit* ok i think i found it, it is my fault. I just disabled Kiting at "General" Tab, but there is a Kiting in the Class Spec. as well that i didnt see Sorry it think this will work now, will test and i dont post its ok.
tumbum, Nice catch and thank you for pointing that out! That's an artifact from quite a few revisions ago and should have been removed so that all classes which allow kiting are controlled by the settings on the General tab. The net effect would be if the Class Specific setting were enabled it would be kiting way too often. I had heard that comment from others, but thankfully I could count on tumbum for a log file and some insight. Much appreciated. Look for the one in Class Specific to go away next release. Thanks again and good luck with your Druid, Bobby53 Edit: since Disengage settings are similar, checked those and they also had class specific verisons for Balance still. Fixed in next release.
Ill definitely get a log for you the next time i start to level my hunter again. I dont play him every day, just when im bored of my lv 90's lol.
Hi Bobby! I made some minor changes to the instance routine for brewmaster, I'm pretty sure you can apply these to the normal rotation as well. Code: #region Instance [Behavior(BehaviorType.Combat, WoWClass.Monk, WoWSpec.MonkBrewmaster, WoWContext.Instances)] public static Composite CreateBrewmasterMonkInstanceCombat() { var powerStrikeTimer = new WaitTimer(TimeSpan.FromSeconds(20)); return new PrioritySelector( Helpers.Common.EnsureReadyToAttackFromMelee(), Helpers.Common.CreateAutoAttack(true), Helpers.Common.CreateInterruptBehavior(), // Execute if we can Spell.Cast("Touch of Death", ret => Me.CurrentChi >= 3 && Me.HasAura("Death Note")), // make sure I have aggro. Spell.Cast("Provoke", ret => TankManager.Instance.NeedToTaunt.FirstOrDefault(), ret => SingularSettings.Instance.EnableTaunting), // apply the Weakened Blows debuff. Keg Smash also generates allot of threat Spell.Cast("Keg Smash", ctx => Me.MaxChi - Me.CurrentChi >= 2 && Clusters.GetCluster(Me, Unit.NearbyUnfriendlyUnits, ClusterType.Radius, 8).Any(u => !u.HasAura("Weakened Blows"))), Spell.CastOnGround("Dizzying Haze", ctx => TankManager.Instance.NeedToTaunt.FirstOrDefault().Location, ctx => TankManager.Instance.NeedToTaunt.Any(), true), // AOE new Decorator(ret => Spell.UseAOE && Unit.NearbyUnfriendlyUnits.Count(u => u.DistanceSqr <= 8 * 8) >= 3, new PrioritySelector( // cast breath of fire to apply the dot. Spell.Cast("Breath of Fire", ctx => Clusters.GetCluster(Me, Unit.NearbyUnfriendlyUnits, ClusterType.Cone, 8).Count(u => u.HasAura("Dizzying Haze") && !u.HasAura("Breath of Fire")) >= 3), Spell.Cast("Zen Sphere", ctx => TalentManager.IsSelected((int)MonkTalents.ZenSphere) && Me.HealthPercent < 90 && Me.HasAura("Zen Sphere") && Me.CurrentChi >= 4), // aoe stuns Spell.Cast("Charging Ox Wave", ctx => TalentManager.IsSelected((int)MonkTalents.ChargingOxWave) && Clusters.GetClusterCount(Me, Unit.NearbyUnfriendlyUnits, ClusterType.Cone, 30) >= 3), Spell.Cast("Leg Sweep", ctx => TalentManager.IsSelected((int)MonkTalents.LegSweep)) )), // ***** Spend Chi ***** Spell.Cast("Rushing Jade Wind", ctx => TalentManager.IsSelected((int)MonkTalents.RushingJadeWind) && (!Me.HasAura("Shuffle") || Me.Auras["Shuffle"].TimeLeft <= TimeSpan.FromSeconds(1))), Spell.Cast("Blackout Kick", ctx => !Me.HasAura("Shuffle") || Me.Auras["Shuffle"].TimeLeft <= TimeSpan.FromSeconds(1)), Spell.Cast("Tiger Palm", ret => (Me.CurrentChi >= 2 && SpellManager.HasSpell("Guard") || (!Me.HasAura("Power Guard") || !Me.HasAura("Tiger Power")) && Me.HasAura("Shuffle"))), //Spell.Cast("Tiger Palm", ret => Me.CurrentChi >= 2 && SpellManager.HasSpell("Blackout Kick") && (!Me.HasAura("Tiger Power") || Me.Auras["Tiger Power"].StackCount < 3)), Spell.BuffSelf("Purifying Brew", ctx => Me.HasAura("Stagger") && Me.CurrentChi >= 3), // ***** Generate Chi ***** Spell.Cast("Keg Smash"), Spell.Cast("Spinning Crane Kick", ctx => Me.MaxChi - Me.CurrentChi >= 1 && Unit.NearbyUnfriendlyUnits.Count(u => u.DistanceSqr <= 8 * 8) >= 3), // jab with power strike talent is > expel Harm if off CD. new Decorator(ctx => TalentManager.IsSelected((int)MonkTalents.PowerStrikes) && Me.MaxChi - Me.CurrentChi >= 2 && SpellManager.CanCast("Jab") && powerStrikeTimer.IsFinished, new Sequence( new Action(ctx => powerStrikeTimer.Reset()), Spell.Cast("Jab") )), Spell.Cast("Expel Harm", ctx => Me.HealthPercent < 90 && Me.MaxChi - Me.CurrentChi >= 1 && Unit.NearbyUnfriendlyUnits.Any(u => u.DistanceSqr <= 10 * 10)), Spell.Cast("Jab", ctx => Me.MaxChi - Me.CurrentChi >= 1), // filler Spell.Cast("Tiger Palm", ret => Me.CurrentChi < 3 || !SpellManager.HasSpell("Blackout Kick") || SpellManager.HasSpell("Brewmaster Training")), TryCastClashBehavior(), //Only roll to get to the mob quicker. Spell.Cast("Roll", ret => MovementManager.IsClassMovementAllowed && Me.CurrentTarget.Distance.Between(10, 40)), Movement.CreateMoveToMeleeBehavior(true)); } #endregion I've added so it checks Chi < 3 on Tiger Palm filler in case we don't have anything to do, also added Tiger Power aura check and Power Guard aura check up on the <Chi Spend> section. Thus providing a higher uptime on Power Guard and Tiger Power. Also we should use Keg Smash on cooldown since it's our main dps / threat spell. (In the <Chi Generate> section)
No worries. It could be unbalanced for a specific spec as the majority of the leveling testing has been BM, or it could be the Pull Distance, or something else entirely. If you encounter again just pull the detail together and post and I'll definitely look into it for you. Thanks for the post, Bobby53
Hey! so. i don't know much about programming but after lurking the ccs trying to understand and comparing between different routines over the forums i have some basic understanding of what most lines mean, at least when it comes to the castings and some conditions, i even played around and made a custom but ended up breaking it (for example my mage wouldn't cast frostfire bolt with brain freeze, ever), so i think it would be better to let someone who really knows what he is doing do the job and help the community . The basic problems i found in this profile for pvp are.. first, the way it wastes a lot of deep freezes when he should be doing a good ol' powerfull shatter combo, i found several problems. One is that being set in the common.cs to cast ice barrier, and the same with incanter's ward if under attack, on cd, it would often cast it after deeping the target instead of laying the law and pummeling some bastard ass. I would propose to put some conditions to not cast if the target is frozen or deeped. (i don't remember if it was an issue with this cc and i fixed it or was another cc, but also don't let it cast ring of frost to DFrozen targets) (the same is true for spell steal but i don't remember this CCs behaviour with it) The second problem with wasted deeps is similar but with frost bomb, as he wants to cast it on cd he often find it is a really good time to do it when the target is deeped, and thus the bomb explodes after it expires (Note that if i was talented in living bomb or nether tempest i would want to cast the bomb on the frozen target as the incresed critical and damage stay for the whole duration of the bomb). I would propose that in the routine there should be a priority check starting with if the target is deeped he should change the routine to a shatter combo, by this i mean a combinations of frostbolt and icelance instantly after. Normally 1 frostbolt and 2 ice lances fit the deep duration without icy veins, with this buff 2 frostbolts and 1 icelance is posible and do better damage. He could decide to cast frostbolt or icelance depending on the duration of the deep freeze remaining on the target, something like If duration remaining > 2 seconds cast frostbolt, else icelance.. though maybe checking may take time and not instantly cast the ice lance after the bolt not being able to cast the second IL (this happened to me when i tried, i got some code from an old routine i found in the forums and adapted it to this CC, i could paste the line here if you want) and would be better to optimize damage to just have a pre defined sequence of FB-IL-IL and FB-FB-IL (maybe another IL) if i'm buffed with Icy veins or Bloodlust-heroism-timewarp. The third problem, though i believe it would be fixed with the above change, is casting frostfire bolt in frozen targets, something unnecesary in mop since brain freeze now treats the target as frozen, a little more damage but a waste of frozenness (the word exists! i swear!). Fourth would be casting pet freeze on deeped targets, but this started, i think, after i added frozen orb into the rotation with which it would DF the target, it gives 1 finger of frost charge when it reaches a target. It would be really usefull if it was smart enough to check the status of the target and not waste it. This smarter use could open the posibilty of new shatter combos (FB-IL) outside the DF, but is more complicated as it could mess the opening, you could allow the casting of Fbomb or frozen orb, so you don't delay them that much, and maybe shields if needed. Maybe i would leave it alone for now, and experiment with it after all the changes settle. Another issue is that frozen orb is absent from the rotation, and yes i mean single target. This spell is a beast and should be casted on cd especially if the target is about to be frozen as the damage is really high, even in single target, and the procs it gives are a blessing. I took from.. king-wow i think, this line to make it work, don't know if it's really necesary for it to be exactly like this, but it works: Spell.Cast("Frozen Orb", ret => Unit.UnfriendlyUnitsNearTarget(10f).Count() >= 1) Something else that could be very useful is to enable the cc to detect if it has cold snap as a talent and use it everytime after an Ice block, maybe through the detection of Hypothermia, the cooldown or just a casting sequence after block. The talent is basically giving block 2 charges and a small heal, so its always best to use it right after a block. Last, if you want to go far with optimiation, you could allow it to cast Fireblast if the bot is moving, doesn't have any cast on the move buffs, and no finger of frost or brain freeze procs, as it is the "hardest" hitting ability available. Well, to give some sort of clearer view of what i mean, this would be, kind of, the order i would use (excluding pet freeze as it is more tricky and would leave it as it is right now): If it is a priority check it should restart everytime any of the actions is completed right? not sure how it works. - Check if target has Deep Freeze, if it is, change sequence and cast shatter combo until it expires, else keep going. - Cast Frost Bomb - Cast Frostfire Bolt if i have Brain Freeze buff. - Cast Frozen Orb. - Cast Deep Freeze if the target is frozen (nova'ed) or i have a Finger of Frost. - Cast Ice Lance if i have Finger of Frost, and considering no changes to pet freeze behaviour, or the target is frozen. - Cast Fire Blast on movement. - Cast Ice Lance on movement. - Cast Frost Bolt And don't cast shields or spellsteal when the target is deeped! I think this is all for now, maybe i forgot something, will check later. Hope you consider this changes and they are helpful! I will check later if you have any questions.
Bobby, I have a bit of a specialist request - as you know I am an avid user of singular, in my testing it is always performing as well or better than any other CC for the toons I play. I do end game heroic raiding with it as well as farming, and leveling, so there is no place where I haven't used singular. There are however some very specific encounters that require me to consider something like pure (much to my dismay) and tyreal (because pure doesn't seem to play well with raidbot) In some encounters it is necessary to reserve readiness to allow me to use disengage repeatedly, I realize readiness is a key to the hunter rotation and consistently high dps (unlike others, I don't want to be the top DPS all the time, I figure since I am cheating I shouldn't be making others look bad! ) - However for battles like Lei Shen, Iron Qon, Jinrok, or even tortos and rock fall it is usefull to be able to store readiness so that I can use deterence as a life safer or in some cases to actually avert a boss mechanic keeping me alive. I have in the past attempted to edit the singular files, as I am capable of changing that logic myself, but I can't figure out how to tell singular to stop checksumming the files, so the other option is to ask you to consider allowing actual shot selection (this would be useful for all classes in my opinion, and would allow some flexibility and catering) to allow me to disable readiness so it could be used manually. Thanks - Xaq
Bobby, Here is a log in diagnostic mode. Showing when attacking mobs, it does not send pet first that the pet is a follow up. View attachment 5976 2013-08-06 00.49.txt If there is anything I have wrong in the settings let me know. For questing, hunter should always send pet first, wait at least 1 sec for pet to gain aggro and then attack, and focus whatever mob the pet is targeted to. This would help eliminate the need for kiting which usualy leads into other mobs and dieing alot. Also on a side note, the skill Dire Beast should have an option to be casted on everything or boss only. Summoning a 15 sec pet doesnt seem logical for trash mobs
Yo mr iron chef Need confirmation this is brodiemans profile issue and not singular. It makes the blacklist after killing mobs, like it has MobID instead of UseID, marks a mob, obvs cant "use" mob and blacklists it, then it runs up to it, gets attacked and autoattacks its way trough it. Below makes me believe its not singular issue. Code: [CollectThings-v719(warning) @line 54]: Taking too long to engage 'Mercenary Engineer'--blacklisting Logs: View attachment 3804 2013-08-06 10.53.txt Another issue, and this is singular i think, is after it fuckups, namely in packs of mobs, it will target a mob, face the wrong way and do nothing. Last long entry should show this behaviour. Why cant bot/singular code a failswitch in, im pretty sure the bot can always analyze if a mob is attacking you, if it is, throw an override that makes singular start attacking, if condition is hostile or w/e floats your boat. The override needs to override a blacklist if a blacklisted mob is actively attacking you. Lastly, not your issue, but we need ability to block retard bot from eating 300 stat raid food, it just ate food for 1k in 30 minutes due to these bugs...
Warlock - lvl72 - Borean Tundra - Quest: Taken by the Scourge Got the Problem that most of the time my Toon just run to the Cocoons and Autohit 1 time. After Autohit he directly get a new Cocoon in target and go on. This way he cant destroy the cocoons to rescue the Warsong Peon Freed. You can look at the whole Log, this is from the beginning of picking up the Quest. Logmark1: Toon use a speel to destroy a Cocoon rest of the Logmarks and log he just move from one cocoon to the next and cant destory them.
Sin702, Thanks for the followup! When creating a log regarding an issue, you'll want to follow the steps in the Reporting Bugs [CLICK HERE] post. As for the description of how to blend sending the Pet during combat, I don't think I agree with the description as a behavior description that always applies. The importance of them gaining aggro is directly tied to how far away the target is and possibly how many mobs there are. The further away and the fewer the mobs, the less need there is since at a distance the Hunter should be able to kill them before the reach melee range. Since there is no minimum distance for Hunters anymore, as long as they don't take too much damage its better to have the mob approach you. This closes the distance required for the hunter to move to loot the corpse and ultimately increases questing speed. However, I do believe you are correct in that there are times it should allow the Pet to gain aggro before attacking and I am happy to look at accounting for those circumstances. I just need your help in identifying those specific ones and if possible provide a log associated with it (with Debug Logging set to true as described in the post linked above.) As for Dire Beast, it's a 15 second Pet with only a 30 second cooldown, so I'm not sure how it is being wasted given its quick cycle time but am happy to look at specific instances of that as well. "Typically" Singular will save abilities for use on bosses (or extreme circumstances) when the cooldown is 2 minutes or greater. There are exceptions, but that's the general rule. Additionally I try to avoid spell specific settings with the exception of Group Healing. Thanks for the post and good luck with your Hunter, Bobby53
tumbum, Based upon what is provided this does not appear to be a Combat Routine issue. It appears you are using a Cava profile but I don't see it available for download. Where did it come from? From what is available I see the questing profile appears to be using InteractWith to cause the toon to hit the cocoon. Even though the cocoon is attacked, it does not generate aggro and you leave combat quickly so the Questing BotBase realizing it is not in combat and has already successfully interacted with that target, moves on to the next cocoon in attempting to satisfy the quest objective. So it appears to be acting in accordance with what I am presuming is coded in the profile. In looking at Kick's profile collection for the same quest, it attempted to complete it in a similar fashion, however that profile no longer picks up that quest (I'm assuming that is due to the same issues just discussed.) Completing this quest would either require a quest specific quest behavior, or a revision to InteractWith allowing the profile author to specify a parameter forcing it to repeatedly interact with the same target until it is dead. Thanks for the post and good luck with your Questing, Bobby53
LoL sorry, im so use to reporting issues with diagnostic mode. But I kinda fixed the problem...i just turned off kiting to avoid from getting other mobs.
Hello Bobby, here is the Code from Cavas Profile for this Quest. He told me that it maybe a QB "CollectThings" Problem. Code: <If Condition="HasQuest(11611) && !IsQuestCompleted(11611)" > <CustomBehavior File="CollectThings" QuestId="11611" MobId="25284" CollectUntil="QuestComplete"> <Hotspot X="2675.089" Y="6074.845" Z="55.05553" /> <Hotspot X="2636.164" Y="6064.084" Z="53.16634" /> <Hotspot X="2606.468" Y="6093.677" Z="53.8175" /> <Hotspot X="2596.933" Y="6133.021" Z="48.30582" /> <Hotspot X="2623.493" Y="6163.411" Z="38.97411" /> <Hotspot X="2645.224" Y="6198.314" Z="38.96028" /> <Hotspot X="2672.466" Y="6227.875" Z="39.31603" /> <Hotspot X="2703.262" Y="6254.375" Z="39.19198" /> <Hotspot X="2724.145" Y="6286.323" Z="55.24308" /> <Hotspot X="2706.068" Y="6253.236" Z="39.43274" /> <Hotspot X="2677.076" Y="6224.407" Z="39.31338" /> <Hotspot X="2648.277" Y="6195.965" Z="39.12837" /> <Hotspot X="2656.684" Y="6156.653" Z="39.75703" /> <Hotspot X="2666.828" Y="6117.349" Z="40.14813" /> <Hotspot X="2667.235" Y="6078.358" Z="54.32464" /> </CustomBehavior> </If> as i told. he target one cocoon, autohit 1time and target a new cocoon dirctly. run to this one, autohit 1 time and go on all the time. possible that he will use a spell to destroy the cocoon maybe 1 out of 20.
tumbum, No, I don't believe its a problem with the Quest Behavior. The quest profile is using a quest behavior for something it wasn't designed to do. In reviewing the CollectThings.cs it's goal is to interact with the target unit/object once, not to interact with it repeatedly until it is destroyed. Profile authors sometimes use the interact technique at times to initiate combat with a mob. After the initial white swing from the interact (effectively a right click on the mob) typically what happens is this places your toon into combat. The questing botbase will notice that the character is now in combat and call the Combat Routine to kill the target. The problem with trying to complete this quest objectiv in that manner is that it appears the cocoons do not put the character into combat, so the questing botbase doesn't see a reason to invoke the combat routine and you are left with a partially damaged but still alive cocoon while your character moves to the next hotspot. I am not aware of the full arsenal of quest behaviors so possibly CJ or someone else could advise if a better tool already exists, but it appears that InteractWith and CollectThings were not designed for this task and would require modification to complete this task. Ultimately you would be looking for a quest behavior named KillThings rather than CollectThings. -Bobby53
Oh man, multi-pulling would be an amazing feature! Also if you could integrate "Cloak-and-dagger" for rogues, that would be awesome: It removes the positional requirement completely and you can attack from 20 yards away. Kind Regards Cloak and Dagger - Spell - World of Warcraft