--- ============================ HEADER ============================ --- ======= LOCALIZE ======= -- Addon local addonName, addonTable = ... -- HeroDBC local DBC = HeroDBC.DBC -- HeroLib local HL = HeroLib local Cache = HeroCache local Unit = HL.Unit local Player = Unit.Player local Target = Unit.Target local Spell = HL.Spell local MultiSpell = HL.MultiSpell local Item = HL.Item -- HeroRotation local HR = HeroRotation local AoEON = HR.AoEON local CDsON = HR.CDsON -- Num/Bool Helper Functions local num = HR.Commons.Everyone.num local bool = HR.Commons.Everyone.bool -- Lua local mathmin = math.min local mathmax = math.max local mathabs = math.abs --- ============================ CONTENT ============================ --- ======= APL LOCALS ======= -- Commons local Everyone = HR.Commons.Everyone local Rogue = HR.Commons.Rogue -- GUI Settings local Settings = { General = HR.GUISettings.General, Commons = HR.GUISettings.APL.Rogue.Commons, Commons2 = HR.GUISettings.APL.Rogue.Commons2, Outlaw = HR.GUISettings.APL.Rogue.Outlaw, } -- Define S/I for spell and item arrays local S = Spell.Rogue.Outlaw local I = Item.Rogue.Outlaw -- Create table to exclude above trinkets from On Use function local OnUseExcludes = { I.ManicGrieftorch:ID(), } S.Dispatch:RegisterDamageFormula( -- Dispatch DMG Formula (Pre-Mitigation): --- Player Modifier -- AP * CP * EviscR1_APCoef * Aura_M * NS_M * DS_M * DSh_M * SoD_M * Finality_M * Mastery_M * Versa_M --- Target Modifier -- Ghostly_M * Sinful_M function () return --- Player Modifier -- Attack Power Player:AttackPowerDamageMod() * -- Combo Points Rogue.CPSpend() * -- Eviscerate R1 AP Coef 0.3 * -- Aura Multiplier (SpellID: 137036) 1.0 * -- Versatility Damage Multiplier (1 + Player:VersatilityDmgPct() / 100) * --- Target Modifier -- Ghostly Strike Multiplier (Target:DebuffUp(S.GhostlyStrike) and 1.1 or 1) end ) -- Rotation Var local Enemies30y, EnemiesBF, EnemiesBFCount local ShouldReturn; -- Used to get the return string local BladeFlurryRange = 6 local BetweenTheEyesDMGThreshold local EffectiveComboPoints, ComboPoints, ComboPointsDeficit local Energy, EnergyRegen, EnergyDeficit, EnergyTimeToMax, EnergyMaxOffset local Interrupts = { { S.Blind, "Cast Blind (Interrupt)", function () return true end }, } -- Stable Energy Prediction local PrevEnergyTimeToMaxPredicted, PrevEnergyPredicted = 0, 0 local function EnergyTimeToMaxStable (MaxOffset) local EnergyTimeToMaxPredicted = Player:EnergyTimeToMaxPredicted(nil, MaxOffset) if EnergyTimeToMaxPredicted < PrevEnergyTimeToMaxPredicted or (EnergyTimeToMaxPredicted - PrevEnergyTimeToMaxPredicted) > 0.5 then PrevEnergyTimeToMaxPredicted = EnergyTimeToMaxPredicted end return PrevEnergyTimeToMaxPredicted end local function EnergyPredictedStable () local EnergyPredicted = Player:EnergyPredicted() if EnergyPredicted > PrevEnergyPredicted or (EnergyPredicted - PrevEnergyPredicted) > 9 then PrevEnergyPredicted = EnergyPredicted end return PrevEnergyPredicted end --- ======= ACTION LISTS ======= local RtB_BuffsList = { S.Broadside, S.BuriedTreasure, S.GrandMelee, S.RuthlessPrecision, S.SkullandCrossbones, S.TrueBearing } local function RtB_List (Type, List) if not Cache.APLVar.RtB_List then Cache.APLVar.RtB_List = {} end if not Cache.APLVar.RtB_List[Type] then Cache.APLVar.RtB_List[Type] = {} end local Sequence = table.concat(List) -- All if Type == "All" then if not Cache.APLVar.RtB_List[Type][Sequence] then local Count = 0 for i = 1, #List do if Player:BuffUp(RtB_BuffsList[List[i]]) then Count = Count + 1 end end Cache.APLVar.RtB_List[Type][Sequence] = Count == #List and true or false end -- Any else if not Cache.APLVar.RtB_List[Type][Sequence] then Cache.APLVar.RtB_List[Type][Sequence] = false for i = 1, #List do if Player:BuffUp(RtB_BuffsList[List[i]]) then Cache.APLVar.RtB_List[Type][Sequence] = true break end end end end return Cache.APLVar.RtB_List[Type][Sequence] end -- Get the number of Roll the Bones buffs currently on local function RtB_Buffs () if not Cache.APLVar.RtB_Buffs then Cache.APLVar.RtB_Buffs = {} Cache.APLVar.RtB_Buffs.Total = 0 Cache.APLVar.RtB_Buffs.Normal = 0 Cache.APLVar.RtB_Buffs.Shorter = 0 Cache.APLVar.RtB_Buffs.Longer = 0 local RtBRemains = Rogue.RtBRemains() for i = 1, #RtB_BuffsList do local Remains = Player:BuffRemains(RtB_BuffsList[i]) if Remains > 0 then Cache.APLVar.RtB_Buffs.Total = Cache.APLVar.RtB_Buffs.Total + 1 if Remains == RtBRemains then Cache.APLVar.RtB_Buffs.Normal = Cache.APLVar.RtB_Buffs.Normal + 1 elseif Remains > RtBRemains then Cache.APLVar.RtB_Buffs.Longer = Cache.APLVar.RtB_Buffs.Longer + 1 else Cache.APLVar.RtB_Buffs.Shorter = Cache.APLVar.RtB_Buffs.Shorter + 1 end end end end return Cache.APLVar.RtB_Buffs.Total end -- RtB rerolling strategy, return true if we should reroll local function RtB_Reroll () if not Cache.APLVar.RtB_Reroll then -- 1+ Buff if Settings.Outlaw.RolltheBonesLogic == "1+ Buff" then Cache.APLVar.RtB_Reroll = (RtB_Buffs() <= 0) and true or false -- Broadside elseif Settings.Outlaw.RolltheBonesLogic == "Broadside" then Cache.APLVar.RtB_Reroll = (not Player:BuffUp(S.Broadside)) and true or false -- Buried Treasure elseif Settings.Outlaw.RolltheBonesLogic == "Buried Treasure" then Cache.APLVar.RtB_Reroll = (not Player:BuffUp(S.BuriedTreasure)) and true or false -- Grand Melee elseif Settings.Outlaw.RolltheBonesLogic == "Grand Melee" then Cache.APLVar.RtB_Reroll = (not Player:BuffUp(S.GrandMelee)) and true or false -- Skull and Crossbones elseif Settings.Outlaw.RolltheBonesLogic == "Skull and Crossbones" then Cache.APLVar.RtB_Reroll = (not Player:BuffUp(S.SkullandCrossbones)) and true or false -- Ruthless Precision elseif Settings.Outlaw.RolltheBonesLogic == "Ruthless Precision" then Cache.APLVar.RtB_Reroll = (not Player:BuffUp(S.RuthlessPrecision)) and true or false -- True Bearing elseif Settings.Outlaw.RolltheBonesLogic == "True Bearing" then Cache.APLVar.RtB_Reroll = (not Player:BuffUp(S.TrueBearing)) and true or false -- SimC Default else -- actions+=/variable,name=rtb_reroll,if=!talent.hidden_opportunity,value=rtb_buffs<2&(!buff.broadside.up&(!talent.fan_the_hammer|!buff.skull_and_crossbones.up)&!buff.true_bearing.up|buff.loaded_dice.up)|rtb_buffs=2&(buff.buried_treasure.up&buff.grand_melee.up|!buff.broadside.up&!buff.true_bearing.up&buff.loaded_dice.up) -- actions+=/variable,name=rtb_reroll,if=!talent.hidden_opportunity&(talent.keep_it_rolling|talent.count_the_odds),value=variable.rtb_reroll|((rtb_buffs.normal=0&rtb_buffs.longer>=1)&!(buff.broadside.up&buff.true_bearing.up&buff.skull_and_crossbones.up)&!(buff.broadside.remains>39|buff.true_bearing.remains>39|buff.ruthless_precision.remains>39|buff.skull_and_crossbones.remains>39)) -- actions+=/variable,name=rtb_reroll,if=talent.hidden_opportunity,value=!rtb_buffs.will_lose.skull_and_crossbones&(rtb_buffs.will_lose-rtb_buffs.will_lose.grand_melee)<2&buff.shadow_dance.down&buff.subterfuge.down if S.HiddenOpportunity:IsAvailable() then RtB_Buffs() -- Update cache if (Player:BuffDown(S.SkullandCrossbones) or Player:BuffRemains(S.SkullandCrossbones) > Rogue.RtBRemains()) and Player:BuffDown(S.SubterfugeBuff) and Player:BuffDown(S.ShadowDanceBuff) and ((Cache.APLVar.RtB_Buffs.Normal + Cache.APLVar.RtB_Buffs.Shorter) - num(Player:BuffUp(S.GrandMelee) and Player:BuffRemains(S.GrandMelee) <= Rogue.RtBRemains())) < 2 then Cache.APLVar.RtB_Reroll = true else Cache.APLVar.RtB_Reroll = false end else if RtB_Buffs() == 2 then if Player:BuffUp(S.BuriedTreasure) and Player:BuffUp(S.GrandMelee) then Cache.APLVar.RtB_Reroll = true elseif Player:BuffUp(S.LoadedDiceBuff) and not Player:BuffUp(S.Broadside) and not Player:BuffUp(S.TrueBearing) then Cache.APLVar.RtB_Reroll = true end elseif RtB_Buffs() < 2 and (not Player:BuffUp(S.Broadside) and (not S.FanTheHammer:IsAvailable() or not Player:BuffUp(S.SkullandCrossbones)) and not Player:BuffUp(S.TrueBearing) or Player:BuffUp(S.LoadedDiceBuff)) then Cache.APLVar.RtB_Reroll = true else Cache.APLVar.RtB_Reroll = false end if Cache.APLVar.RtB_Reroll == false and (S.KeepItRolling:IsAvailable() or S.CountTheOdds:IsAvailable()) then if Cache.APLVar.RtB_Buffs.Normal == 0 and Cache.APLVar.RtB_Buffs.Longer > 0 and not (Player:BuffUp(S.Broadside) and Player:BuffUp(S.TrueBearing) and Player:BuffUp(S.SkullandCrossbones)) and not (Player:BuffRemains(S.Broadside) > 39 or Player:BuffRemains(S.TrueBearing) > 39 or Player:BuffRemains(S.RuthlessPrecision) > 39 or Player:BuffRemains(S.SkullandCrossbones) > 39) then Cache.APLVar.RtB_Reroll = true end end end end -- Defensive Override : Grand Melee if HP < 60 if Everyone.IsSoloMode() then if Player:BuffUp(S.GrandMelee) then if Player:IsTanking(Target) or Player:HealthPercentage() < mathmin(Settings.Outlaw.RolltheBonesLeechKeepHP, Settings.Outlaw.RolltheBonesLeechRerollHP) then Cache.APLVar.RtB_Reroll = false end elseif Player:HealthPercentage() < Settings.Outlaw.RolltheBonesLeechRerollHP then Cache.APLVar.RtB_Reroll = true end end end return Cache.APLVar.RtB_Reroll end -- # Checks if we are in an appropriate Stealth state for triggering the Count the Odds bonus local function Stealthed_CtO (BypassRecovery) -- actions+=/variable,name=stealthed_cto,value=talent.count_the_odds&(stealthed.basic|buff.shadowmeld.up|buff.shadow_dance.up) return S.CountTheOdds:IsAvailable() and (Player:StealthUp(false, false, BypassRecovery) or Player:BuffUp(S.Shadowmeld, nil, BypassRecovery) or Player:BuffUp(S.ShadowDanceBuff, nil, BypassRecovery)) end -- # Finish at 6 (5 with Summarily Dispatched talented) CP or CP Max-1, whichever is greater of the two local function Finish_Condition () -- actions+=/variable,name=finish_condition,value=combo_points>=((cp_max_spend-1)=cp_max_spend return ComboPoints >= mathmax(Rogue.CPMaxSpend() - 1, 6 - num(S.SummarilyDispatched:IsAvailable())) or EffectiveComboPoints >= Rogue.CPMaxSpend() end -- # Ensure we get full Ambush CP gains and aren't rerolling Count the Odds buffs away local function Ambush_Condition () -- actions+=/variable,name=ambush_condition,value=(talent.hidden_opportunity|combo_points.deficit>=2+talent.improved_ambush+buff.broadside.up|buff.vicious_followup.up)&energy>=50 return Energy >= 50 and (S.HiddenOpportunity:IsAvailable() or Player:BuffUp(S.ViciousFollowup) or ComboPointsDeficit >= 2 + num(S.ImprovedAmbush:IsAvailable()) + num(Player:BuffUp(S.Broadside))) end -- # With multiple targets, this variable is checked to decide whether some CDs should be synced with Blade Flurry -- actions+=/variable,name=blade_flurry_sync,value=spell_targets.blade_flurry<2&raid_event.adds.in>20|buff.blade_flurry.remains>1+talent.killing_spree.enabled local function Blade_Flurry_Sync () return not AoEON() or EnemiesBFCount < 2 or (Player:BuffRemains(S.BladeFlurry) > 1 + num(S.KillingSpree:IsAvailable())) end -- Determine if we are allowed to use Vanish offensively in the current situation local function Vanish_DPS_Condition () return Settings.Outlaw.UseDPSVanish and CDsON() and not (Everyone.IsSoloMode() and Player:IsTanking(Target)) end -- Marked for Death Target_if Functions -- actions.cds+=/marked_for_death,line_cd=1.5,target_if=min:target.time_to_die,if=raid_event.adds.up&(target.time_to_die=cp_max_spend-1)&!buff.dreadblades.up local function EvaluateMfDTargetIfCondition(TargetUnit) return TargetUnit:TimeToDie() end local function EvaluateMfDCondition(TargetUnit) -- Note: Increased the SimC condition by 50% since we are slower. return (TargetUnit:FilteredTimeToDie("<", ComboPointsDeficit*1.5) or (not Player:StealthUp(true, false) and ComboPointsDeficit >= Rogue.CPMaxSpend() - 1)) and not Player:DebuffUp(S.Dreadblades) end local function StealthCDs () if S.Vanish:IsCastable() and Vanish_DPS_Condition() then -- actions.stealth_cds=variable,name=vanish_condition,value=talent.hidden_opportunity|!talent.shadow_dance|!cooldown.shadow_dance.ready if S.HiddenOpportunity:IsAvailable() or not S.ShadowDanceTalent:IsAvailable() or not S.ShadowDance:IsCastable() then -- actions.stealth_cds+=/vanish,if=talent.find_weakness&!talent.audacity&debuff.find_weakness.down&variable.ambush_condition&variable.vanish_condition -- actions.stealth_cds+=/vanish,if=talent.hidden_opportunity&!buff.audacity.up&(variable.vanish_opportunity_condition|buff.opportunity.stack120&(variable.finish_condition|talent.hidden_opportunity)) if Target:DebuffUp(S.BetweentheEyes) and (not S.GhostlyStrike:IsAvailable() or Target:DebuffUp(S.GhostlyStrike)) and (not S.Dreadblades:IsAvailable() or not S.Dreadblades:IsCastable()) and (not S.HiddenOpportunity:IsAvailable() or Player:BuffDown(S.AudacityBuff) and (S.FanTheHammer:TalentRank() < 2 or Player:BuffDown(S.Opportunity))) then if S.KeepItRolling:IsAvailable() then if (S.KeepItRolling:CooldownRemains() <= 30 or S.KeepItRolling:CooldownRemains() > 120 and (Finish_Condition() or S.HiddenOpportunity:IsAvailable())) then if HR.Cast(S.ShadowDance, Settings.Commons.OffGCDasOffGCD.ShadowDance) then return "Cast Shadow Dance (KiR)" end return end else if Player:BuffUp(S.SliceandDice) and (num(S.HiddenOpportunity:IsAvailable()) + num(Finish_Condition())) == 1 and (not S.HiddenOpportunity:IsAvailable() or not S.Vanish:CooldownUp() or not Vanish_DPS_Condition()) then if HR.Cast(S.ShadowDance, Settings.Commons.OffGCDasOffGCD.ShadowDance) then return "Cast Shadow Dance" end return end end end end end local function CDs () -- actions.cds+=/adrenaline_rush,if=!buff.adrenaline_rush.up&(!talent.improved_adrenaline_rush|combo_points<=2) if CDsON() and S.AdrenalineRush:IsCastable() and not Player:BuffUp(S.AdrenalineRush) and (not S.ImprovedAdrenalineRush:IsAvailable() or ComboPoints <= 2) then if HR.Cast(S.AdrenalineRush, Settings.Outlaw.OffGCDasOffGCD.AdrenalineRush) then return "Cast Adrenaline Rush" end end -- actions.cds+=/blade_flurry,if=spell_targets>=2&buff.blade_flurry.remains= 2 and Player:BuffRemains(S.BladeFlurry) < (Player:BuffUp(S.AdrenalineRush) and 0.8 or 1) then if Settings.Outlaw.GCDasOffGCD.BladeFlurry then HR.CastSuggested(S.BladeFlurry) else if HR.Cast(S.BladeFlurry) then return "Cast Blade Flurry" end end end -- actions.cds+=/roll_the_bones,if=buff.dreadblades.down&(rtb_buffs.total=0|variable.rtb_reroll) if S.RolltheBones:IsReady() and not Player:DebuffUp(S.Dreadblades) and (RtB_Buffs() == 0 or RtB_Reroll()) then if HR.Cast(S.RolltheBones) then return "Cast Roll the Bones" end end -- actions.cds+=/keep_it_rolling,if=!variable.rtb_reroll&(buff.broadside.up+buff.true_bearing.up+buff.skull_and_crossbones.up+buff.ruthless_precision.up)>2&(buff.shadow_dance.down|rtb_buffs>=6) if S.KeepItRolling:IsCastable() and not RtB_Reroll() and (num(Player:BuffUp(S.Broadside)) + num(Player:BuffUp(S.TrueBearing)) + num(Player:BuffUp(S.SkullandCrossbones)) + num(Player:BuffUp(S.RuthlessPrecision))) > 2 and (Player:BuffDown(S.ShadowDanceBuff) or RtB_Buffs() >= 6) then if HR.Cast(S.KeepItRolling, Settings.Outlaw.GCDasOffGCD.KeepItRolling) then return "Cast Keep it Rolling" end end -- actions.cds+=/blade_rush,if=variable.blade_flurry_sync&!buff.dreadblades.up&(energy.base_time_to_max>4+stealthed.rogue-spell_targets%3) if S.BladeRush:IsCastable() and Target:IsSpellInRange(S.BladeRush) and Blade_Flurry_Sync() and not Player:DebuffUp(S.Dreadblades) and EnergyTimeToMax > (4 + num(Player:StealthUp(true, false)) - (EnemiesBFCount / 3)) and HL.FilteredFightRemains(EnemiesBF, ">", 4) then if HR.Cast(S.BladeRush, Settings.Outlaw.GCDasOffGCD.BladeRush) then return "Cast Blade Rush" end end if Target:IsSpellInRange(S.SinisterStrike) then -- actions.cds+=/call_action_list,name=stealth_cds,if=!stealthed.all|talent.count_the_odds&!talent.hidden_opportunity&!variable.stealthed_cto if not Player:StealthUp(true, true, true) or (S.CountTheOdds:IsAvailable() and not S.HiddenOpportunity:IsAvailable() and not Stealthed_CtO(true)) then ShouldReturn = StealthCDs() if ShouldReturn then return ShouldReturn end end -- actions.cds+=/dreadblades,if=!(variable.stealthed_cto|stealthed.basic|talent.hidden_opportunity&stealthed.rogue)&combo_points<=2&(!talent.marked_for_death|!cooldown.marked_for_death.ready)&target.time_to_die>=10 if S.Dreadblades:IsCastable() and Target:IsSpellInRange(S.Dreadblades) and ComboPoints <= 2 and not (Stealthed_CtO() or Player:StealthUp(false, false) or S.HiddenOpportunity:IsAvailable() and Player:StealthUp(true, false)) and (not S.MarkedforDeath:IsAvailable() or not S.MarkedforDeath:CooldownUp()) and Target:FilteredTimeToDie(">=", 10) then if HR.CastPooling(S.Dreadblades) then return "Cast Dreadblades" end end end -- actions.cds+=/thistle_tea,if=!buff.thistle_tea.up&(energy.base_deficit>=100|fight_remains= 100 or HL.BossFilteredFightRemains("<", S.ThistleTea:Charges()*6)) then if HR.Cast(S.ThistleTea, Settings.Commons.OffGCDasOffGCD.ThistleTea) then return "Cast Thistle Tea" end end -- actions.cds+=/killing_spree,if=variable.blade_flurry_sync&!stealthed.rogue&debuff.between_the_eyes.up&energy.base_time_to_max>4 if CDsON() and S.KillingSpree:IsCastable() and Target:IsSpellInRange(S.KillingSpree) and Blade_Flurry_Sync() and not Player:StealthUp(true, false) and Target:DebuffUp(S.BetweentheEyes) and EnergyTimeToMax > 4 then if HR.Cast(S.KillingSpree, nil, Settings.Outlaw.KillingSpreeDisplayStyle) then return "Cast Killing Spree" end end if Target:IsSpellInRange(S.SinisterStrike) and CDsON() then -- actions.cds+=/shadowmeld,if=!stealthed.all&(talent.count_the_odds&variable.finish_condition|!talent.weaponmaster.enabled&variable.ambush_condition) if Settings.Outlaw.UseDPSVanish and S.Shadowmeld:IsCastable() and (S.CountTheOdds:IsAvailable() and Finish_Condition() or not S.Weaponmaster:IsAvailable() and Ambush_Condition()) then if HR.Cast(S.Shadowmeld, Settings.Commons.OffGCDasOffGCD.Racials) then return "Cast Shadowmeld" end end -- TODO actions.cds=potion,if=buff.bloodlust.react|target.time_to_die<=60|buff.adrenaline_rush.up -- Racials -- actions.cds+=/blood_fury if S.BloodFury:IsCastable() then if HR.Cast(S.BloodFury, Settings.Commons.OffGCDasOffGCD.Racials) then return "Cast Blood Fury" end end -- actions.cds+=/berserking if S.Berserking:IsCastable() then if HR.Cast(S.Berserking, Settings.Commons.OffGCDasOffGCD.Racials) then return "Cast Berserking" end end -- actions.cds+=/fireblood if S.Fireblood:IsCastable() then if HR.Cast(S.Fireblood, Settings.Commons.OffGCDasOffGCD.Racials) then return "Cast Fireblood" end end -- actions.cds+=/ancestral_call if S.AncestralCall:IsCastable() then if HR.Cast(S.AncestralCall, Settings.Commons.OffGCDasOffGCD.Racials) then return "Cast Ancestral Call" end end -- Trinkets if Settings.Commons.UseTrinkets then -- actions.cds+=/use_item,name=manic_grieftorch,if=!stealthed.all&!buff.adrenaline_rush.up|fight_remains<5 if I.ManicGrieftorch:IsEquippedAndReady() and Target:FilteredTimeToDie(">", 2) and not Player:StealthUp(true, true) then if HR.Cast(I.ManicGrieftorch, nil, Settings.Commons.TrinketDisplayStyle) then return "Manic Grieftorch"; end end -- actions.cds+=/use_item,name=windscar_whetstone,if=spell_targets.blade_flurry>desired_targets|raid_event.adds.in>60|fight_remains<7 -- actions.cds+=/use_items,slots=trinket1,if=debuff.between_the_eyes.up|trinket.1.has_stat.any_dps|fight_remains<=20 -- actions.cds+=/use_items,slots=trinket2,if=debuff.between_the_eyes.up|trinket.2.has_stat.any_dps|fight_remains<=20 local TrinketToUse = Player:GetUseableItems(OnUseExcludes, 13) or Player:GetUseableItems(OnUseExcludes, 14) if TrinketToUse and (Target:DebuffUp(S.BetweentheEyes) or HL.BossFilteredFightRemains("<", 20) or TrinketToUse:TrinketHasStatAnyDps()) then if HR.Cast(TrinketToUse, nil, Settings.Commons.TrinketDisplayStyle) then return "Generic use_items for " .. TrinketToUse:Name() end end end end end local function Stealth () -- actions.stealth=blade_flurry,if=talent.subterfuge&talent.hidden_opportunity&spell_targets>=2&!buff.blade_flurry.up if S.BladeFlurry:IsReady() and AoEON() and EnemiesBFCount >= 2 and S.Subterfuge:IsAvailable() and S.HiddenOpportunity:IsAvailable() and not Player:BuffUp(S.BladeFlurry) then if Settings.Outlaw.GCDasOffGCD.BladeFlurry then HR.CastSuggested(S.BladeFlurry) else if HR.Cast(S.BladeFlurry) then return "Cast Blade Flurry" end end end -- actions.stealth+=/cold_blood,if=variable.finish_condition if S.ColdBlood:IsCastable() and Player:BuffDown(S.ColdBlood) and Target:IsSpellInRange(S.Dispatch) and Finish_Condition() then if HR.Cast(S.ColdBlood, Settings.Commons.OffGCDasOffGCD.ColdBlood) then return "Cast Cold Blood" end end -- actions.stealth+=/dispatch,if=variable.finish_condition if S.Dispatch:IsCastable() and Target:IsSpellInRange(S.Dispatch) and Finish_Condition() then if HR.CastPooling(S.Dispatch) then return "Cast Dispatch" end end -- actions.stealth+=/ambush,if=variable.stealthed_cto|stealthed.basic&talent.find_weakness&!debuff.find_weakness.up|talent.hidden_opportunity if S.Ambush:IsCastable() and Target:IsSpellInRange(S.Ambush) and (Stealthed_CtO() or S.HiddenOpportunity:IsAvailable() or Player:StealthUp(false, false) and S.FindWeakness:IsAvailable() and not Target:DebuffUp(S.FindWeaknessDebuff)) then if HR.CastPooling(S.Ambush) then return "Cast Ambush" end end end local function Finish () -- # BtE to keep the Crit debuff up, if RP is up, or for Greenskins, unless the target is about to die. -- actions.finish=between_the_eyes,if=target.time_to_die>3&(debuff.between_the_eyes.remains<4|talent.greenskins_wickers&!buff.greenskins_wickers.up|!talent.greenskins_wickers&talent.improved_between_the_eyes&buff.ruthless_precision.up) -- Note: Increased threshold to 4s to account for player reaction time if S.BetweentheEyes:IsCastable() and Target:IsSpellInRange(S.BetweentheEyes) and (Target:FilteredTimeToDie(">", 4) or Target:TimeToDieIsNotValid()) and Rogue.CanDoTUnit(Target, BetweenTheEyesDMGThreshold) and (Target:DebuffRemains(S.BetweentheEyes) < 4 or S.GreenskinsWickers:IsAvailable() and not Player:BuffUp(S.GreenskinsWickersBuff) or not S.GreenskinsWickers:IsAvailable() and S.ImprovedBetweenTheEyes:IsAvailable() and Player:BuffUp(S.RuthlessPrecision)) then if HR.CastPooling(S.BetweentheEyes) then return "Cast Between the Eyes" end end -- actions.finish+=/slice_and_dice,if=buff.slice_and_dice.remains=cp_max_spend) -- Note: Added Player:BuffRemains(S.SliceandDice) == 0 to maintain the buff while TTD is invalid (it's mainly for Solo, not an issue in raids) if S.SliceandDice:IsCastable() and (HL.FilteredFightRemains(EnemiesBF, ">", Player:BuffRemains(S.SliceandDice), true) or Player:BuffRemains(S.SliceandDice) == 0) and Player:BuffRemains(S.SliceandDice) < (1 + ComboPoints) * 1.8 and (not S.SwiftSlasher:IsAvailable() or ComboPointsDeficit == 0) and Player:BuffDown(S.GrandMelee) then if HR.CastPooling(S.SliceandDice) then return "Cast Slice and Dice" end end if S.ColdBlood:IsCastable() and Player:BuffDown(S.ColdBlood) and Target:IsSpellInRange(S.Dispatch) then if HR.Cast(S.ColdBlood, Settings.Commons.OffGCDasOffGCD.ColdBlood) then return "Cast Cold Blood" end end -- actions.finish+=/dispatch if S.Dispatch:IsCastable() and Target:IsSpellInRange(S.Dispatch) then if HR.CastPooling(S.Dispatch) then return "Cast Dispatch" end end end local function Build () -- actions.build=sepsis,target_if=max:target.time_to_die*debuff.between_the_eyes.up,if=target.time_to_die>11&debuff.between_the_eyes.up|fight_remains<11 -- TODO: target_if if CDsON() and S.Sepsis:IsReady() and Target:IsSpellInRange(S.Sepsis) and (Target:FilteredTimeToDie(">", 11) and Target:DebuffUp(S.BetweentheEyes) or HL.BossFilteredFightRemains("<", 11)) then if HR.Cast(S.Sepsis, nil, Settings.Commons.CovenantDisplayStyle) then return "Cast Sepsis" end end -- actions.build+=/ghostly_strike,if=debuff.ghostly_strike.remains<=3&(spell_targets.blade_flurry<=2|buff.dreadblades.up)&!buff.subterfuge.up&target.time_to_die>=5 if S.GhostlyStrike:IsReady() and Target:IsSpellInRange(S.GhostlyStrike) and Target:DebuffRemains(S.GhostlyStrike) <= 3 and (EnemiesBFCount <= 2 or Player:BuffUp(S.Dreadblades)) and Player:BuffDown(S.SubterfugeBuff) and Target:FilteredTimeToDie(">=", 5) then if HR.Cast(S.GhostlyStrike, Settings.Outlaw.GCDasOffGCD.GhostlyStrike) then return "Cast Ghostly Strike" end end -- actions.build+=/ambush,if=(talent.hidden_opportunity|talent.keep_it_rolling)&(buff.audacity.up|buff.sepsis_buff.up|buff.subterfuge.up&cooldown.keep_it_rolling.ready)|talent.find_weakness&debuff.find_weakness.down if S.Ambush:IsReady() then if S.FindWeakness:IsAvailable() and not Target:DebuffUp(S.FindWeaknessDebuff) then if HR.Cast(S.Ambush) then return "Cast Ambush (High-Prio FW)" end end if (S.HiddenOpportunity:IsAvailable() or S.KeepItRolling:IsAvailable()) and (Player:BuffUp(S.AudacityBuff) or Player:BuffUp(S.SepsisBuff) or Player:BuffUp(S.SubterfugeBuff) and S.KeepItRolling:IsReady()) then if HR.Cast(S.Ambush) then return "Cast Ambush (High-Prio Buffed)" end end end -- actions.build+=/pistol_shot,if=talent.fan_the_hammer&talent.audacity&talent.hidden_opportunity&buff.opportunity.up&!buff.audacity.up&!buff.subterfuge.up&!buff.shadow_dance.up -- actions.build+=/pistol_shot,if=buff.greenskins_wickers.up&(!talent.fan_the_hammer&buff.opportunity.up|buff.greenskins_wickers.remains<1.5) -- actions.build+=/pistol_shot,if=talent.fan_the_hammer&buff.opportunity.up&(buff.opportunity.stack>=buff.opportunity.max_stack|buff.opportunity.remains<2) -- actions.build+=/pistol_shot,if=talent.fan_the_hammer&buff.opportunity.up&combo_points.deficit>((1+talent.quick_draw)*talent.fan_the_hammer.rank)&!buff.dreadblades.up&(!talent.hidden_opportunity|!buff.subterfuge.up&!buff.shadow_dance.up) if S.PistolShot:IsCastable() and Target:IsSpellInRange(S.PistolShot) then if Player:BuffUp(S.GreenskinsWickersBuff) and (not S.FanTheHammer:IsAvailable() and Player:BuffUp(S.Opportunity)) then if HR.CastPooling(S.PistolShot) then return "Cast Pistol Shot (Buffed)" end elseif Player:BuffUp(S.GreenskinsWickersBuff) and Player:BuffRemains(S.GreenskinsWickersBuff) < 1.5 then if HR.CastPooling(S.PistolShot) then return "Cast Pistol Shot (GSW Dump)" end end if S.FanTheHammer:IsAvailable() and Player:BuffUp(S.Opportunity) then if S.Audacity:IsAvailable() and S.HiddenOpportunity:IsAvailable() and Player:BuffDown(S.AudacityBuff) and Player:BuffDown(S.SubterfugeBuff) and Player:BuffDown(S.ShadowDanceBuff) then if HR.CastPooling(S.PistolShot) then return "Cast Pistol Shot (Audacity)" end elseif Player:BuffStack(S.Opportunity) >= 6 or Player:BuffRemains(S.Opportunity) < 2 then if HR.CastPooling(S.PistolShot) then return "Cast Pistol Shot (FtH Dump)" end elseif ComboPointsDeficit > (1+num(S.QuickDraw:IsAvailable())*S.FanTheHammer:TalentRank()) and not Player:DebuffUp(S.Dreadblades) and (not S.HiddenOpportunity:IsAvailable() or not Player:BuffUp(S.SubterfugeBuff) and not Player:BuffUp(S.ShadowDanceBuff)) then if HR.CastPooling(S.PistolShot) then return "Cast Pistol Shot (FtH)" end end end end -- actions.build+=/echoing_reprimand,if=!buff.dreadblades.up if CDsON() and S.EchoingReprimand:IsReady() and not Player:DebuffUp(S.Dreadblades) then if HR.Cast(S.EchoingReprimand, nil, Settings.Commons.CovenantDisplayStyle) then return "Cast Echoing Reprimand" end end -- actions.build+=/pool_resource,for_next=1 -- actions.build+=/ambush,if=talent.hidden_opportunity|talent.find_weakness&debuff.find_weakness.down if S.Ambush:IsCastable() and (Player:BuffUp(S.AudacityBuff) or Player:StealthUp(true, true)) and (S.HiddenOpportunity:IsAvailable() or S.FindWeakness:IsAvailable() and not Target:DebuffUp(S.FindWeaknessDebuff)) then if HR.CastPooling(S.Ambush) then return "Cast Ambush (Pooling)" end end -- actions.build+=/pistol_shot,if=!talent.fan_the_hammer&buff.opportunity.up&(energy.base_deficit>energy.regen*1.5|!talent.weaponmaster&combo_points.deficit<=1+buff.broadside.up|talent.quick_draw.enabled|talent.audacity.enabled&!buff.audacity.up) if not S.FanTheHammer:IsAvailable() and S.PistolShot:IsCastable() and Target:IsSpellInRange(S.PistolShot) and Player:BuffUp(S.Opportunity) then if (EnergyTimeToMax > 1.5 or S.QuickDraw:IsAvailable() or (S.Audacity:IsAvailable() and not Player:BuffUp(S.AudacityBuff)) or (not S.Weaponmaster:IsAvailable() and ComboPointsDeficit <= 1 + num(Player:BuffUp(S.Broadside)))) then if HR.CastPooling(S.PistolShot) then return "Cast Pistol Shot" end end end -- actions.build+=/sinister_strike if S.SinisterStrike:IsCastable() and Target:IsSpellInRange(S.SinisterStrike) then if HR.CastPooling(S.SinisterStrike) then return "Cast Sinister Strike" end end end --- ======= MAIN ======= local function APL () -- Local Update BladeFlurryRange = S.AcrobaticStrikes:IsAvailable() and 9 or 6 BetweenTheEyesDMGThreshold = S.Dispatch:Damage() * 1.25 ComboPoints = Player:ComboPoints() EffectiveComboPoints = Rogue.EffectiveComboPoints(ComboPoints) ComboPointsDeficit = Player:ComboPointsDeficit() EnergyMaxOffset = Player:BuffUp(S.AdrenalineRush, nil, true) and -50 or 0 -- For base_time_to_max emulation Energy = EnergyPredictedStable() EnergyRegen = Player:EnergyRegen() EnergyTimeToMax = EnergyTimeToMaxStable(EnergyMaxOffset) -- energy.base_time_to_max EnergyDeficit = Player:EnergyDeficitPredicted(nil, EnergyMaxOffset) -- energy.base_deficit -- Unit Update if AoEON() then Enemies30y = Player:GetEnemiesInRange(30) -- Serrated Bone Spike cycle EnemiesBF = Player:GetEnemiesInRange(BladeFlurryRange) EnemiesBFCount = #EnemiesBF else EnemiesBFCount = 1 end -- Defensives -- Crimson Vial ShouldReturn = Rogue.CrimsonVial() if ShouldReturn then return ShouldReturn end -- Feint ShouldReturn = Rogue.Feint() if ShouldReturn then return ShouldReturn end -- Poisons Rogue.Poisons() -- Out of Combat if not Player:AffectingCombat() and S.Vanish:TimeSinceLastCast() > 1 then -- Stealth if not Player:StealthUp(true, false) then ShouldReturn = Rogue.Stealth(Rogue.StealthSpell()) if ShouldReturn then return ShouldReturn end end -- Flask -- Food -- Rune -- PrePot w/ Bossmod Countdown -- Opener if Everyone.TargetIsValid() then -- Precombat CDs -- actions.precombat+=/marked_for_death,precombat_seconds=10,if=raid_event.adds.in>25 if CDsON() and S.MarkedforDeath:IsCastable() and ComboPointsDeficit >= Rogue.CPMaxSpend() - 1 then if Settings.Commons.STMfDAsDPSCD then if HR.Cast(S.MarkedforDeath, Settings.Commons.OffGCDasOffGCD.MarkedforDeath) then return "Cast Marked for Death (OOC)" end else if HR.CastSuggested(S.MarkedforDeath) then return "Cast Marked for Death (OOC)" end end end -- actions.precombat+=/adrenaline_rush,precombat_seconds=3,if=talent.improved_adrenaline_rush if S.AdrenalineRush:IsReady() and S.ImprovedAdrenalineRush:IsAvailable() and ComboPoints <= 2 then if HR.Cast(S.AdrenalineRush) then return "Cast Adrenaline Rush (Opener)" end end -- actions.precombat+=/roll_the_bones,precombat_seconds=2 -- Use same extended logic as a normal rotation for between pulls if S.RolltheBones:IsReady() and not Player:DebuffUp(S.Dreadblades) and (RtB_Buffs() == 0 or RtB_Reroll()) then if HR.Cast(S.RolltheBones) then return "Cast Roll the Bones (Opener)" end end -- actions.precombat+=/slice_and_dice,precombat_seconds=1 if S.SliceandDice:IsReady() and Player:BuffRemains(S.SliceandDice) < (1 + ComboPoints) * 1.8 then if HR.CastPooling(S.SliceandDice) then return "Cast Slice and Dice (Opener)" end end if Player:StealthUp(true, false) then ShouldReturn = Stealth() if ShouldReturn then return "Stealth (Opener): " .. ShouldReturn end if S.Ambush:IsCastable() then if HR.Cast(S.Ambush) then return "Cast Ambush (Opener)" end end elseif Finish_Condition() then ShouldReturn = Finish() if ShouldReturn then return "Finish (Opener): " .. ShouldReturn end end if S.SinisterStrike:IsCastable() then if HR.Cast(S.SinisterStrike) then return "Cast Sinister Strike (Opener)" end end end return end -- In Combat -- Fan the Hammer Combo Point Prediction if S.FanTheHammer:IsAvailable() and S.PistolShot:TimeSinceLastCast() < Player:GCDRemains() then ComboPoints = mathmax(ComboPoints, Rogue.FanTheHammerCP()) end -- MfD Sniping (Higher Priority than APL) -- actions.cds+=/marked_for_death,line_cd=1.5,target_if=min:target.time_to_die,if=raid_event.adds.up&(target.time_to_die=cp_max_spend-1)&!buff.dreadblades.up -- actions.cds+=/marked_for_death,if=raid_event.adds.in>30-raid_event.adds.duration&combo_points.deficit>=cp_max_spend-1&!buff.dreadblades.up if S.MarkedforDeath:IsCastable() then if EnemiesBFCount > 1 and Everyone.CastTargetIf(S.MarkedforDeath, Enemies30y, "min", EvaluateMfDTargetIfCondition, EvaluateMfDCondition, nil, Settings.Commons.OffGCDasOffGCD.MarkedforDeath) then return "Cast Marked for Death (Cycle)" elseif EnemiesBFCount == 1 and ComboPointsDeficit >= Rogue.CPMaxSpend() - 1 and not Player:DebuffUp(S.Dreadblades) then if Settings.Commons.STMfDAsDPSCD then if HR.Cast(S.MarkedforDeath, Settings.Commons.OffGCDasOffGCD.MarkedforDeath) then return "Cast Marked for Death (ST)" end else HR.CastSuggested(S.MarkedforDeath) end end end if Everyone.TargetIsValid() then -- Interrupts ShouldReturn = Everyone.Interrupt(5, S.Kick, Settings.Commons2.OffGCDasOffGCD.Kick, Interrupts) if ShouldReturn then return ShouldReturn end -- # Higher priority Stealth list for Count the Odds or true Stealth/Vanish that will break in a single global -- actions+=/call_action_list,name=stealth,if=stealthed.basic|buff.shadowmeld.up if Player:StealthUp(false, false) or Player:BuffUp(S.Shadowmeld) then ShouldReturn = Stealth() if ShouldReturn then return "Stealth: " .. ShouldReturn end end -- actions+=/call_action_list,name=cds ShouldReturn = CDs() if ShouldReturn then return "CDs: " .. ShouldReturn end -- # Lower priority Stealth list for Shadow Dance -- actions+=/call_action_list,name=stealth,if=variable.stealthed_cto if Stealthed_CtO() then ShouldReturn = Stealth() if ShouldReturn then return "Stealth CtO: " .. ShouldReturn end end -- actions+=/run_action_list,name=finish,if=variable.finish_condition if Finish_Condition() then ShouldReturn = Finish() if ShouldReturn then return "Finish: " .. ShouldReturn end -- run_action_list forces the return HR.Cast(S.PoolEnergy) return "Finish Pooling" end -- actions+=/call_action_list,name=build ShouldReturn = Build() if ShouldReturn then return "Build: " .. ShouldReturn end -- actions+=/arcane_torrent,if=energy.deficit>=15+energy.regen if S.ArcaneTorrent:IsCastable() and Target:IsSpellInRange(S.SinisterStrike) and EnergyDeficit > 15 + EnergyRegen then if HR.Cast(S.ArcaneTorrent, Settings.Commons.GCDasOffGCD.Racials) then return "Cast Arcane Torrent" end end -- actions+=/arcane_pulse if S.ArcanePulse:IsCastable() and Target:IsSpellInRange(S.SinisterStrike) then if HR.Cast(S.ArcanePulse) then return "Cast Arcane Pulse" end end -- actions+=/lights_judgment if S.LightsJudgment:IsCastable() and Target:IsInMeleeRange(5) then if HR.Cast(S.LightsJudgment, Settings.Commons.GCDasOffGCD.Racials) then return "Cast Lights Judgment" end end -- actions+=/bag_of_tricks if S.BagofTricks:IsCastable() and Target:IsInMeleeRange(5) then if HR.Cast(S.BagofTricks, Settings.Commons.GCDasOffGCD.Racials) then return "Cast Bag of Tricks" end end -- OutofRange Pistol Shot if S.PistolShot:IsCastable() and Target:IsSpellInRange(S.PistolShot) and not Target:IsInRange(BladeFlurryRange) and not Player:StealthUp(true, true) and EnergyDeficit < 25 and (ComboPointsDeficit >= 1 or EnergyTimeToMax <= 1.2) then if HR.Cast(S.PistolShot) then return "Cast Pistol Shot (OOR)" end end end end local function Init () -- Nothing end HR.SetAPL(260, APL, Init) --- ======= SIMC ======= -- Last Update: 2023-01-31 -- # Executed before combat begins. Accepts non-harmful actions only. -- actions.precombat=apply_poison -- actions.precombat+=/flask -- actions.precombat+=/augmentation -- actions.precombat+=/food -- # Snapshot raid buffed stats before combat begins and pre-potting is done. -- actions.precombat+=/snapshot_stats -- actions.precombat+=/marked_for_death,precombat_seconds=10,if=raid_event.adds.in>25 -- actions.precombat+=/adrenaline_rush,precombat_seconds=3,if=talent.improved_adrenaline_rush -- actions.precombat+=/roll_the_bones,precombat_seconds=2 -- actions.precombat+=/slice_and_dice,precombat_seconds=1 -- actions.precombat+=/stealth -- # Executed every time the actor is available. -- # Restealth if possible (no vulnerable enemies in combat) -- actions=stealth -- # Interrupt on cooldown to allow simming interactions with that -- actions+=/kick -- # Checks if we are in an appropriate Stealth state for triggering the Count the Odds bonus -- actions+=/variable,name=stealthed_cto,value=talent.count_the_odds&(stealthed.basic|buff.shadowmeld.up|buff.shadow_dance.up) -- # Roll the Bones Reroll Conditions -- actions+=/variable,name=rtb_reroll,if=!talent.hidden_opportunity,value=rtb_buffs<2&(!buff.broadside.up&(!talent.fan_the_hammer|!buff.skull_and_crossbones.up)&!buff.true_bearing.up|buff.loaded_dice.up)|rtb_buffs=2&(buff.buried_treasure.up&buff.grand_melee.up|!buff.broadside.up&!buff.true_bearing.up&buff.loaded_dice.up) -- # Additional Reroll Conditions for Keep it Rolling or Count the Odds -- actions+=/variable,name=rtb_reroll,if=!talent.hidden_opportunity&(talent.keep_it_rolling|talent.count_the_odds),value=variable.rtb_reroll|((rtb_buffs.normal=0&rtb_buffs.longer>=1)&!(buff.broadside.up&buff.true_bearing.up&buff.skull_and_crossbones.up)&!(buff.broadside.remains>39|buff.true_bearing.remains>39|buff.ruthless_precision.remains>39|buff.skull_and_crossbones.remains>39)) -- # With Hidden Opportunity, prioritize rerolling for Skull and Crossbones over everything else -- actions+=/variable,name=rtb_reroll,if=talent.hidden_opportunity,value=!rtb_buffs.will_lose.skull_and_crossbones&(rtb_buffs.will_lose-rtb_buffs.will_lose.grand_melee)<2&buff.shadow_dance.down&buff.subterfuge.down -- # Avoid rerolls when we will not have time remaining on the fight or add wave to recoup the opportunity cost of the global -- actions+=/variable,name=rtb_reroll,op=reset,if=!(raid_event.adds.remains>12|raid_event.adds.up&(raid_event.adds.in-raid_event.adds.remains)<6|target.time_to_die>12)|fight_remains<12 -- # Ensure we want to cast Ambush prior to triggering a Stealth cooldown -- actions+=/variable,name=ambush_condition,value=(talent.hidden_opportunity|combo_points.deficit>=2+talent.improved_ambush+buff.broadside.up|buff.vicious_followup.up)&energy>=50 -- # Finish at 6 (5 with Summarily Dispatched talented) CP or CP Max-1, whichever is greater of the two -- actions+=/variable,name=finish_condition,value=combo_points>=((cp_max_spend-1)=cp_max_spend -- # With multiple targets, this variable is checked to decide whether some CDs should be synced with Blade Flurry -- actions+=/variable,name=blade_flurry_sync,value=spell_targets.blade_flurry<2&raid_event.adds.in>20|buff.blade_flurry.remains>1+talent.killing_spree.enabled -- # Higher priority Stealth list for Count the Odds or true Stealth/Vanish that will break in a single global -- actions+=/call_action_list,name=stealth,if=stealthed.basic|buff.shadowmeld.up -- actions+=/call_action_list,name=cds -- # Lower priority Stealth list for Shadow Dance -- actions+=/call_action_list,name=stealth,if=variable.stealthed_cto -- actions+=/run_action_list,name=finish,if=variable.finish_condition -- actions+=/call_action_list,name=build -- actions+=/arcane_torrent,if=energy.base_deficit>=15+energy.regen -- actions+=/arcane_pulse -- actions+=/lights_judgment -- actions+=/bag_of_tricks -- # Builders -- actions.build=sepsis,target_if=max:target.time_to_die*debuff.between_the_eyes.up,if=target.time_to_die>11&debuff.between_the_eyes.up|fight_remains<11 -- actions.build+=/ghostly_strike,if=debuff.ghostly_strike.remains<=3&(spell_targets.blade_flurry<=2|buff.dreadblades.up)&!buff.subterfuge.up&target.time_to_die>=5 -- # High priority Ambush line to apply Find Weakness or consume Audacity/Sepsis buff before Pistol Shot -- actions.build+=/ambush,if=(talent.hidden_opportunity|talent.keep_it_rolling)&(buff.audacity.up|buff.sepsis_buff.up|buff.subterfuge.up&cooldown.keep_it_rolling.ready)|talent.find_weakness&debuff.find_weakness.down -- # With Audacity + Hidden Opportunity + Fan the Hammer, use Pistol Shot to proc Audacity any time Ambush is not available -- actions.build+=/pistol_shot,if=talent.fan_the_hammer&talent.audacity&talent.hidden_opportunity&buff.opportunity.up&!buff.audacity.up&!buff.subterfuge.up&!buff.shadow_dance.up -- # Use Greenskins Wickers buff immediately with Opportunity unless running Fan the Hammer -- actions.build+=/pistol_shot,if=buff.greenskins_wickers.up&(!talent.fan_the_hammer&buff.opportunity.up|buff.greenskins_wickers.remains<1.5) -- # With Fan the Hammer, consume Opportunity at max stacks or if we will get max 4+ CP and Dreadblades is not up -- actions.build+=/pistol_shot,if=talent.fan_the_hammer&buff.opportunity.up&(buff.opportunity.stack>=buff.opportunity.max_stack|buff.opportunity.remains<2) -- actions.build+=/pistol_shot,if=talent.fan_the_hammer&buff.opportunity.up&combo_points.deficit>((1+talent.quick_draw)*talent.fan_the_hammer.rank)&!buff.dreadblades.up&(!talent.hidden_opportunity|!buff.subterfuge.up&!buff.shadow_dance.up) -- actions.build+=/echoing_reprimand,if=!buff.dreadblades.up -- actions.build+=/pool_resource,for_next=1 -- actions.build+=/ambush,if=talent.hidden_opportunity|talent.find_weakness&debuff.find_weakness.down -- # Use Pistol Shot with Opportunity if Combat Potency won't overcap energy, when it will exactly cap CP, or when using Quick Draw -- actions.build+=/pistol_shot,if=!talent.fan_the_hammer&buff.opportunity.up&(energy.base_deficit>energy.regen*1.5|!talent.weaponmaster&combo_points.deficit<=1+buff.broadside.up|talent.quick_draw.enabled|talent.audacity.enabled&!buff.audacity.up) -- actions.build+=/sinister_strike -- # Cooldowns -- actions.cds=adrenaline_rush,if=!buff.adrenaline_rush.up&(!talent.improved_adrenaline_rush|combo_points<=2) -- actions.cds+=/blade_flurry,if=spell_targets>=2&buff.blade_flurry.remains2&(buff.shadow_dance.down|rtb_buffs>=6) -- actions.cds+=/blade_rush,if=variable.blade_flurry_sync&!buff.dreadblades.up&(energy.base_time_to_max>4+stealthed.rogue-spell_targets%3) -- actions.cds+=/call_action_list,name=stealth_cds,if=!stealthed.all|talent.count_the_odds&!talent.hidden_opportunity&!variable.stealthed_cto -- actions.cds+=/dreadblades,if=!(variable.stealthed_cto|stealthed.basic|talent.hidden_opportunity&stealthed.rogue)&combo_points<=2&(!talent.marked_for_death|!cooldown.marked_for_death.ready)&target.time_to_die>=10 -- # If adds are up, snipe the one with lowest TTD. Use when dying faster than CP deficit or without any CP. -- actions.cds+=/marked_for_death,line_cd=1.5,target_if=min:target.time_to_die,if=raid_event.adds.up&(target.time_to_die=cp_max_spend-1)&!buff.dreadblades.up -- # If no adds will die within the next 30s, use MfD on boss without any CP. -- actions.cds+=/marked_for_death,if=raid_event.adds.in>30-raid_event.adds.duration&combo_points.deficit>=cp_max_spend-1&!buff.dreadblades.up -- actions.cds+=/thistle_tea,if=!buff.thistle_tea.up&(energy.base_deficit>=100|fight_remains4 -- actions.cds+=/shadowmeld,if=!stealthed.all&(talent.count_the_odds&variable.finish_condition|!talent.weaponmaster.enabled&variable.ambush_condition) -- actions.cds+=/potion,if=buff.bloodlust.react|fight_remains<30|buff.adrenaline_rush.up -- actions.cds+=/blood_fury -- actions.cds+=/berserking -- actions.cds+=/fireblood -- actions.cds+=/ancestral_call -- # Default conditions for usable items. -- actions.cds+=/use_item,name=manic_grieftorch,if=!stealthed.all&!buff.adrenaline_rush.up|fight_remains<5 -- actions.cds+=/use_item,name=stormeaters_boon,if=spell_targets.blade_flurry>desired_targets|raid_event.adds.in>60|fight_remains<10 -- actions.cds+=/use_item,name=windscar_whetstone,if=spell_targets.blade_flurry>desired_targets|raid_event.adds.in>60|fight_remains<7 -- actions.cds+=/use_items,slots=trinket1,if=debuff.between_the_eyes.up|trinket.1.has_stat.any_dps|fight_remains<=20 -- actions.cds+=/use_items,slots=trinket2,if=debuff.between_the_eyes.up|trinket.2.has_stat.any_dps|fight_remains<=20 -- # Stealth Cooldowns -- actions.stealth_cds=variable,name=vanish_condition,value=talent.hidden_opportunity|!talent.shadow_dance|!cooldown.shadow_dance.ready -- actions.stealth_cds+=/variable,name=vanish_opportunity_condition,value=!talent.shadow_dance&talent.fan_the_hammer.rank+talent.quick_draw+talent.audacity120&(variable.finish_condition|talent.hidden_opportunity)) -- # Finishers -- # BtE to keep the Crit debuff up, if RP is up, or for Greenskins, unless the target is about to die. -- actions.finish=between_the_eyes,if=target.time_to_die>3&(debuff.between_the_eyes.remains<4|talent.greenskins_wickers&!buff.greenskins_wickers.up|!talent.greenskins_wickers&talent.improved_between_the_eyes&buff.ruthless_precision.up) -- actions.finish+=/slice_and_dice,if=buff.slice_and_dice.remains=cp_max_spend) -- actions.finish+=/cold_blood -- actions.finish+=/dispatch -- # Stealth -- actions.stealth=blade_flurry,if=talent.subterfuge&talent.hidden_opportunity&spell_targets>=2&!buff.blade_flurry.up -- actions.stealth+=/cold_blood,if=variable.finish_condition -- actions.stealth+=/dispatch,if=variable.finish_condition -- actions.stealth+=/ambush,if=variable.stealthed_cto|stealthed.basic&talent.find_weakness&!debuff.find_weakness.up|talent.hidden_opportunity