Finding the DPS component of a DoT menu

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  1. #1
    yossarian87's Avatar Corporal
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    Finding the DPS component of a DoT

    I have a working bot, the goal of which is to execute the optimal rotation for a Fire Mage. In order to know when to combust, I need to know if the ignite on the target is a strong one or a weak one. I can find the aura for the ignite DoT on the target, but I don't see any fields indicating how strong it is. Does anyone know where to look for this information?

    Finding the DPS component of a DoT
  2. #2
    _Mike's Avatar Contributor
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    Originally Posted by yossarian87 View Post
    Does anyone know where to look for this information?
    Combat log.

  3. #3
    Robske's Avatar Contributor
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    I don't think the actual (remaining total) damage of ignite is known to the client prior to the first tick. (I don't recall it being displayed in the tooltip atleast)

    It's quite complex to do optimally:

    What you'll have to do is monitor COMBAT_LOG_EVENT_UNFILTERED and listen to the following:
    - SPELL_DAMAGE criticals of all fire spells and calculate the resulting Ignite damage (taking mastery, haste, SP coefficients... into account)
    - SPELL_PERIODIC_DAMAGE to monitor ticks and duration of LB, FFB, Pyroblast and Ignite.

    Far more hassle than it's worth tbh. I suggest you make some sort of heuristic for Combustion timing.

    From my limited experience in end-game mage PVE:
    - [Optional] Impact is up, N mobs are Y yards from the target, where Y is the spread range of impact
    - LB DOT has a sufficiently high duration
    - Pyroblast DOT has a sufficiently high duration
    - Ignite has a full duration (no ticks have occured)
    - N fire spell criticals within T seconds, where T is the ignite duration
    "Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." - Martin Golding
    "I cried a little earlier when I had to poop" - Sku

  4. #4
    yossarian87's Avatar Corporal
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    Regarding the Fire Mage tactics, Combustion doesn't care how much time is left on your DoTs, it just cares about the total DPS of the DoTs at the moment it's cast. Impact does care about the time left, so it's ideal to cast it immediately after Combustion in a AoE situation, but I'm mostly interesting in single target damage, so I'm ignoring Impact and trying to maximize the value of the Combustion, which is almost entirely dependent on a big Ignire.

    Regarding the bot, I figured that I might need to look into the combat log to find the strength of the Ignite. I don't see any examples of reading the combat log out of memory on this forum. If anyone has a like to a useful example or relevant memory offset, I would appreciate it.

  5. #5
    lanman92's Avatar Active Member
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    Don't try to 'read' it out of memory. Just listen to combat events (in lua, presumably) and pass them into your bot. If you're not in-process this will be a bitch to do.

  6. #6
    Robske's Avatar Contributor
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    Originally Posted by yossarian87 View Post
    Regarding the Fire Mage tactics, Combustion doesn't care how much time is left on your DoTs, it just cares about the total DPS of the DoTs at the moment it's cast. Impact does care about the time left, so it's ideal to cast it immediately after Combustion in a AoE situation, but I'm mostly interesting in single target damage, so I'm ignoring Impact and trying to maximize the value of the Combustion, which is almost entirely dependent on a big Ignire.

    Regarding the bot, I figured that I might need to look into the combat log to find the strength of the Ignite. I don't see any examples of reading the combat log out of memory on this forum. If anyone has a like to a useful example or relevant memory offset, I would appreciate it.

    It depends on the architecture of your framework,
    If you're able to detour functions: detour FrameScript::SignalEvent
    If you're able to register your own lua functions: Create a new Frame, Subscribe to the events mentioned before, Pipe the results to your own function.
    If you're not able to do any of these things, reverse the combat log.

    I found the 2nd option to be the easiest to use and maintain.
    "Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." - Martin Golding
    "I cried a little earlier when I had to poop" - Sku

  7. #7
    yossarian87's Avatar Corporal
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    Looks like I need to read up on LUA coding (something I know nothing about). Thanks for the advice!

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