@Mihir
unless {TargetDebuffPresent(MANGLE) or TargetDebuffPresent(MANGLEB) or TargetDebuffPresent(TRAUMA) or TargetDebuffPresent(HEMO)} Spell(MANGLE)
can be changed to:
unless TargetDebuffPresent(bleed) Spell(MANGLE)
Next there's this:
if BuffPresent(STAMPEDE) and Mana(less 53) unless BuffPresent(TIGER) Spell(SHRED)
Typically, you want to pool energy and not shred below 53 Energy unless:
1) clear cast is up
2) you've not shred x3 for the current Rip that's up and Rip is about to expire
3) Tiger's Fury will be available within a moment (~2secs)
4) You have zero combo points and Roar will wear off soon.
I'm confused by what's meant to be accomplished here. Breaking it down: Stampede buff is up because you just recently charged in, and you want to shred, but only if your energy is below 53 and only if Tiger's Fury buff isn't currently up. I don't understand why.
Next this one:
if CheckBoxOn(Manglebot) and TargetDebuffExpires (MANGLE 1) Spell(MANGLE)
If anyone checks the Manglebot option, and you have a bear tank, trauma warrior, or hemo rogue, you're going to have issues.
This line is only checking to see if Mangle Cat is going to wear off in 1 or less seconds, and if it is, it will tell you to Mangle. The problem that comes in to play, is that if a Bear tank overwrites your Mangle, with Mangleb, or a Rogue overwrites your Mangle with a Hemo, or a Warrior with Trauma, then at that point in time, Mangle Cat will match the conditions of Mangle Cat expiring in 1 or less seconds since someone else just overwrote it (Mangle Cat will match a zero second duration during this check). That means every time someone else applies Trauma, or Hemo for example, it's going to tell you to Mangle. I think you're better off just changing the line to read as:
if CheckBoxOn(Manglebot) and TargetDebuffExpires (bleed 1) Spell(MANGLE)
With this, you can just check to see if any of the 30% bleed enhancements are going to wear off within the next 1 second, and if they will, then tell you to Mangle just before, or as the debuff is wearing off.
Next up:
if BuffPresent(STAMPEDE) and BuffExpires(STAMPEDE 1) Spell(RAVAGE)
If you're already in the midst of the global just as your Stampede buff is getting ready to expire...
Example:
Stampede buff wears off in 1.2secs and you're applying Rake right this moment. The global ends 1second later and you have .2secs where you'll be suggested to Ravage, and you need to use it. I would recommend bumping the time requirement for your "catch all/use it or lose it" Ravage.
This scenario likely wouldn't be an issue on a typical stand still fight, but in the event that you charge in after an air phase or run away phase ended, and then immediately got a debuff that required you to run from the rest of the raid for a brief moment, it could come up. I'd suggest BuffExpires(STAMPEDE 1.5) or perhaps even 2.
Next:
if ComboPoints(more 4) and TargetDeadIn(more 6) and TargetDebuffExpires(RIP 2 mine=1) unless BuffPresent(OMEN)
{
# if BuffPresent(TIGER) Spell(RIP)
unless 2s before Spell(TIGER) Spell(RIP)
}
if TargetDeadIn(more 15) and TargetDebuffExpires(RAKE 3 mine=1)
{
# if BuffPresent(TIGER) Spell(RAKE)
unless 3s before Spell(TIGER) Spell(RAKE)
}
Rake ticks once per 3secs. Average Shred Crits in BiS are around 17k damage. That's not an actual average of what Shred will do, that's just a crit average. Two non Crit Rake Ticks will approach this kind of damage for less energy and only requires 6secs. Things can get to moving a little fast in the last 25% of a target's health, and things might fluctuate quickly on a Trash target as far as determining how long the target has to live once you transition below 25% target health, but I think 15secs requirement before using Rake is a bit much, especially since you clip the last 3secs of the old Rake to put up a new one, and consider too, the last 25% of a boss target is going to last long enough that the timetolive will adjust enough to have a decent idea of how long the target will actually still be alive.
Another thing I was curious about, is your timing on Tiger's Fury before using Rip or Rake. You've chosen not to Rip if Tiger's is available within 2secs, and not to Rake if Tiger's is available within 3secs. If anything, I'd imagine it should be the other way around.
If Tiger's enhances the bleed damage by 15%, then it should be effective to make your attempt to line them up as long as you don't have more than 15% down time of the bleed you're trying to line up. Rip lasts 22secs and 15% of 22 is 3.3 secs while 15% of Rake's duration of 15 is 2.25 secs. It would seem to me that you would have more waiting room to line up Tiger's with Rip than you would with Rake and Tiger's.
if ComboPoints(more 4) and TargetDeadIn(more 9) and TargetDebuffExpires(RIP 12 mine=1) and at most 3s from TargetDebuffExpires(RIP mine=1) until BuffExpires(ROAR) Spell(ROAR)
The scene:
You're at 5 combo points, the boss target is at 50% health and Rip has 11 seconds remaining and Roar has 11+3 secs remaining (14secs), you want to Roar and clip 14secs of an already existing Roar?
When I consider your Bite portion:
if ComboPoints(more 4) unless TargetDebuffExpires(RIP 8 mine=1) or BuffExpires(ROAR 8) Spell(BITE)
You, just like me, seem to like Rip to have ~8 or so secs as a requirement to using Bite (not counting BloodWater conditions).
A worst case scenario that can come out of this:
Rip is at 11.5secs (TargetDebuffExpires(
RIP 12), and Roar is at 14.5 (at most
3s from TargetDebuffExpires(RIP mine=1) until BuffExpires(ROAR))...
you could Bite(1sec GCD), have ~10secs to build for the next Rip, and then have 3secs after you apply the Rip to get SR renewed just as it's wearing off or perhaps a sec late (SR isn't that big of a deal to let slip now and again for a brief moment),
but instead, you Roar and clip ~14secs of an existing Roar. It's really an edge case, and most likely won't come quite that close to extreme, but there's still a lot of breathing room to get a bite in there instead of renewing the Roar and clipping so much of an existing Roar.
It would seem to me that you're using the Roar upkeep concept that we used before 4.0, though tweaked, when it comes to Rip and Roar duration interaction in your combo points more 4 portion to use Roar, but discarded that mentality every where else in the script. I think this portion of your script for Roar suggestion needs a rethink.