This post has been edited 5 times, last edit by "Darwec" (Oct 25th 2013, 10:46pm)
This post has been edited 5 times, last edit by "Darwec" (Jul 27th 2014, 1:08am)
|
|
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 |
function MyRogueWdn(arg1, arg2)
local Skill = {}
local i = 0
local energy = UnitMana("player")
local focus = UnitSkill("player")
local friendly = (not UnitCanAttack("player", "target"))
local combat = GetPlayerCombatState()
local tspell,ttime,telapsed = UnitCastingTime("target")
local pbuffs = BuffList("player")
local tbuffs = BuffList("target")
local melee
if(string.find(arg2, "range"))then
melee = GetActionUsable(3)
else
melee = true
end
local tclass = UnitClass("target");
CreateDIYCETimer("SSBleed", 5) --Change the value between 6 -> 7.5 depending on your lag.
CreateDIYCETimer("LBBleed", 5) --Change the value between 7 -> 8.5 depending on your lag.
CreateDIYCETimer("WSG", 30) --Wood Spirit's Grasp
i=i+1; Skill[i] = { name = "Hide", use = (GetZoneID() == 402) and ((not UnitCanAttack("player","target")) or UnitIsDeadOrGhost("target") == true or UnitIsDeadOrGhost("target") == nil) }
i=i+1; Skill[i] = { name = "Premeditation", use = (string.find( arg2, "premed" ) and (not combat) and not pbuffs["Premeditation"]) }
i=i+1; Skill[i] = { name = "Sneak Attack", use = ((not friendly) and (energy >= 70) and string.find(arg2, "behind") and (not combat)) }
i=i+1; Skill[i] = { name = "Power of the Wood Spirit", use = not pbuffs["Wood Spirit's Graps"], timer = "WSG"}
i=i+1; Skill[i] = { name = "Charged Chop", use = (not friendly) and focus > 500}
i=i+1; Skill[i] = { name = "Wound Attack", use = ((not friendly) and (energy >= 35) and (tbuffs["Sneak Attack Bleed"] or tbuffs["Bleed"] or tbuffs["Blind Spot Bleed"]) and tbuffs["Grievous Wound"]) }
i=i+1; Skill[i] = { name = "Blind Spot", use = (((not tbuffs["Sneak Attack Bleed"]) and (not tbuffs["Bleed"]) and (not tbuffs["Blind Spot Bleed"])) and (not friendly) and (energy >= 70) and string.find(arg2, "behind")) }
i=i+1; Skill[i] = { name = "Low Blow", use = (not tbuffs["Grievous Wound"]) and (energy >= 30) and (tbuffs["Sneak Attack Bleed"] or tbuffs["Bleed"] or tbuffs["Blind Spot Bleed"]) , timer = "LBBleed", ignoretimer = (not tbuffs["Grievous Wound"]) }
i=i+1; Skill[i] = { name = "Shadowstab", use = ( (not tbuffs["Bleed"]) and ((not tbuffs["Sneak Attack Bleed"]) ) and (not string.find(arg2, "behind")) and (not friendly) and (energy >= 70)), timer = "SSBleed" , ignoretimer = not tbuffs["Bleed"] or not tbuffs["Blind Spot Bleed"] or not tbuffs["Sneak Attack Bleed"]}
i=i+1; Skill[i] = { name = "Throw", use = (not friendly) }
i=i+1; Skill[i] = { name = "Weak Point Strike", use = (not friendly) and focus > 500 }
--i=i+1; Skill[i] = { name = "Action: 34(Lion Claw Mark)", use = ((not friendly) and (energy >=20)) and not tbuffs["Claw Mark"]}
i=i+1; Skill[i] = { name = "Combo Throw", use = (not friendly) }
MyCombat(Skill,arg1)
end
|
|
|
Source code |
1 |
i=i+1; Skill[i] = { name = "Instant Shadow", use = ((_target == UnitName("player")) and (_type == "DODGE")) }
|
This post has been edited 15 times, last edit by "Darwec" (Apr 9th 2014, 10:10pm)
Nice and into detail guide. Thank you!
ps. where is DIYCE2 function?![]()
I'd say post burn when you got no speed buffs available combo throw is ok.
This post has been edited 2 times, last edit by "Darwec" (Oct 27th 2013, 7:47pm)
I'd say post burn when you got no speed buffs available combo throw is ok.
Probably but i was too lazy to write that out.
Edit I got bored and that got me thinking. Assuming there is no cap on white hit speed(which there probably is)
Using a sandos main hand and a Kibensty's blade
No speed pots
nimble hands (8%)
Sandos: (2.2/1.08 )Seconds/Hit. Combo throw is 1.5 seconds. 0.7hits.
Kibensty: (1.4/1.08 )Seconds/Hit. Combo throw is 1.5 secodns. 1.16hits.
~2 hits in the time for 1 combo throw.
With Speed Pots
Lute(25%), Strong Stim(30%), pet(5%), illusion blade dance(20%)
Sandos: (2.2/1.08/1.25/1.3/1.05/1.2)Seconds/Hit. Combo throw is 1.5 seconds. 1.5hits.
Kibensty: (1.4/1.08/1.25/1.3/1.05/1.2)Seconds/Hit. Combo throw is 1.5 seconds. 2.4hits.
~4 hits in the time for 1 combo throw.
Unless things have changed since I left the game, and/or you have some sort of modifier forcing 2 diyce outputs per 1 input, having Charged Chop inside your actual script isn't optimal.
You want to have Charged Chop called at the same time as your DIYCE, since CC incurs no GCD and normal attacks (which diyce would be outputting) do. Having CC in your actual diyce results in a 1-1 output. You want 2-1.
/cast Charged Chop
/run DIYCE (or whatever the code to call it is nowadays. Ive worked with different variations which call on the lua differently)
1 input, 2 outputs.
Ofc, this also brings up the problem of potws every refresh, since CC will prevent it from being used. Youll need an extra macro or 2, or a line with a key modifier to destinguish when to cc and when not to. Perhaps a Shift/alt/ctrl one.
Above conclusion is a result of 2+ hours worth of testing with Sadakko a few months back. Or im just talking out of my butt.
This post has been edited 1 times, last edit by "Darwec" (Dec 15th 2013, 6:45pm)
Unless things have changed since I left the game, and/or you have some sort of modifier forcing 2 diyce outputs per 1 input, having Charged Chop inside your actual script isn't optimal.
You want to have Charged Chop called at the same time as your DIYCE, since CC incurs no GCD and normal attacks (which diyce would be outputting) do. Having CC in your actual diyce results in a 1-1 output. You want 2-1.
/cast Charged Chop
/run DIYCE (or whatever the code to call it is nowadays. Ive worked with different variations which call on the lua differently)
1 input, 2 outputs.
Ofc, this also brings up the problem of potws every refresh, since CC will prevent it from being used. Youll need an extra macro or 2, or a line with a key modifier to destinguish when to cc and when not to. Perhaps a Shift/alt/ctrl one.
Above conclusion is a result of 2+ hours worth of testing with Sadakko a few months back. Or im just talking out of my butt.
no, the author's script is proper.
- about CC: it doesnt trigger gcd, so having it at start of the priority list makes it activate, and enter a cooldown itself. at the next loop that is ran, CC is on gcd, while next skill is available and activates. so in practice u gain the 2-skills-per-sec u need.
- about PotWS: it is scripted to activate every 30 sec (10 secs buff + 20 secs wait timer), as needed. at that gcd u use PotWS instead of CC, and in the next 29 gcds it uses CC instead. since PotWS is higher priority than CC, it will always come first before CC/PotWS cd triggers
Unless things have changed since I left the game, and/or you have some sort of modifier forcing 2 diyce outputs per 1 input, having Charged Chop inside your actual script isn't optimal.
You want to have Charged Chop called at the same time as your DIYCE, since CC incurs no GCD and normal attacks (which diyce would be outputting) do. Having CC in your actual diyce results in a 1-1 output. You want 2-1.
/cast Charged Chop
/run DIYCE (or whatever the code to call it is nowadays. Ive worked with different variations which call on the lua differently)
1 input, 2 outputs.
Ofc, this also brings up the problem of potws every refresh, since CC will prevent it from being used. Youll need an extra macro or 2, or a line with a key modifier to destinguish when to cc and when not to. Perhaps a Shift/alt/ctrl one.
Above conclusion is a result of 2+ hours worth of testing with Sadakko a few months back. Or im just talking out of my butt.
no, the author's script is proper.
- about CC: it doesnt trigger gcd, so having it at start of the priority list makes it activate, and enter a cooldown itself. at the next loop that is ran, CC is on gcd, while next skill is available and activates. so in practice u gain the 2-skills-per-sec u need.
- about PotWS: it is scripted to activate every 30 sec (10 secs buff + 20 secs wait timer), as needed. at that gcd u use PotWS instead of CC, and in the next 29 gcds it uses CC instead. since PotWS is higher priority than CC, it will always come first before CC/PotWS cd triggers
Not sure I completely understand, because I've always thought it ran through the priority list, reached a fire-able skill, and ended there. It would then need a 2nd click to follow up and fire the next available skill. Is that wrong?
Unless you mean since you click fast enough, the difference is minimal/wouldnt matter. Just trying to understand because I got different results. Then again was with a heavily modified diyce 1.