Jump to content

Womble

Elite user
  • Posts

    156
  • Joined

  • Last visited

Everything posted by Womble

  1. If it helps I also have a duplicate copy of backstab directly below it in the spell rotation order. The only difference in this is that the 'lua script' to check if anticipatino stacks are < 5 is replaced by a combo points condition, also checking for < 5.
  2. Alright, I'm going to need help. I've been testing the new 'Is Behind' and thought it was brilliant only to find there's been some occasions where it's been worse, it is also random - it hasn't happened on the same targets so I decided to question my rotation again. I have 2 CP building abilities. They are Backstab and Hemorrhage (Sinister Strike to Wrobot). Backstab is from behind. Hemorrhage is from in front. Backstab conditions: - Buff > Name Shadow Dance > Need: False Buff > Name Stealth > Need: False Buff > Name Vanish > Need: False Is Spell Usable > Shadow Dance > Need: False Target Buff Casted By Me > Hemorrhage > Need: True Is Behind > Value: True and an lua script condition that reads: - "local nameSpell = GetSpellInfo(114015); local name, rank, icon, count, debuffType, duration, expirationTime, unitCaster, isStealable, shouldConsolidate, spellId = UnitBuff("player", nameSpell); ret = 0; if count < 5 then ret = 1 end" It casts under 5 anticipation, pretty simple. I then have a Sinister Strike (Hemorrhage remember) with the following conditions: - Combo Point > Type: Smaller > Value: 5 Is Behind > Value: False I have set 'Check if know spell, is usable and good distance' to False for Sinister Strike in case it was causing issues but this hasn't fixed anything. I thought the problem could be that my Backstab condition checking for "Target Buff Casted By Me > Hemorrhage > Need: True" could be the problem so I've tried setting Hemorrhage to 'Sinister Strike'. If you're wondering, Hemorrhage leaves a bleed, called the same thing so I assumed it could also be called Sinister Strike. None of these have fixed the issue. Any ideas? It still tries to backstab sometimes when it shouldn't, sometimes it uses Sinister Strike/Hemo from behind despite being told not to. The rotation is attached, so you can have a look in the editor yourself if you wish. Kinda getting fed up with this now. Wayne - Sub With Vanish ANTICIPATION 4.8.2.xml
  3. With the new 'Is Behind' condition which seems fantastic btw, what would be the lua code taht would do the following: - IF Is Behind = true then return true (so it backstab) else Sinister Strike (this is actually Hemo for reference) This would enable me to remove an entire spell and somewhat simplify things at my end. And perhaps help make the rotation perform faster. Any ideas?
  4. Seems to be working brilliantly for now. Nice.
  5. /bumped - updated the thread and sent you PM with my memory information.
  6. Alright, just gone to LFR to test the new 'is behind' (which seems brilliant so far btw) and found the issue happened again, I've sent you my memory information in a PM whilst targetting him after he emerged (rotation first stopped).
  7. Love you! Look forward to seeing it. :)
  8. Thanks, does this fix any of the issues with the C Sharp Code that you gave me though? Because I used it if you remember via your calculations but was still having issues. Won't 'Is Behind' just use that code and still have issues or?
  9. I don't see a fix for this in the new 5.4.7 changelog :(
  10. Hey, just so I know - what was actually changed? Cause obviously PQR being detected was a big deal I'd like to take every precaution.
  11. See the thread: - It seems Premeditation is used outside of combat regardless of settings / conditions to tell it to only be used in combat. This matters because as a rogue you can get Slice and Dice up before the pull by using: - Stealth > Premed > Unstealth - wait until 2 seconds before the pull > slice and dice > pre pot > stealth > shadowstep OR move in manually But at the moment, the second you stealth with a target it uses Premeditation.
  12. I suppose I should recreate this thread as a bug then because that's what it essentially is. @ Networkz - yeah it's a buff, I mean I've tried it as both but neither work. Cheers anyway! @Bugreporter - Yeah that's what I've been doing. It isn't a huge deal like I said but perhaps it can be fixed in future, who knows.
  13. Awesome, do you have a fix then?
  14. It's not absolutely game breaking but I'm noticing sometimes my premeditation (adds 2 CP's to a target - usable in stealth), will be cast on the target before combat is engaged. I have tried the combat only condition and the setting that says 'combat only' as well, neither seem to stop it from being cast. Strange.
  15. Update: Just tried Immerseus on LFR only to find my rotation no longer stops between submerges. I have no idea why, it was consistently breaking previously but now seems to work. As a result there's on point in me providing you with the log I suppose?
  16. My profile is heavily reliant on conditions and then loosely the priority list as well. Like my other post you have to wait for Shadow Dance. I'm not talking a long while, but the nature of the spec means you have to wait to use Shadow Dance a couple of globals that's all. Looks like I'm screwed then. I'll just keep it as it is.
  17. You have to pool with Shadow Dance. It isn't opinion, it needs pooling. Whether it's the bot or manual play.
  18. Alright. What I want is to have Slice and Dice and Rupture on the target both with at least 10 seconds remaining before Shadow Dance activates. Remember that with my rotation most of my key CP building abilities and finishers will not work whilst Shadow Dance is available so that it fake pools in order to use it properly. What happens currently is the second Shadow Dance is available it ignores any conditions set by my rupture and slice and dice so they stop refreshing and I end up going into Shadow Dance and refreshing both Rupture and Slice and Dice. Obviously this is a loss (since Shadow Dance is only an 8 second buff - this is potentially 2/3 seconds wasted on globals). Now it doesn't always happen, it's just random and timing based but when it does happen it's quite a big loss. Anything I try basically stops my rotation because I can't generate CP's the second it comes off cd. Maybe a form of lua script to replace the 'is spell usable - shadow dance'. I'm really not sure. Bugreporter / Droidz - anyone else... can you think of anything I can do to work around this? Would much appreciate it. If you need anymore information about my rotation just ask and I'll get back to you asap.
  19. Nevermind, changed it myself to: - <FightClassSpell> <SpellName>--combopoints instant</SpellName> <FightClassConditions> <FightClassCondition> <ContionType>LuaScript</ContionType> <Param xsi:type="FightClassConditionLua"> <LuaScript>result="" local spell="nothing" if UnitExists("target") and not UnitIsFriend("player", "target") and (GetComboPoints("player")==0) then idRecuperate=73651 local spellname=GetSpellInfo(idRecuperate) --[[ No CP and Recuperate ready? Then we have CP nearby ! ]] local usable,noCP=IsUsableSpell(spellname) if (usable) then local idRedirect=73981 local start, duration, enabled = GetSpellCooldown(idRedirect) --[[ redirect ready ?]] if (duration==0) then local spellname=GetSpellInfo(idRedirect) if (IsSpellInRange(spellname, "target")==1) then spell=spellname end end end if not (spell=="nothing") then CastSpellByName(spell) print("cp : "..spell) result=true end end; </LuaScript> <VarRet>result</VarRet> <ValueRet>true</ValueRet> </Param> </FightClassCondition> </FightClassConditions> <Priority>30</Priority> <CombatOnly>false</CombatOnly> <CheckIfKnowUsableDistance>false</CheckIfKnowUsableDistance> <CheckIfView>false</CheckIfView> <AddToSettings>true</AddToSettings> <NotSpellIsLuaScript>true</NotSpellIsLuaScript> </FightClassSpell> Just removing the Marked for Death code. So far the redirects are working well without and pauses or rotation stops. Awesome. I'll keep testing it.
  20. What would be the above version without Marked for Death? Just so I could possibly have a working redirect without Marked for Death or will the whole thing not work without it?
  21. I'll upload my version tomorrow at some point, I have the exact same issue as Bugreporter.
  22. New version will feature a ton of optional survival shizzle although I recommend you go fully manual. I'm quite disappointed how this profile plays out in raids given that it's close to perfect on a dummy. I am looking into the issues but unless I get mod/admin support in regards to fixing positioning issues the bot has this profile may not go much further - but we can hope, as soon as it's a lot more accurate detecting what is behind and in front of a target then the profile should be pretty monstrous.
  23. No possible workaround for this Droidz?
  24. Will do next chance I get.
×
×
  • Create New...