Advanced Druid Boomkin - Detecting more surrounding Eclipse menu

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  1. #1
    NessK's Avatar Member
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    Advanced Druid Boomkin - Detecting more surrounding Eclipse

    Hello!

    I have been writing JPS / PE rotations for a few years now. When the biggest change to Boomkins happened (the eclipse bar), it made things a little more difficult.
    While we now have
    Code:
    "player.balance.sun"
     "player.balance.moon"
    "player.balance.none",
    While the hope is that it detects WHAT state your in, we know it only tells you what DIRECTION its going in. Theoretically you could start casting Wrath when the arrow is almost to Moon eclipse.

    A while ago, (during the JPS hay day) I was able to determine the actual integer of the eclipse. -100 for full lunar and 100 for full Solar, but that functionality I do not believe is available.

    So a couple weeks ago I came upon an addon that appears to understand or detect the integer for the exact spot of the eclipse (see energy)
    API
    There are 7 variables related to Eclipse energy used in this addon:
    energy: The energy you have at the moment. Int = [-100,100]
    direction: The direction of the arrow. String = {"none","sun","moon"}
    virtual_energy: The energy you will have when the spell you're casting and all the flying spells land. Int = [-100,100]
    virtual_direction: The direction of the arrow when the spell you're casting and all the flying spells land. String = {"none","sun","moon"}
    peak: -100 if you have lunar, 100 if solar, false otherwise.
    virtual_peak: -100 if it WILL proc lunar, 100 if solar, false otherwise.
    reach_End: If 100 or -100 is going to be reached
    So the question to the community is; If an addon can detect this, shouldnt we be able to incorporate this somehow into PE ?

    Also, below is a pretty good raiding rotation that I created for Boomy.

    Code:
    -- SPEC ID 102 (Balance)
    
    ProbablyEngine.rotation.register(102, {
    
      --------------------
      -- Start Rotation --
      --------------------
    
       { "Incarnation: Chosen of Elune",  "modifier.cooldowns"},
        { "Moonfire", "target.debuff(Moonfire).duration < 2" },
      { "Sunfire", "target.debuff(Sunfire).duration < 2" },
      { "Starsurge",  "player.buff(Shooting Stars)" },
      
      { "171743", "player.buff(Lunar Peak)" },
      { "171744", "player.buff(Solar Peak)" },
       { "Moonfire", "player.buff(Lunar Peak)" },
      { "Sunfire", "player.buff(Solar Peak)" },
     { "/cancelform", "player.buff(Cat Form)" },
     { "/cancelform", "player.buff(Bear Form)" },
     { "Moonkin Form", "!player.buff(Moonkin Form)"},
      { "Starfall", {"modifier.multitarget", "!player.buff(Starfall)"}},
     
       -- Walking
      { "Moonfire", { 
        "player.balance.moon", 
        "player.moving" 
      }},
      
      { "Sunfire", { 
        "player.balance.sun", 
        "player.moving",
      }},
      { "Starsurge",  {"!player.buff(Lunar Empowerment)", "!player.buff(Solar Empowerment)" } },
       
      { "Starfire", {"player.buff(Lunar Empowerment)", "player.buff(Lunar Empowerment).duration >= 24"}},
      { "Wrath",	{"player.buff(Solar Empowerment)", "player.buff(Solar Empowerment).duration >= 24"}},
      
      
      {"112071",	"modifier.cooldowns"},
    
     
      
      
      -- Mouseover Debuffing, remmed out until I put in 'is a target and  not a player' 
     -- { "Moonfire", "!mouseover.debuff(Moonfire)", "mouseover" },
     -- { "Sunfire", "!mouseover.debuff(Sunfire)", "mouseover" },
      
      -- Mouseover Brez
      -- { "Rebirth", "!mouseover.alive", "mouseover" },
      
    
      { "Might of Ursoc", "player.health <= 50" },
      { "Cenarion Ward", "player.health < 85", "player" },
      { "Barkskin", "player.health <= 80", "player" },
      
      
      -- Cooldowns
    
      { "Nature's Vigil", "modifier.cooldowns" },
      
      -- DOTS
      { "Moonfire", "target.debuff(Moonfire).duration < 2" },
      { "Sunfire", "target.debuff(Sunfire).duration < 2" },
      { "Typhoon", "modifier.shift"},
    
      { "Starfire", {"player.balance.sun",   "player.spell(StarSurge).charges = 0" }},
      { "Wrath", 	{"player.balance.moon",  "player.spell(StarSurge).charges = 0" }},
      { "Starfire", {"player.balance.none",   "player.spell(StarSurge).charges = 0" }},
    
    
      ------------------
      -- End Rotation --
      ------------------
      
      }
    )

    Advanced Druid Boomkin - Detecting more surrounding Eclipse
  2. #2
    NessK's Avatar Member
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    Added this to core below the lunar detection of direction:

    Code:
    ProbablyEngine.condition.register("enumber", function(target, spell)
        return UnitPower(target, SPELL_POWER_ECLIPSE)
    end)
    Added this to the rotation. Works just fine. WIll tweak a new rotation that will be a bit smarter on casting during the movements from one eclipse to another.

    Code:
    { "Starfire", "player.enumber < 0"},
    { "Wrath",	  "player.enumber > 0"},
    Thanks to Hackinte for letting me bang a couple ideas off of him...

  3. #3
    MrBrain1's Avatar Member
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    could you post the complete roration nessk, i would like to give it a try.

  4. #4
    NessK's Avatar Member
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    Here you go. Please remember that you have the entry in CORE.lua for this to work.
    This was designed for maximum DPS for raiding.

    Code:
    -- SPEC ID 102 (Balance)
    
    local enu = UnitPower("player",8 )
    
    
    ProbablyEngine.rotation.register(102, {
    
      --------------------
      -- Start Rotation --
      --------------------
      -- Mouseover Support. Un rem if you want to use
     -- { "Moonfire", "!mouseover.debuff(Moonfire)", "mouseover" },
     -- { "Sunfire", "!mouseover.debuff(Sunfire)", "mouseover" },
      
    
    
    
       -- Walking
       { "Sunfire",  "player.moving"},
       { "Moonfire",  "player.moving"},
       { "Sunfire",  "!target.debuff(Sunfire)"},
       { "Moonfire",  "!target.debuff(Moonfire)"},
       { "Celestial Alignment",  "modifier.cooldowns"},
       { "Incarnation: Chosen of Elune",  "modifier.cooldowns"},
       { "Starsurge",  {"player.buff(Shooting Stars)", "player.enumber < 0", "player.balance.moon"  	}},
      { "Starfall",   {"modifier.multitarget", "!player.buff(Starfall)" 							}},
      { "Moonfire",   {"player.enumber < 0", "target.debuff(Moonfire).duration < 2"					}},
      { "Sunfire",    {"player.enumber > 0", "target.debuff(Sunfire).duration < 2"					}},
      { "Sunfire",    {"player.enumber < 20", "player.enumber > 5", "player.balance.moon"  			}},
      { "Moonfire",   {"player.enumber > -10", "player.enumber < 0", "player.balance.sun", "!player.buff(Moonfire)"  			}},
      { "Starsurge",  {"!player.buff(Lunar Empowerment)", "player.enumber < 0" 						}},
      { "Starsurge",  {"!player.buff(Solar Empowerment)", "player.enumber > 0", "player.balance.sun" }},
      { "Starfire",   {"player.buff(Lunar Empowerment)", "player.enumber < 0"						}},
      { "Wrath",      {"player.buff(Solar Empowerment)", "player.enumber > 0"						}},
      { "Wrath",	   "player.enumber > 30"														},
      { "Starfire",	  {"player.enumber < 20", "player.enumber > 0"									}},
      { "Starfire"																					},
      
    
      }
      )

  5. #5
    mac_attack's Avatar Member
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    Why did you end up dropping the player.balance.moon / player.balance.sun checks from your "Walking" part of the rotation?

    edit: Nevermind in hindsight you can only cast one or the other so it isnt necessary to check
    Last edited by mac_attack; 02-09-2015 at 12:14 AM.

  6. #6
    T10H's Avatar Member
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    Looking at the core was about to add your edit saw this

    Code:
    ProbablyEngine.condition.register("eclipse", function(target, spell)
        return math.abs(UnitPower(target, SPELL_POWER_ECLIPSE))
    end)
    Is this not the same?

  7. #7
    NessK's Avatar Member
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    No its not. With what I have, it gives the exact #. Not 0 to 100 but -100 to 100. So you can tell exactly where it is and do a variety of things based on the eclipse direction.

    player.balance.sun means that it is headed towards solar but you could be in the lunar side.

    Example of what this solves:

    The slide bar is headed to lunar (player.balance.moon = true) and eclipse reports back 10.
    Do you know which side it is really on ? No because it could be at 10 on the lunar or 10 on the solar.

    Make sense ?

  8. #8
    T10H's Avatar Member
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    fixed it, I got it working alrightish
    Last edited by T10H; 02-12-2015 at 04:58 AM.

  9. #9
    NessK's Avatar Member
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    Ok, this by far will be the best I think you can get out of Balance. Tweaked the cast times to ensure that your landing the correct spell regardless of where your energy is. If it is going to be in Lunar when the spell lands, it will cast Starfire and Wrath vise versa.

    Please remember to add the lines core.lua (scroll up) to detect the Lunar energy properly. Would love some feedback from a boomkin.

    Code:
    -- SPEC ID 102 (Balance)
    
    
    ProbablyEngine.rotation.register(102, {
    
      --------------------
      -- Start Rotation --
      --------------------
    
    
    
       -- Walking
       { "Sunfire",  "player.moving" },
       { "Moonfire",  "player.moving"},
       --Cooldowns
       { "Celestial Alignment",  "modifier.cooldowns"},
       { "Incarnation: Chosen of Elune",  "modifier.cooldowns"},
       { "Starfall",   {"modifier.multitarget", "!player.buff(Starfall)" 							}},
       
          -- Starsurge Check
     { "Starsurge",  {"player.buff(Shooting Stars)", "player.enumber < 0", "player.balance.moon", "!modifier.multitarget"  	}},
     { "Starsurge",  {"!player.buff(Lunar Empowerment)", "player.enumber < 1" , "!modifier.multitarget" 						}},
     { "Starsurge",  {"!player.buff(Solar Empowerment)", "player.enumber > 0",  "!modifier.multitarget"  }},
      	  -- Check Peaks
     { "171743", "player.buff(Lunar Peak)" },
     { "171744", "player.buff(Solar Peak)" },
     { "Moonfire", "player.buff(Lunar Peak)" },
     { "Sunfire", "player.buff(Solar Peak)" },
     	  -- Refreshing Sun and moon fire at peaks. It lasts all the way back to origination. This enables it during your pull phase.
     { "Sunfire",  {"!target.debuff(Sunfire)", "player.buff(Celestial Alignment)"}},
     { "Moonfire", {"!target.debuff(Moonfire)", "player.buff(Celestial Alignment)"}},
      	  -- Main Rotation
     { "Starfire", "player.buff(Celestial Alignment)"}, 
     { "Starfire", {"player.enumber < 60", "player.balance.moon", "player.buff(Lunar Empowerment)"}},
     { "Starfire", {"player.enumber < -60", "player.buff(Lunar Empowerment)"					}},
     { "Wrath",	   {"player.balance.sun", "player.enumber > 0", "player.buff(Solar Empowerment)"}},
     { "Wrath",		{ "player.balance.moon", "player.enumber > 60", "player.buff(Solar Empowerment)"}},
     
     { "Starfire", {"player.enumber < 60", "player.balance.moon"}},
     { "Starfire", "player.enumber < -60"							},
     { "Wrath",	   {"player.balance.sun", "player.enumber > 0"}},
     { "Wrath",		{ "player.balance.moon", "player.enumber > 60"}},
     { "Wrath",    {"player.balance.sun", "player.enumber > -30"}},
     
    
    
        }
        )

  10. #10
    mac_attack's Avatar Member
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    yeah the inbuilt eclipse condition returns the absolute value of your eclipse which is less useful than enumber.

    I'll give yours a try but i'd port over some of MTS auto dotting functionality which is pretty neat for spreading moonfire.

  11. #11
    MrBrain1's Avatar Member
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    thanks nessk. as promised i tested the Rotation.

    the lunar / solar recognition is improved alot.

    the rotation lacks quite some dot uptime on more targets, also the movement dps could us a little tweaks.(lack of aspect of the fox support, no starsurge)

    Refreshing dots at peak is not usually beneficial, as the buff only applies to initial damage, not the DOT effect

    Some Suggestions:

    +enable moonkinform after displacer beast speed buff (4sec duration)http://www.wowhead.com/spell=137452
    +Pause when shift
    +Stellar Flare Support (will be viable on 2 BRF Bosses)
    +Healthstone/healingtonic support
    +Battle Rez Support

    Warcraftlogs comparison for Beastlord Darmac.

    Good Ranked Druid from Warcraftlogs with the same Fight Duration:
    Advanced Druid Boomkin - Detecting more surrounding Eclipse-qckf1st-jpg
    Advanced Druid Boomkin - Detecting more surrounding Eclipse-i38pqzh-jpg
    Your Rotation:
    Advanced Druid Boomkin - Detecting more surrounding Eclipse-nbipqez-jpg
    Advanced Druid Boomkin - Detecting more surrounding Eclipse-qe4zdzq-jpg

    it seemed everytime i switched to a spear to multidot, the rotation keept spamming wrath/starfire instead of putting dots on it. So Multitarget Multidotting could be improved.

    Now if we take a look at Grull:

    Good Ranked Druid from Warcraftlogs with the same Fight Duration:
    Advanced Druid Boomkin - Detecting more surrounding Eclipse-cpmu0ip-jpg
    Advanced Druid Boomkin - Detecting more surrounding Eclipse-kg3goz9-jpg
    Your Rotation:
    Advanced Druid Boomkin - Detecting more surrounding Eclipse-rnxkeg4-jpg
    Advanced Druid Boomkin - Detecting more surrounding Eclipse-htikqj4-jpg

    seems fine.
    now whats sticking out there is the number of dot Casts from your Rotation at a Single Target. The example Druid used 24 Global Cooldowns for Dots, while our rotation used 72. This can be tracked to the Movement Behavior of the Rotation, which casts MF/SF while moving out of Shit, should be alright if no Aspect of the fox is up or no Starsurge Proc is available.


    indebth info at [url=http://us.battle.net/wow/en/forum/topic/14731003143#7[/url]
    Last edited by MrBrain1; 02-15-2015 at 04:49 AM.

  12. #12
    NessK's Avatar Member
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    Thank you for the input! Will have some changes shortly. Did about 50 tests with the dotting at peak and it returned maybe a .1% increase (to overall dot damage for the respective spell). Not worth the time IMO when you can regain the GCD on better uses.

    Agreed, movement needs to be better defined based on circumstances. Beastmaster would be a great example. If your moving, you would want to fire off Starfall when its available.

    Will post when updated.

    ** Question. How are we 'pausing' PE nowadays ?
    Last edited by NessK; 02-18-2015 at 09:31 AM.

  13. #13
    MrBrain1's Avatar Member
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    { "pause", "modifier.lshift" },

  14. #14
    justix's Avatar Private
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    Nessk, your box is full and I cannot message you!

  15. #15
    NessK's Avatar Member
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    Good to go.

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