[PE] - NO CARRIER's Rotations menu

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  1. #226
    Monkzetta's Avatar Member
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    Really thanks friend.

    [PE] - NO CARRIER's Rotations
  2. #227
    NOCARRIER's Avatar Contributor
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    New changes pushed:

    • -Overhauled a lot of the library code & cleaned up functions, borrowed a lot from StinkyTwitch who continues to roll out new innovations
    • -New PE conditions:
      • - "player.hasherodebuff" - returns true if the player is under the heroism/bloodlust/timewarp debuff, useful for checking if a second potion should be used or not - placeholder for future smart potion usage
      • - "player.tier17" - currently only supporting WW Monk. Returns the # of T17 set pieces equipped, requires a reload to refresh, will add other specs if needed
      • - "player.proc(<stat>)" - returns true if any of the stats requested are higher than the pre-combat base stats
      • - "player.proc.any" - returns true if any stat is higher than the pre-combat level
    • -Support for blacklist units (currently the slag elementals in BRF Blast Furnace in order to exclude them as valid ToD & SEF targets)
    • -Added the BRF Blast Furnace Primal Elementals 'Damage Shield' buff to the exclusion list so they will not be attacked when immune - this includes auto & mouseover SEF
    • -Different TeB usage rules if you have T17 p4c set equipped (will constrain to 9+ stacks when there is a proc instead of any number of stacks)

  3. #228
    ThereGoesTheDynamite's Avatar Member
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    For some reason, only the default SV CR is loading. I have both add-ons enabled and loaded, and in the correct folders (Probably and Probably_NOC_Rotations) in the AddOns folder. I'm not getting the drop-down box to change the CR to the NOC rotation. I am using FireHack unlocker and get the "FireHack Detected" message.

    What am I doing wrong?

  4. #229
    ThereGoesTheDynamite's Avatar Member
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    Originally Posted by ThereGoesTheDynamite View Post
    For some reason, only the default SV CR is loading. I have both add-ons enabled and loaded, and in the correct folders (Probably and Probably_NOC_Rotations) in the AddOns folder. I'm not getting the drop-down box to change the CR to the NOC rotation. I am using FireHack unlocker and get the "FireHack Detected" message.

    What am I doing wrong?
    Nevermind. Looks like they changed PE so that there is no longer a drop-down menu separate from the icons ... without updating any documentation.

  5. #230
    ThereGoesTheDynamite's Avatar Member
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    NOCARRIER,

    I have a couple of suggestions and bug fixes for the SV Hunter rotation.

    1. In the DPS Test code, change /petfollow to /petpassive. This will cause the pet to stop attacking as well. As is, the pet continues to attack because /petfollow is depreciated.

    2. The CR is spamming Focusing Shot waaaaay too often, and is causing my hunter to be focus capped. For example, it will cast Focusing Shot three times in a row when I am initially at 90 Focus, then 100 Focus, and at 100 Focus again. It is very inefficient to Focus Cap and waste a low damage cast and waste +50 Focus. My temporary fix was to add another condition to the first instance of Focusing Shot: "player.focus < 45". This simple change resulted in +2,000 DPS over 5 minutes, single target, 100% unbuffed, with cooldowns. However, the CR was still Focusing Capping several times. It is more efficient to spam Arcane Shot to lower Focus and to avoid Focus Capping, especially if Thrill of the Hunt is up, when everything else is on CD.

    3. How difficult will it be to implement the Feign Death functionality on Iron Maidens for Penetrating Shot AND for Blood Ritual? Keep in mind that Penetrating Shot will drop immediately upon Feign Death (so you can Feign Death and continue on with the rotation at full speed), and Blood Ritual requires a bit more time to drop (maybe have a check so that it stays in Feign Death as long as the debuff is there, and then continues on - this check isn't required for Penetrating Shot, just a simple combat action when it detects the debuff).

  6. #231
    ThereGoesTheDynamite's Avatar Member
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    NOCARRIER,

    Another suggestion for SV Hunter rotation.

    I understand why you cancel Aspect of the Cheetah if the player is still for 2 seconds (to avoid stun if hit). However, a lot of Hunters glyph AotC so that the Aspect is merely canceled, without any stun. I reduced the movement time required to cast AotC to 0.25s, and removed the dispel. A cleaner way to do this, that would work for those with and without AotC glyphed, would be to simply add another condition to the dispel AotC that checks for the existence of the AotC glyph. I don't know the syntax or the function calls, but it'd be !(AotCGlyphExists) so it'd be FALSE if you have the glyph (and will NOT dispel) and TRUE if you don't have the glyph (and will dispel).

    I hope you don't mind these suggestions and tweaks. I am an avid Hunter player just looking to min/max this CR.

  7. #232
    NOCARRIER's Avatar Contributor
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    Originally Posted by ThereGoesTheDynamite View Post
    NOCARRIER,

    I have a couple of suggestions and bug fixes for the SV Hunter rotation.

    1. In the DPS Test code, change /petfollow to /petpassive. This will cause the pet to stop attacking as well. As is, the pet continues to attack because /petfollow is depreciated.

    2. The CR is spamming Focusing Shot waaaaay too often, and is causing my hunter to be focus capped. For example, it will cast Focusing Shot three times in a row when I am initially at 90 Focus, then 100 Focus, and at 100 Focus again. It is very inefficient to Focus Cap and waste a low damage cast and waste +50 Focus. My temporary fix was to add another condition to the first instance of Focusing Shot: "player.focus < 45". This simple change resulted in +2,000 DPS over 5 minutes, single target, 100% unbuffed, with cooldowns. However, the CR was still Focusing Capping several times. It is more efficient to spam Arcane Shot to lower Focus and to avoid Focus Capping, especially if Thrill of the Hunt is up, when everything else is on CD.

    3. How difficult will it be to implement the Feign Death functionality on Iron Maidens for Penetrating Shot AND for Blood Ritual? Keep in mind that Penetrating Shot will drop immediately upon Feign Death (so you can Feign Death and continue on with the rotation at full speed), and Blood Ritual requires a bit more time to drop (maybe have a check so that it stays in Feign Death as long as the debuff is there, and then continues on - this check isn't required for Penetrating Shot, just a simple combat action when it detects the debuff).
    I love the suggestions, keep them coming!

    I've fixed the petfollow thing based on your suggestion.

    Regarding the excessive casting of Focusing Shot, I'm confused - and will need to do some testing. For non-AOE sitations, we consider Arcane Shot in the following scenarios:
    • When ToTH buff is active and we have > 25 focus
    • When serpent sting debuff is going to fall from the target in <= 3 seconds
    • Any time we have the focusing shot talent and >= 70 focus (simc APL actually has this check at >= 80 focus)


    If you're seeing that Focusing Shot is being cast at 90 focus, 100 focus, and 100 focus again, this doesn't seem like it should happen. Are you seeing Arcane Shot being cast at all? I can add the focus constraint to Focusing Shot but concerned why it's not using Arcane Shot...

    For the Feign Death stuff, I think this is doable but I need to know the spellIDs of those two buffs from the encounter. I looked around and could only find spellIDs for what appear to be the actual spells themselves that the boss casts (blood ritual 158078 and penetrating shot 164264), but not the debuff placed on the player.

  8. #233
    NOCARRIER's Avatar Contributor
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    Originally Posted by ThereGoesTheDynamite View Post
    NOCARRIER,

    Another suggestion for SV Hunter rotation.

    I understand why you cancel Aspect of the Cheetah if the player is still for 2 seconds (to avoid stun if hit). However, a lot of Hunters glyph AotC so that the Aspect is merely canceled, without any stun. I reduced the movement time required to cast AotC to 0.25s, and removed the dispel. A cleaner way to do this, that would work for those with and without AotC glyphed, would be to simply add another condition to the dispel AotC that checks for the existence of the AotC glyph. I don't know the syntax or the function calls, but it'd be !(AotCGlyphExists) so it'd be FALSE if you have the glyph (and will NOT dispel) and TRUE if you don't have the glyph (and will dispel).

    I hope you don't mind these suggestions and tweaks. I am an avid Hunter player just looking to min/max this CR.
    Agreed, I think we should do the following:

    • When OOC, cast it when we have the toggle enabled (assuming we don't already have the buff) and never cancel it
    • When in combat, cancel if we don't have the glyph (and the buff is on us), otherwise don't worry about it


    I just pushed this change and it seems to work well.
    Last edited by NOCARRIER; 03-06-2015 at 05:56 PM.

  9. #234
    jklmnop's Avatar Member
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    Originally Posted by NOCARRIER View Post
    New changes pushed:

    • -Overhauled a lot of the library code & cleaned up functions, borrowed a lot from StinkyTwitch who continues to roll out new innovations
    • -New PE conditions:
      • - "player.hasherodebuff" - returns true if the player is under the heroism/bloodlust/timewarp debuff, useful for checking if a second potion should be used or not - placeholder for future smart potion usage
      • - "player.tier17" - currently only supporting WW Monk. Returns the # of T17 set pieces equipped, requires a reload to refresh, will add other specs if needed
      • - "player.proc(<stat>)" - returns true if any of the stats requested are higher than the pre-combat base stats
      • - "player.proc.any" - returns true if any stat is higher than the pre-combat level
    • -Support for blacklist units (currently the slag elementals in BRF Blast Furnace in order to exclude them as valid ToD & SEF targets)
    • -Added the BRF Blast Furnace Primal Elementals 'Damage Shield' buff to the exclusion list so they will not be attacked when immune - this includes auto & mouseover SEF
    • -Different TeB usage rules if you have T17 p4c set equipped (will constrain to 9+ stacks when there is a proc instead of any number of stacks)
    The updated library code: does it degrade with a generic unlocker? Twitch has some awesome functions in rotations but some will not work with generic unlocks.

  10. #235
    NOCARRIER's Avatar Contributor
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    Pushed a new change:

    • Hunter (SV): Fixed issue with arcane shot & multi-shot not being used in some situations

  11. #236
    ThereGoesTheDynamite's Avatar Member
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    NOCARRIER,

    Barrage is not working properly - my hunter never casts Barrage. This happens with or without Multi-Target enabled and regardless of the number of enemies. With Multi-Target enabled, the CR will Multi-Shot, but never Barrage.

    Also, the issue with Focusing Shot persists. It will double and triple cast Focusing Shot. I think that part of the issue is "player.focus". I don't think that "player.focus" is working correctly. I tried to add another Focus check to the second instance of Focusing Shot, and it never cast Focusing Shot at all. This means that the first instance of Focusing Shot is never activated (both !player.moving and player.focus check), and the only Focusing Shot that ever shoots is the second instance (only !player.moving).

  12. #237
    ThereGoesTheDynamite's Avatar Member
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    I found the error. You have talent(6,1) instead of talent(6,3). Barrage is (6,3).

  13. #238
    NOCARRIER's Avatar Contributor
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    Originally Posted by ThereGoesTheDynamite View Post
    I found the error. You have talent(6,1) instead of talent(6,3). Barrage is (6,3).
    Thanks for finding this. The fix has been pushed out.

  14. #239
    NOCARRIER's Avatar Contributor
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    Originally Posted by ThereGoesTheDynamite View Post
    Also, the issue with Focusing Shot persists. It will double and triple cast Focusing Shot. I think that part of the issue is "player.focus". I don't think that "player.focus" is working correctly. I tried to add another Focus check to the second instance of Focusing Shot, and it never cast Focusing Shot at all. This means that the first instance of Focusing Shot is never activated (both !player.moving and player.focus check), and the only Focusing Shot that ever shoots is the second instance (only !player.moving).
    Is this in SV? I tested in raid (after making the fix yesterday) and did not experience this at all. Are you seeing this still happen now?

  15. #240
    ThereGoesTheDynamite's Avatar Member
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    Yes, SV. I tried to put in a "!lastcast(Focusing Shot)" condition on the two instances of Focusing Shot (AOE and non-AOE rotations), but it didn't work. Focusing Shot would just never cast.

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