Again, maybe I am missing something here and need to learn something, but what scenario could happen that you are unable to cast execute? They both have 30 rage and execute has no cooldown, is it even possible to rage-cap with a 30 rage ability that has no cooldown? All theory aside, my raid leader is another fury warrior and he complained that my dps is lower than it should be because I don't execute enough, I am going to leave this change for now and see how it affects my dps through this weeks raid.
Excute causes a global cooldown. HS can be used even if the GCD is cooling down. But I have to agree. Execute should have the highest priority after CS. It even has a higher priority than BT, because the rage is genererated with damage: If you don't have enough rage, then use BT, but if you have enough for execute, then EXECUTE. The whole rage generation thing doesn't really count in that short phase where the boss is under 21%. In that phase only two things are important: 1. Is CS up? NO => Use it if you can. YES => EXECUTE 2. EXECUTE BT should be used only if there is not enough rage for execute. Not primary to have enough rage for execute. I know, what nomnom wanted to do. He wanted the routine to do as many executes within the uptime of CS. Therefore BT has an higher priority than execute. But that is absolutely wrong. And the use of RB or other abilities (except of HS) is the biggest mistake during the <21% phase... I hope my bad (drunken) english made some sense.
In a raid envirement with a long execute phase, only using executes within CS and using BT to gain rage makes perfect sense. When it dosen't make sense, however, is when the Routine is pooling rage for execute at a very low boss hp percentage, like 1-5%.. then the fight ends and you have full rage, unless you use it manually. Any way to make the routine check the mobs HP and make it spent all rage on execute on very low HP on the boss? like 3%? I find myself ending the fight with loads of rage with this routine, which feels like a bit of a waste.
Internal revision 211 is on the developers SVN. * Implemented diagnostics to write to log file. * Logging updated. * Hash sets updated * Updated trinkets & hands code to work multi-spec (Avatar, BB & SB). * Arms added as single target, multi target & interrupts (No GUI yet). * Added Heroism support to the settings. * Global: Added InitializeCaching() for caching functions. * Global: Updated InitializeOnKeyActions(). * Global: Added several extra Aura checks. * Prot: Updated InitializeProt tree. * Prot: Updated Shield Block & Shield Barrier method. * Fury: Updated InitializeFury tree. * Fury: Unmerged TG & SMF single target trees. * Fury: Updated TG & SMF trees to SimulationCraft 520-8 (r16290) (With very slight differences). * Fury: Revamped multi-target (AoE). Much higher AoE DPS! * Fury: Improved cool down lining-up. This is a major update, the update has much code changed so I need thorough testing! For anyone who was able to use 210, it's the same only diagnostic logging added . Ending up with rage is indeed something I'd like to address in a future release, but it's not on high priority for me. The routine does a pretty decent job at taking care of rage pooling, and I have to be very careful when messing with that. There are still many things to improve, which I'd like to do first. Execute is on GCD while Heroic Strike is not. It's an emergency ragedump during execute. Wasting rage cause you are full is the worst option you have. I'm not going to discuss about your raid, as I have no details on that. Your raid leader can be a total retard, or brilliant ... Either way enjoy the edit, let me know the outcome.
New version works BRILLIANTLY. The only obvious flaw so far, is the lack of rage dumping at low mob hp. But for now, I just turn off the rotation with a hotkey and rage dump manually when the boss is very low. Thanks alot nomnom. If there was a paid version i'd buy it. 100% TY!
You can always donate using the PayPal button at the first post, I do have an idea how to take care of the ragedump ... In a few versions maybe .
No, settings are not added yet. Arms is far from done, stuff like cooldowns are also not implemented yet. Basicly it's just the Single+Multitarget rotation and interrupts ...
Nom - Execute is just not popping when it should. It highlights the icon as if its about to be used, the rage is there, but does absolutely nothing. Very inconstant. I also noticed that Dragon's Roar is having the same short of behavior. Execute does go off time to time the last 20% but nothing like it did in 2.08, which I've gone back to using. I know that there was a fix for this same exact problem a few revisions ago that did wonders but now we seem to be back to that issue again.
Internal revision 212 got an update on developers SVN. * Updated execute code during <= 20 HealthPercent. * Added extreme rage dump execute code for <= 5 HealthPercent (G.AlmostDead). * Further updated diagnostic logging. * Rearranged some code. Also; Tyrael has a new release on its developers SVN, try it out! .
extreme execute dump arrived way faster than i expected - dragon's roar also seems to trigger more consistenly now. awesome.
The developer version is quite often using Dragon's Roar BEFORE Bloodbath, other than that, looks solid.
Awesome work this guy is doing. If any of you out there, new or old are really enjoying his work, efforts, time and passion, please consider thanking him with a donation. Many of us already have! Awesome awesome work!
Impossible single-target. Must be UI lag for you then. Multitarget is a different case though; PHP: S.Cast("Dragon Roar", ret => G.DRTalent && (G.BloodbathAura || G.AvatarAura || G.SBTalent) && !G.ColossusSmashAura && ( (SF.Instance.Tier4Abilities == YBEnum.AbilityTrigger.OnBossDummy && U.IsTargetBoss) || (SF.Instance.Tier4Abilities == YBEnum.AbilityTrigger.OnBlTw && (G.BloodLustAura || G.HeroismAura || G.TimeWarpAura)) || (SF.Instance.Tier4Abilities == YBEnum.AbilityTrigger.Always) ))
Might be related to UI lag, not sure. Just know I updated Tyrael + BT Buddy to the Dev version and it started occuring. I'll try to pay more attention to the exact scenario when it happens next time. thanks.
Whirlwind occasionally fires off on single targets, but multi-target option is enabled. What's the checking involved and is it just registering nearby mobs that are out of whirlwind range?