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02/02/11, 9:32 PM
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#661
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Glass Joe
Blood Elf Paladin
Lightning's Blade
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any chance you can add the custom rotation editor back in to the next release, or alternatively, is there a way to adjust this in the current version (I'm awful with .lua)?
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02/05/11, 1:05 PM
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#662
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Glass Joe
Dwarf Paladin
Thorium Brotherhood
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I'm having some trouble figuring out the syntax for changing the alpha values for an icon spell when it's a conditional. Specifically,
local visible, texture, start, duration, enable, reversed=IconAura("HARMFUL","target","Colossus Smash","player")
if not visible then return IconSpell("Colossus Smash") end
return visible, texture, start, duration, enable, reversed
I'm trying to reduce the alpha of the IconSpell to .5 so it's more clear that the spell is on cooldown, and the debuff is not active. Anyone around who can throw me a bone?
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02/09/11, 9:23 AM
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#663
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Glass Joe
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Does the new update to FCFS allow the user to customize the rotation again? Or is it a set rotation?
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02/09/11, 9:29 AM
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#664
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Von Kaiser
Human Paladin
Kul Tiras (EU)
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Just noting that the RetEx rotation system is broken in 4.0.6. Haven't tried the older / normal system though, or the Prot rotation.
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02/09/11, 9:35 AM
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#665
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Piston Honda
Human Paladin
Malygos (EU)
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There is a new alpha version available with the option to customize the rotation. RetEx is broken because this function is no longer existant, instead you have to change the behaviors to return IconRet1() and IconRet2().
Standard rotation is set to:
Furthermore there is a new function called Predict that CS will generate HP. I guess burghy will briefly explain what is behind it.
Last edited by aylen86 : 02/09/11 at 9:43 AM.
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02/09/11, 10:42 AM
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#666
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Don Flamenco
Human Paladin
Ravencrest (EU)
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It's just an option do disable the old behavior because now there's the possibility CS won't land.
Frankly, I feel like the 2nd icon is more and more an annoyance. There's so much stuff now that can cause the annoying "jumping" and if you are constantly forced to watch main icon for updates, second one becomes useless.
And yeah, the Ex functions were removed.
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02/10/11, 2:55 AM
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#667
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Glass Joe
Blood Elf Paladin
Spirestone
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I ran a couple heroic instances last night before installing the 4.0.6 version of clcret. I was able to sustain about 14-15k dps on most of the fights (where I didn't have to run around or dodge shit all the time).
After I installed the latest version, my dps has dipped to 12-13k. None of my gear has changed in the past 2 days.
I'm wondering if anyone else is experiencing this. If you have, what did you do to fix the issue?
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02/10/11, 4:53 AM
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#668
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Von Kaiser
Draenei Paladin
Khadgar (EU)
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Still using an older version of clcret with the "old" custom rotation system in it. Will be taking the new one for a spin this weekend.
1) In the above screen Aylen posted. I'm not sure what to make of the "inqahp" thing.
My guess atm would be
"inqa" = Inq if you don't have inq currently and you have 3 HP
"inqahp" = Inq if you don't have inq currently and you have 1 or 2 HP.
Extending to "inqrhp" that would mean: you have inq, it's inside the refresh period and you have 1 or 2 hp. But in that case, it doesn't seem to fit in the priority aylen is linking as the one to use. refreshing Inq at anything less than 3 hp seems like a waste.
2) I agree with the dwindling usefullness of the 2nd icon. Looking 1.5 sec or more into the future seems useless now. It used to be "ok" with only AOW/Exo disrupting it. it started to be less usefull with the DS proc from the set in wotlk. We have quite a bit more randomness in our standard rotation now however, so I noticed myself paying increasingly less attention to it.
I disabled it last night and did sort of "miss" it however, but not so much to predict what I'll be hitting next, but more to predict that I may have a free GCD coming up so I can look around for something to do other than DPS abilities.
I did find myself making up for that though, so I'm probably going to keep it that way.
I am considering using the "code window" to adding an "alert" indicator (stuff I should do like rebuke, jump, ...) though. A personal mini boss mod as it were. So don't you go removing the 2nd icon feature now. At work now and no wow here, but I don't think the other icons allow you to do generic code (?).
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02/10/11, 5:02 AM
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#669
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Don Flamenco
Human Paladin
Ravencrest (EU)
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hp and dp suffixes means it checks for that specific resource instead of both.
CS (1-2HP) > TV translates into tvhp cs tvdp
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02/10/11, 9:48 AM
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#670
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Glass Joe
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With the new patch, how do you set it so the priority changes during AW+Zealotry?
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02/10/11, 2:15 PM
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#671
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Glass Joe
Human Paladin
Stormreaver
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Once again, thank you for all the hard work you've put into this addon. It's really one of those tools I cant live without. With that being said, using the new clcInfo-v.1.4.006.001 I am still unable to implement the following rotation:
CS(0-2hp) Inq HoW Exo TV(3hp) j HW Cons
The closest I could come up with is (with Min Inq Apply and Inq refresh set to 2):
inqrhp tvhp cs inqrdp exoud how exo tvdp j hw cons
However, this doesnt account for some situations:
1. if you have 2 hp and CS is off CD, inq will still be recommended. (I tried using inqr instead but it appears to match based on DP or HP).
2. If you have 3 HP, then TV will be recommended over exo or how
I was able to work around the issue by editing the retribution.lua and adding some additional actions and updating some existing ones. I'm not sure if this is the best way to go about fixing this issue but it does seem to work after doing some testing. There doesnt appear to be any logic to keep CS from being recommended at 3HP so you have to explicitly set spells with higher prio when you have 3 HP. I've included my rotation settings and changes below:

prio = "inqr3 exoud3hp how3hp exo3hp tv3hp cs inqrdp inqrhp exoud how exo tvdp j hw cons",
rangePerSkill = false,
inqRefresh = 4,
inqApplyMin = 2,
inqRefreshMin = 2,
undead = "Undead",
demon = "Demon",
jClash = 0.2,
hwClash = 0.2,
consClash = 0.2,
consMana = 20000,
hpDelay = 0.9,
predictCS = true,
-- actions ---------------------------------------------------------------------
local actions = {
-- inquisition, apply, 3 hp
inqa3 = {
id = inqId,
GetCD = function()
if s_inq <= 0 and s_hp >= 3 then
return 0
end
return 100
end,
UpdateStatus = function()
s_ctime = s_ctime + s_gcd + 1.5 / s_haste
s_inq = 100 -- make sure it's not shown for next skill
if s_dp > 0 then s_dp = 0 else s_hp = 0 end -- adjust hp/dp
end,
info = "apply Inquisition at 3 HP",
},
inqahp = {
id = inqId,
GetCD = function()
if s_inq <= 0 and s_hp >= db.inqApplyMin then
return 0
end
return 100
end,
UpdateStatus = function()
s_ctime = s_ctime + s_gcd + 1.5 / s_haste
s_inq = 100 -- make sure it's not shown for next skill
if s_dp > 0 then s_dp = 0 else s_hp = 0 end -- adjust hp/dp
end,
info = "apply Inquisition at x HP",
},
inqadp = {
id = inqId,
GetCD = function()
if s_inq <= 0 and s_dp > 0 then
return 0
end
return 100
end,
UpdateStatus = function()
s_ctime = s_ctime + s_gcd + 1.5 / s_haste
s_inq = 100 -- make sure it's not shown for next skill
if s_dp > 0 then s_dp = 0 else s_hp = 0 end -- adjust hp/dp
end,
info = "apply Inquisition at DP",
},
inqr3 = {
id = inqId,
GetCD = function()
if s_inq <= db.inqRefresh and s_hp >= 3 then
return 0
end
return 100
end,
UpdateStatus = function()
s_ctime = s_ctime + s_gcd + 1.5 / s_haste
s_inq = 100 -- make sure it's not shown for next skill
if s_dp > 0 then s_dp = 0 else s_hp = 0 end -- adjust hp/dp
end,
info = "refresh Inquisition at 3 HP",
},
inqrhp = {
id = inqId,
GetCD = function()
if s_inq <= db.inqRefresh and s_hp >= db.inqRefreshMin then
return 0
end
return 100
end,
UpdateStatus = function()
s_ctime = s_ctime + s_gcd + 1.5 / s_haste
s_inq = 100 -- make sure it's not shown for next skill
if s_dp > 0 then s_dp = 0 else s_hp = 0 end -- adjust hp/dp
end,
info = "refresh Inquisition at x HP",
},
inqrdp = {
id = inqId,
GetCD = function()
if s_inq <= db.inqRefresh and s_dp > 0 then
return 0
end
return 100
end,
UpdateStatus = function()
s_ctime = s_ctime + s_gcd + 1.5 / s_haste
s_inq = 100 -- make sure it's not shown for next skill
if s_dp > 0 then s_dp = 0 else s_hp = 0 end -- adjust hp/dp
end,
info = "refresh Inquisition at DP",
},
exoud = {
id = exoId,
GetCD = function()
if (targetType == db.undead or targetType == db.demon) and s_aow > 0 then
return 0
end
return 100
end,
UpdateStatus = function()
s_ctime = s_ctime + s_gcd + 1.5 / s_haste
s_aow = 0 -- make sure it's not shown for next skill
end,
info = "Exorcism with guaranteed crit",
},
exoud3hp = {
id = exoId,
GetCD = function()
if s_hp >= 3 and (targetType == db.undead or targetType == db.demon) and s_aow > 0 then
return 0
end
return 100
end,
UpdateStatus = function()
s_ctime = s_ctime + s_gcd + 1.5 / s_haste
s_aow = 0 -- make sure it's not shown for next skill
end,
info = "Exorcism at 3 HP with guaranteed crit",
},
exo = {
id = exoId,
GetCD = function()
if targetType ~= db.undead and targetType ~= db.demon and s_aow > 0 then
return 0
end
return 100
end,
UpdateStatus = function()
s_ctime = s_ctime + s_gcd + 1.5 / s_haste
s_aow = 0 -- make sure it's not shown for next skill
end,
info = "Exorcism",
},
exo3hp = {
id = exoId,
GetCD = function()
if s_hp >= 3 and targetType ~= db.undead and targetType ~= db.demon and s_aow > 0 then
return 0
end
return 100
end,
UpdateStatus = function()
s_ctime = s_ctime + s_gcd + 1.5 / s_haste
s_aow = 0 -- make sure it's not shown for next skill
end,
info = "Exorcism at 3 HP",
},
how = {
id = howId,
GetCD = function()
if IsUsableSpell(howId) and s1 ~= howId then
return GetCooldown(howId)
end
return 100
end,
UpdateStatus = function()
s_ctime = s_ctime + s_gcd + 1.5 / s_haste
end,
info = "Hammer of Wrath",
},
how3hp = {
id = howId,
GetCD = function()
if s_hp >= 3 and IsUsableSpell(howId) and s1 ~= howId then
return GetCooldown(howId)
end
return 100
end,
UpdateStatus = function()
s_ctime = s_ctime + s_gcd + 1.5 / s_haste
end,
info = "Hammer of Wrath at 3 HP",
},
tv = {
id = tvId,
GetCD = function()
if s_hp >= 3 or s_dp > 0 then
return 0
end
return 100
end,
UpdateStatus = function()
s_ctime = s_ctime + s_gcd + 1.5
if s_dp > 0 then s_dp = 0 else s_hp = 0 end -- adjust hp/dp
end,
info = "Templar's Verdict",
},
tv3hp = {
id = tvId,
GetCD = function()
if s_hp >= 3 then
return 0
end
return 100
end,
UpdateStatus = function()
s_ctime = s_ctime + s_gcd + 1.5
if s_dp > 0 then s_dp = 0 else s_hp = 0 end -- adjust hp/dp
end,
info = "Templar's Verdict at 3 HP",
},
tvdp = {
id = tvId,
GetCD = function()
if s_dp > 0 then
return 0
end
return 100
end,
UpdateStatus = function()
s_ctime = s_ctime + s_gcd + 1.5
if s_dp > 0 then s_dp = 0 else s_hp = 0 end -- adjust hp/dp
end,
info = "Templar's Verdict at DP",
},
cs = {
id = csId,
GetCD = function()
if s1 == csId then
return (4.5 / s_haste - 1.5)
else
return GetCooldown(csId)
end
end,
UpdateStatus = function()
s_ctime = s_ctime + s_gcd + 1.5
if db.predictCS then
if s_zeal > 0 then
s_hp = 3
else
s_hp = s_hp + 1
end
end
end,
info = "Crusader Strike",
},
j = {
id = jId,
GetCD = function()
if s1 ~= jId then
return GetCooldown(jId) + db.jClash
end
return 100
end,
UpdateStatus = function()
s_ctime = s_ctime + s_gcd + 1.5
end,
info = "Judgement",
},
hw = {
id = hwId,
GetCD = function()
if s1 ~= hwId then
return GetCooldown(hwId) + db.hwClash
end
return 100
end,
UpdateStatus = function()
s_ctime = s_ctime + s_gcd + 1.5 / s_haste
end,
info = "Holy Wrath",
},
cons = {
id = consId,
GetCD = function()
if s1 ~= consId and UnitPower("player") > db.consMana then
return GetCooldown(consId) + db.consClash
end
return 100
end,
UpdateStatus = function()
s_ctime = s_ctime + s_gcd + 1.5 / s_haste
end,
info = "Consecration",
},
}
I am also experiencing another issue with the primary icon. Using the settings noted above, when at 2 HP, with all skills off cool down, inq up, and no procs up, I see the correct display where icon1 is CS and icon2 is TV. When I hit CS, icon1 breifly changes to judgment before turning into TV. This seems to be because of they delay in my client between when CS goes on CD and when the 3rd HP charge is registered. However, I have tried adjusting the HP delay higher but it doesnt seem to impact the issue. Is there a setting I can change to alleviate this behavior or is it possibly a bug?
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02/10/11, 5:54 PM
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#672
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Don Flamenco
Human Paladin
Ravencrest (EU)
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HP delay works only if you enable the option to predict CS. I'll take a look at the actions in the weekend. The ones I had implemented seemed to cover the main rotations suggested.
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02/11/11, 6:28 AM
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#673
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Von Kaiser
Draenei Paladin
Khadgar (EU)
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Originally Posted by burghy
hp and dp suffixes means it checks for that specific resource instead of both.
CS (1-2HP) > TV translates into tvhp cs tvdp
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Okay.. so that matches the TVHP description.
Wouldn't it then be better to change the descriptions of inqahp and inqrhp to read "at 3 hp" like it does for TVHP rather than "at X hp". That would've removed the confusion entirely.
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02/11/11, 7:19 AM
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#674
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Don Flamenco
Human Paladin
Ravencrest (EU)
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It's worded like that because you have an option at how many HP to use them while TV makes no sense outside 3HP.
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02/11/11, 12:10 PM
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#675
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Glass Joe
Human Paladin
Stormreaver
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Thanks for adding in the logic to prevent CS at 3hp. I've been testing v.1.4.006.002 and I am still seeing some cases where CS is suggested when you have 3hp. I have provided links to screenshots w/ debugging enabled below. Please note my rotation in this test is:
cs inqr exoud how exo tv j hw cons
screenshots: ImageShack Album - 2 images
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