|
|
Source code |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 |
function SRUKW()
local Skill = {}
local i = 0
local energy = UnitMana("player")
local behind = (not UnitIsUnit("player", "targettarget"))
local LockedOn = UnitExists("target")
local enemy = UnitCanAttack("player","target")
local raid = GetNumRaidMembers() >= 1
local tDeadrajd1 = UnitIsDeadOrGhost("raid1target")
local tDead = UnitIsDeadOrGhost("target")
local a1,a2,a3,a4,a5,ASon = GetActionInfo(10)
if (tDead) then
TargetUnit("")
return
end
if (UnitHealth("target") == nil) or (not LockedOn) or (not enemy) or (UnitHealth("target") == 0) then
if (raid) and (not tDeadrajd1) and enemy then
TargetUnit("raid1target")
return
else
TargetNearestEnemy()
return
end
end
i=i+1; Skill[i] = { name = "Autoshot", use = (not ASon)}
i=i+1; Skill[i] = { name = "Autoshot", use = (ASon)}
i=i+1; Skill[i] = { name = "Shot", use = ((not ChkBuff("target","Exploiting Shot")) and (not Bufftgt("target",503453)))}
i=i+1; Skill[i] = { name = "Combo Shot", use = (ChkBuff("target","Authoritative Deterrence"))}
i=i+1; Skill[i] = { name = "Vampire Arrows", use = (ChkBuff("target","Authoritative Deterrence"))}
i=i+1; Skill[i] = { name = "Deadly Poison Bite", use = ((ChkBuff("target","Vampire Arrows")) and (ChkBuff("target","Authoritative Deterrence")))}
i=i+1; Skill[i] = { name = "Reflected Shot", use = (ChkBuff("target","Authoritative Deterrence"))}
i=i+1; Skill[i] = { name = "Piercing Arrow", use = (ChkBuff("target","Authoritative Deterrence"))}
i=i+1; Skill[i] = { name = "Sapping Arrow", use = ((not ChkBuff("target","Sapping Arrow")) and (not ChkBuff("target","Withering Seed")))}
i=i+1; Skill[i] = { name = "Piercing Arrow", use = ((not ChkBuff("player","Deadly Counterattack")) and (not Bufftgt("player",503299)))}
i=i+1; Skill[i] = { name = "Weak Spot", use = true}
i=i+1; Skill[i] = { name = "Combo Shot", use = true}
i=i+1; Skill[i] = { name = "Vampire Arrows", use = (energy > 19)}
i=i+1; Skill[i] = { name = "Deadly Poison Bite", use = (ChkBuff("target","Vampire Arrows"))}
i=i+1; Skill[i] = { name = "Reflected Shot", use = true}
i=i+1; Skill[i] = { name = "Piercing Arrow", use = true}
i=i+1; Skill[i] = { name = "Mana Drain Shot", use = true}
i=i+1; Skill[i] = { name = "Wind Arrows", use = (energy > 14)}
i=i+1; Skill[i] = { name = "Shot", use = true}
MyCombat(Skill,arg1)
end
|
|
|
Source code |
1 2 3 4 5 6 7 8 9 10 11 12 |
function Bufftgt(tgt,buffid)
local cnt = 1
local buff, icon, power, id = UnitBuffInfo(tgt,cnt)
while buff ~= nil do
if id == buffid then
return true
end
cnt = cnt + 1
buff, icon, power, id = UnitBuffInfo(tgt,cnt)
end
return false
end
|

This post has been edited 1 times, last edit by "Taktyknzza płotu" (Oct 15th 2015, 12:14pm)
--Class: Scout/Rogue
elseif mainClass == "RANGER" and subClass == "THIEF" then
--Timers for this class
CreateDIYCETimer("ExploitCooldown", 22)
if (tbuffs["Exploiting Shot"]) then
StartDIYCETimer("ExploitCooldown")
end
|
|
Source code |
1 |
i=i+1; Skill[i] = { name = "Shot", use = ((not ChkBuff("target","Exploiting Shot")) and (not Bufftgt("target",503453)))}
|
|
|
Source code |
1 2 3 4 5 6 7 8 9 10 11 12 |
function Bufftgt(tgt,buffid)
local cnt = 1
local buff, icon, power, id = UnitBuffInfo(tgt,cnt)
while buff ~= nil do
if id == buffid then
return true
end
cnt = cnt + 1
buff, icon, power, id = UnitBuffInfo(tgt,cnt)
end
return false
end
|
|
|
Source code |
1 |
/script for i=1,100,1 do local name, icon, count, ID = UnitBuffInfo( "target", i ); DEFAULT_CHAT_FRAME:AddMessage(i.." "..name.." "..icon.." "..count.." "..ID); end |
why combo shot is so far down on list?Added, mana shot and switched around the second Shot check with Combo shot, as Combo Shot is the higher DPS skill (I think even with AS running) it wont really get that far down the list until a few atk speed buffs run out for AS anyway...

This post has been edited 2 times, last edit by "Taktyknzza płotu" (Oct 15th 2015, 12:30pm)
if enemy then
Skill2 = {
{ name = "Snipe", use = boss and (tbuffs[502112]) },
{ name = "Deadly Poison Bite", use = (tbuffs[501690]) and (tbuffs[502112]) },
{ name = "Autoshot", use = (not ASon) },
{ name = "Shot", use = (GetDIYCETimerValue("ExploitCooldown") == 0) },
{ name = "Vampire Arrows", use = (EnergyBar1 >= 20) },
{ name = "Reflected Shot", use = true },
{ name = "Piercing Arrow", use = (true) },
{ name = "Weak Spot", use = (EnergyBar1 >= 20) },
{ name = "Deadly Poison Bite", use = (tbuffs[501690]) },
{ name = "Shot", use = true },
{ name = "Combo Shot", use = (true) },
{ name = "Wind Arrows", use = (EnergyBar1 >= 35) },
}
Sapping arrow should be manually applied as not every group contains a magical DPS person.Where is sapping arrow? Is that tbuffs[502112]?
DPB will not cast until both vampire arrow, and shot debuff have been applied, along with the the k/w debuff which is ID 502112. Meaning every other player with vampire arrow will have had plenty of time to apply their vamp bleeds before you will get to casting DPB.Also, isn't it better to cast deadly poison bite manually because it could vary how many other scouts you have in party and I'm guessing you are casting it as soon as you have one vamp arrow bleed on?
IF magical dps in party sapping, if not, shot till debuff is applied, than vampire arrow as it hits harder than shot and will hit even more after the shot debuff is on. Than hope AD is placed on the right after that and snipe/DPB are used, followed with reflected ect. If you are having to use use shot multiple times u may need more buffs or a gear upgrade because scouts are able to get to 9k crit rate fairly easily.Third, if I'm understanding correctly, it seems you will not cast vamp arrow until you crit with shot to get the exploiting debuff, but what if you don't crit fast. Could it be better to just cast vamp arrow before shot to get the bleed on for deadly poison bite?
Yes and no. Reflected shot is super buffed on s/r so it should take priority. As for weak spot vs Piercing, yes weak spot will hit slightly harder, however Piercing also has a crit buff and is a aoe, so I prefer having it in the order this diyce shows as it is used on mobs as well, and piercing will do much more dmg in a group of mobs then weak spot will.Finally, iirc, doesn't weak spot do more dmg than reflected or piercing and also gives a crit buff so, if correct, should be before both.