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97 lines
12 KiB
97 lines
12 KiB
## https://github.com/simulationcraft/simc/blob/thewarwithin/ActionPriorityLists/default/hunter_marksmanship.simc
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## SimulationCraft Commit Sync: 7badbb5
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## Date: 2025-08-04
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actions.precombat+=/summon_pet,if=talent.unbreakable_bond
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# Determine the stronger trinket to sync with cooldowns. In descending priority: buff effects > damage effects, longer > shorter cooldowns, longer > shorter cast times. Special case to consider Mirror of Fractured Tomorrows weaker than other buff effects since its power is split between the dmg effect and the buff effect.
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actions.precombat+=/variable,name=trinket_1_stronger,value=!trinket.2.has_cooldown|trinket.1.has_use_buff&(!trinket.2.has_use_buff|!trinket.1.is.mirror_of_fractured_tomorrows&(trinket.2.is.mirror_of_fractured_tomorrows|trinket.2.cooldown.duration<trinket.1.cooldown.duration|trinket.2.cast_time<trinket.1.cast_time|trinket.2.cast_time=trinket.1.cast_time&trinket.2.cooldown.duration=trinket.1.cooldown.duration))|!trinket.1.has_use_buff&(!trinket.2.has_use_buff&(trinket.2.cooldown.duration<trinket.1.cooldown.duration|trinket.2.cast_time<trinket.1.cast_time|trinket.2.cast_time=trinket.1.cast_time&trinket.2.cooldown.duration=trinket.1.cooldown.duration))
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actions.precombat+=/variable,name=trinket_2_stronger,value=!variable.trinket_1_stronger
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actions.precombat+=/hunters_mark,if=(settings.mark_any|target.is_boss)&active_dot.hunters_mark=0&target.time_to_pct_80>20
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actions.precombat+=/aimed_shot,if=active_enemies<3|talent.black_arrow&talent.headshot
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actions.precombat+=/steady_shot
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actions+=/counter_shot
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actions+=/tranquilizing_shot
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# Determine if it is a good time to use Trueshot. Raid event optimization takes priority so usage is saved for multiple targets as long as it won't delay over half its duration. Otherwise allow for small delays to line up buff effect trinkets, and when using Bullseye, delay the last usage of the fight for max stacks.
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actions+=/variable,name=trueshot_ready,value=cooldown.trueshot.ready&((!raid_event.adds.exists|raid_event.adds.count=1)&(!talent.bullseye|fight_remains>cooldown.trueshot.duration_guess+buff.trueshot.duration%2|buff.bullseye.stack=buff.bullseye.max_stack)&(!trinket.1.has_use_buff|trinket.1.cooldown.remains>30|trinket.1.cooldown.ready)&(!trinket.2.has_use_buff|trinket.2.cooldown.remains>30|trinket.2.cooldown.ready)|raid_event.adds.exists&(!raid_event.adds.up&(raid_event.adds.duration+raid_event.adds.in<25|raid_event.adds.in>60)|raid_event.adds.up&raid_event.adds.remains>10)|boss&fight_remains<25)
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actions+=/mend_pet,if=pet.health_pct<pet_healing
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actions+=/call_action_list,name=cds
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actions+=/call_action_list,name=trinkets
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actions+=/hunters_mark,if=(settings.mark_any|target.is_boss)&active_dot.hunters_mark=0&target.time_to_pct_80>20
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actions+=/call_action_list,name=trickshots,strict=1,if=active_enemies>2&talent.trick_shots
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actions+=/call_action_list,name=cleave,strict=1,if=active_enemies>1
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actions+=/call_action_list,name=st
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## Call for Power Infusion when Trueshot is up.
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## actions.cds+=/invoke_external_buff,name=power_infusion,if=buff.trueshot.remains>12|fight_remains<13
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actions.cds+=/berserking,if=buff.trueshot.up|boss&fight_remains<13
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actions.cds+=/blood_fury,if=buff.trueshot.up|cooldown.trueshot.remains>30|boss&fight_remains<16
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actions.cds+=/ancestral_call,if=buff.trueshot.up|cooldown.trueshot.remains>30|boss&fight_remains<16
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actions.cds+=/fireblood,if=buff.trueshot.up|cooldown.trueshot.remains>30|boss&fight_remains<9
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actions.cds+=/lights_judgment,if=buff.trueshot.down
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actions.cds+=/potion,if=buff.trueshot.up&(buff.bloodlust.up|target.health.pct<20)|boss&fight_remains<31
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# ################# 2 targets (2+ without trickshots)
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actions.cleave+=/explosive_shot,if=talent.precision_detonation&action.aimed_shot.in_flight&(buff.trueshot.down|!talent.windrunner_quiver)
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actions.cleave+=/kill_shot,if=talent.black_arrow&buff.precise_shots.up&buff.moving_target.down&variable.trueshot_ready
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actions.cleave+=/volley,if=(talent.double_tap&buff.double_tap.down|!talent.aspect_of_the_hydra)&(buff.precise_shots.down|buff.moving_target.up)
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actions.cleave+=/rapid_fire,if=talent.bulletstorm&buff.bulletstorm.down&(!talent.double_tap|buff.double_tap.up|!talent.aspect_of_the_hydra&buff.trick_shots.remains>execute_time)&(buff.precise_shots.down|buff.moving_target.up|!talent.volley)
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actions.cleave+=/volley,if=!talent.double_tap&(buff.precise_shots.down|buff.moving_target.up)
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actions.cleave+=/trueshot,if=variable.trueshot_ready&(buff.double_tap.down|!talent.volley)&(hero_tree.dark_ranger|buff.lunar_storm_cooldown.up|!talent.double_tap|!talent.volley)&(buff.precise_shots.down|buff.moving_target.up|!talent.volley)
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# Sentinel
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actions.cleave+=/rapid_fire,if=talent.lunar_storm&buff.lunar_storm_cooldown.down&(buff.precise_shots.down|buff.moving_target.up|cooldown.volley.remains&cooldown.trueshot.remains|!talent.volley)
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actions.cleave+=/kill_shot,if=talent.black_arrow&(talent.headshot&buff.precise_shots.up&(debuff.spotters_mark.down|buff.moving_target.down)|!talent.headshot&buff.razor_fragments.up)
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actions.cleave+=/kill_shot,cycle_targets=1,if=!talent.black_arrow&(talent.headshot&buff.precise_shots.up&(debuff.spotters_mark.down|buff.moving_target.down)|!talent.headshot&buff.razor_fragments.up)
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actions.cleave+=/multishot,cycle_targets=1,if=buff.precise_shots.up&(debuff.spotters_mark.down|buff.moving_target.down)&!talent.aspect_of_the_hydra&(talent.symphonic_arsenal|talent.small_game_hunter)
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actions.cleave+=/arcane_shot,cycle_targets=1,if=buff.precise_shots.up&(debuff.spotters_mark.down|buff.moving_target.down)
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actions.cleave+=/aimed_shot,cycle_targets=1,if=(buff.precise_shots.down|debuff.spotters_mark.up&buff.moving_target.up)&full_recharge_time<action.rapid_fire.execute_time+cast_time&(!talent.bulletstorm|buff.bulletstorm.up)&talent.windrunner_quiver
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actions.cleave+=/rapid_fire,if=!talent.bulletstorm|buff.bulletstorm.stack<=10|talent.aspect_of_the_hydra
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actions.cleave+=/aimed_shot,cycle_targets=1,if=buff.precise_shots.down|debuff.spotters_mark.up&buff.moving_target.up
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actions.cleave+=/rapid_fire
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actions.cleave+=/explosive_shot,if=talent.precision_detonation|buff.trueshot.down
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actions.cleave+=/kill_shot,if=talent.black_arrow&!talent.headshot
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actions.cleave+=/steady_shot
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# ########## 1 target
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actions.st+=/explosive_shot,if=talent.precision_detonation&action.aimed_shot.in_flight&buff.trueshot.down
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actions.st+=/volley,if=buff.double_tap.down
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actions.st+=/trueshot,if=variable.trueshot_ready&buff.double_tap.down
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# Sentinel
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actions.st+=/rapid_fire,if=talent.lunar_storm&buff.lunar_storm_cooldown.down
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actions.st+=/kill_shot,if=talent.black_arrow&(talent.headshot&buff.precise_shots.up&(debuff.spotters_mark.down|buff.moving_target.down)|!talent.headshot&buff.razor_fragments.up)
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actions.st+=/arcane_shot,if=buff.precise_shots.up&(debuff.spotters_mark.down|buff.moving_target.down)
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actions.st+=/aimed_shot,if=(buff.precise_shots.down|debuff.spotters_mark.up&buff.moving_target.up)&full_recharge_time<action.rapid_fire.execute_time+cast_time&(!talent.bulletstorm|buff.bulletstorm.up)&talent.windrunner_quiver
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actions.st+=/rapid_fire,if=!talent.bulletstorm|buff.bulletstorm.stack<=10
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actions.st+=/aimed_shot,if=buff.precise_shots.down|debuff.spotters_mark.up&buff.moving_target.up
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actions.st+=/rapid_fire
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actions.st+=/explosive_shot,if=talent.precision_detonation|buff.trueshot.down
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actions.st+=/kill_shot,if=talent.black_arrow&!talent.headshot
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actions.st+=/steady_shot
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# ################ 3+ target (with trickshot)
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actions.trickshots+=/explosive_shot,if=talent.precision_detonation&action.aimed_shot.in_flight&buff.trueshot.down&(!talent.shrapnel_shot|buff.lock_and_load.down)
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actions.trickshots+=/volley,if=buff.double_tap.down&(!talent.shrapnel_shot|buff.lock_and_load.down)
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# Sentinel
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actions.trickshots+=/rapid_fire,if=hero_tree.sentinel&buff.lunar_storm_cooldown.down&buff.trick_shots.remains>execute_time
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# Dark Ranger
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actions.trickshots+=/black_arrow,if=talent.black_arrow&(!talent.headshot|buff.precise_shots.up&(debuff.spotters_mark.down|buff.moving_target.down)|buff.trick_shots.down)
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actions.trickshots+=/multishot,cycle_targets=1,if=buff.precise_shots.up&(debuff.spotters_mark.down|buff.moving_target.down)|buff.trick_shots.down
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actions.trickshots+=/trueshot,if=variable.trueshot_ready&buff.double_tap.down
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actions.trickshots+=/volley,if=buff.double_tap.down&(!talent.salvo|!talent.precision_detonation|(buff.precise_shots.down|debuff.spotters_mark.up&buff.moving_target.up))
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actions.trickshots+=/aimed_shot,if=(buff.precise_shots.down|debuff.spotters_mark.up&buff.moving_target.up)&buff.trick_shots.up&buff.bulletstorm.up&full_recharge_time<gcd
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actions.trickshots+=/rapid_fire,if=buff.trick_shots.remains>execute_time
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actions.trickshots+=/explosive_shot,if=talent.precision_detonation&talent.shrapnel_shot&buff.lock_and_load.down&(buff.precise_shots.down|debuff.spotters_mark.up&buff.moving_target.up)
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actions.trickshots+=/aimed_shot,if=(buff.precise_shots.down|debuff.spotters_mark.up&buff.moving_target.up)&buff.trick_shots.up
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actions.trickshots+=/explosive_shot,if=!talent.shrapnel_shot
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actions.trickshots+=/steady_shot,if=focus+cast_regen<focus.max
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actions.trickshots+=/multishot
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actions.trinkets+=/variable,name=buff_sync_ready,value=cooldown.trueshot.ready
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actions.trinkets+=/variable,name=buff_sync_remains,value=cooldown.trueshot.remains
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actions.trinkets+=/variable,name=buff_sync_active,value=buff.trueshot.up
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actions.trinkets+=/variable,name=damage_sync_active,value=buff.trueshot.up
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actions.trinkets+=/variable,name=damage_sync_remains,value=cooldown.trueshot.remains
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# Uses buff effect trinkets with cooldowns and is willing to delay usage up to half the trinket cooldown if it won't lose a usage in the fight. Fills in downtime with weaker buff effects if they won't also be saved for later cooldowns (happens if it won't delay over half the trinket cooldown and a stronger trinket won't be up in time) or damage effects if they won't inferfere with any buff effect usage. Intended to be slot-agnostic so that any order of the same trinket pair should result in the same usage.
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actions.trinkets+=/use_item,use_off_gcd=1,slot=trinket1,if=trinket.1.has_use_buff&(variable.sync_ready&(variable.trinket_1_stronger|trinket.2.cooldown.remains)|!variable.sync_ready&(variable.trinket_1_stronger&(variable.sync_remains>trinket.1.cooldown.duration%3&fight_remains>trinket.1.cooldown.duration+20|trinket.2.has_use_buff&trinket.2.cooldown.remains>variable.sync_remains-15&trinket.2.cooldown.remains-5<variable.sync_remains&variable.sync_remains+45>fight_remains)|variable.trinket_2_stronger&(trinket.2.cooldown.remains&(trinket.2.cooldown.remains-5<variable.sync_remains&variable.sync_remains>=20|trinket.2.cooldown.remains-5>=variable.sync_remains&(variable.sync_remains>trinket.1.cooldown.duration%3|trinket.1.cooldown.duration<fight_remains&(variable.sync_remains+trinket.1.cooldown.duration>fight_remains)))|trinket.2.cooldown.ready&variable.sync_remains>20&variable.sync_remains<trinket.2.cooldown.duration%3)))|!trinket.1.has_use_buff&(trinket.1.cast_time=0|!variable.sync_active)&(!trinket.2.has_use_buff&(variable.trinket_1_stronger|trinket.2.cooldown.remains)|trinket.2.has_use_buff&(variable.sync_remains>20|trinket.2.cooldown.remains>20))|boss&fight_remains<25&(variable.trinket_1_stronger|trinket.2.cooldown.remains)
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actions.trinkets+=/use_item,use_off_gcd=1,slot=trinket2,if=trinket.2.has_use_buff&(variable.sync_ready&(variable.trinket_2_stronger|trinket.1.cooldown.remains)|!variable.sync_ready&(variable.trinket_2_stronger&(variable.sync_remains>trinket.2.cooldown.duration%3&fight_remains>trinket.2.cooldown.duration+20|trinket.1.has_use_buff&trinket.1.cooldown.remains>variable.sync_remains-15&trinket.1.cooldown.remains-5<variable.sync_remains&variable.sync_remains+45>fight_remains)|variable.trinket_1_stronger&(trinket.1.cooldown.remains&(trinket.1.cooldown.remains-5<variable.sync_remains&variable.sync_remains>=20|trinket.1.cooldown.remains-5>=variable.sync_remains&(variable.sync_remains>trinket.2.cooldown.duration%3|trinket.2.cooldown.duration<fight_remains&(variable.sync_remains+trinket.2.cooldown.duration>fight_remains)))|trinket.1.cooldown.ready&variable.sync_remains>20&variable.sync_remains<trinket.1.cooldown.duration%3)))|!trinket.2.has_use_buff&(trinket.2.cast_time=0|!variable.sync_active)&(!trinket.1.has_use_buff&(variable.trinket_2_stronger|trinket.1.cooldown.remains)|trinket.1.has_use_buff&(variable.sync_remains>20|trinket.1.cooldown.remains>20))|boss&fight_remains<25&(variable.trinket_2_stronger|trinket.1.cooldown.remains)
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