You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
92 lines
11 KiB
92 lines
11 KiB
actions.precombat+=/summon_pet,if=!talent.lone_wolf
|
|
actions.precombat+=/salvo,precast_time=10
|
|
actions.precombat+=/use_item,name=algethar_puzzle_box
|
|
# Precast Aimed Shot on one or two targets unless we could cleave it with Volley on two targets.
|
|
actions.precombat+=/aimed_shot,if=active_enemies<3&(!talent.volley|active_enemies<2)
|
|
actions.precombat+=/wailing_arrow,if=active_enemies>2|!talent.steady_focus
|
|
# Precast Steady Shot on two targets if we are saving Aimed Shot to cleave with Volley, otherwise on three or more targets.
|
|
actions.precombat+=/steady_shot,if=active_enemies>2|talent.volley&active_enemies=2
|
|
|
|
actions=counter_shot
|
|
actions+=/tranquilizing_shot
|
|
# 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.
|
|
actions+=/variable,name=trueshot_ready,value=cooldown.trueshot.ready&(active_enemies=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)|active_enemies>1|fight_remains<25)
|
|
actions+=/call_action_list,name=cds
|
|
actions+=/call_action_list,name=trinkets
|
|
actions+=/call_action_list,name=st,strict=1,if=active_enemies<3|!talent.trick_shots
|
|
actions+=/call_action_list,name=trickshots,strict=1,if=active_enemies>2
|
|
|
|
actions.cds+=/berserking,if=boss&fight_remains<13
|
|
actions.cds+=/blood_fury,if=buff.trueshot.up|cooldown.trueshot.remains>30|boss&fight_remains<16
|
|
actions.cds+=/ancestral_call,if=buff.trueshot.up|cooldown.trueshot.remains>30|boss&fight_remains<16
|
|
actions.cds+=/fireblood,if=buff.trueshot.up|cooldown.trueshot.remains>30|boss&fight_remains<9
|
|
actions.cds+=/lights_judgment,if=buff.trueshot.down
|
|
actions.cds+=/potion,if=buff.trueshot.up&(buff.bloodlust.up|target.health.pct<20)|boss&fight_remains<26
|
|
actions.cds+=/salvo,if=active_enemies>2|cooldown.volley.remains<10
|
|
|
|
actions.st+=/steady_shot,if=talent.steady_focus&(steady_focus_count&buff.steady_focus.remains<5|buff.steady_focus.down&!buff.trueshot.up)
|
|
actions.st+=/aimed_shot,if=buff.trueshot.up&full_recharge_time<gcd+cast_time&talent.legacy_of_the_windrunners&talent.windrunners_guidance
|
|
actions.st+=/kill_shot,if=buff.trueshot.down
|
|
actions.st+=/volley,if=buff.salvo.up
|
|
actions.st+=/steel_trap,if=buff.trueshot.down
|
|
actions.st+=/serpent_sting,cycle_targets=1,if=refreshable&!talent.serpentstalkers_trickery&buff.trueshot.down
|
|
actions.st+=/explosive_shot
|
|
actions.st+=/stampede
|
|
actions.st+=/death_chakram
|
|
actions.st+=/wailing_arrow,if=active_enemies>1
|
|
actions.st+=/rapid_fire,if=talent.surging_shots
|
|
actions.st+=/kill_shot
|
|
actions.st+=/trueshot,if=variable.trueshot_ready&(buff.trueshot.down|buff.trueshot.remains<5)
|
|
# Trigger Salvo if Volley isn't being used to trigger it.
|
|
actions.st+=/multishot,if=buff.salvo.up&!talent.volley
|
|
# With Serpentstalker's Trickery target the lowest remaining Serpent Sting. Without Chimaera Shot don't overwrite Precise Shots unless either Trueshot is active or Aimed Shot would cap before its next cast. On two targets with Chimaera Shot don't overwrite Precise Shots unless the target is within Careful Aim range in addition to either Trueshot being active or Aimed Shot capping before its next cast. Overwrite freely if it can cleave.
|
|
actions.st+=/aimed_shot,cycle_targets=1,if=talent.serpentstalkers_trickery&(buff.precise_shots.down|(buff.trueshot.up|full_recharge_time<gcd+cast_time)&(!talent.chimaera_shot|active_enemies<2|ca_active)|buff.trick_shots.remains>execute_time&active_enemies>1)
|
|
# Without Serpentstalker's Trickery, target the highest Latent Poison stack. Same rules as the previous line.
|
|
actions.st+=/aimed_shot,cycle_targets=1,if=buff.precise_shots.down|(buff.trueshot.up|full_recharge_time<gcd+cast_time)&(!talent.chimaera_shot|active_enemies<2|ca_active)|buff.trick_shots.remains>execute_time&active_enemies>1
|
|
actions.st+=/volley
|
|
actions.st+=/rapid_fire
|
|
actions.st+=/wailing_arrow,if=buff.trueshot.down
|
|
actions.st+=/kill_command,if=buff.trueshot.down
|
|
actions.st+=/chimaera_shot,if=buff.precise_shots.up|focus>cost+action.aimed_shot.cost
|
|
actions.st+=/arcane_shot,if=buff.precise_shots.up|focus>cost+action.aimed_shot.cost
|
|
actions.st+=/bag_of_tricks,if=buff.trueshot.down
|
|
actions.st+=/steady_shot
|
|
|
|
actions.trickshots+=/steady_shot,if=talent.steady_focus&steady_focus_count&buff.steady_focus.remains<8
|
|
actions.trickshots+=/kill_shot,if=buff.razor_fragments.up
|
|
actions.trickshots+=/explosive_shot
|
|
actions.trickshots+=/death_chakram
|
|
actions.trickshots+=/stampede
|
|
actions.trickshots+=/wailing_arrow
|
|
actions.trickshots+=/serpent_sting,cycle_targets=1,if=refreshable&talent.hydras_bite&!talent.serpentstalkers_trickery
|
|
actions.trickshots+=/barrage,if=active_enemies>7
|
|
actions.trickshots+=/volley
|
|
actions.trickshots+=/trueshot
|
|
actions.trickshots+=/rapid_fire,if=buff.trick_shots.remains>=execute_time&talent.surging_shots
|
|
# For Serpentstalker's Trickery, target the lowest remaining Serpent Sting. Generally only cast if it would cleave with Trick Shots. Don't overwrite Precise Shots unless Trueshot is up or Aimed Shot would cap otherwise.
|
|
actions.trickshots+=/aimed_shot,cycle_targets=1,if=talent.serpentstalkers_trickery&(buff.trick_shots.remains>=execute_time&(buff.precise_shots.down|buff.trueshot.up|full_recharge_time<cast_time+gcd))
|
|
# For no Serpentstalker's Trickery, target the highest Latent Poison stack. Same general rules as the previous line.
|
|
actions.trickshots+=/aimed_shot,cycle_targets=1,if=(buff.trick_shots.remains>=execute_time&(buff.precise_shots.down|buff.trueshot.up|full_recharge_time<cast_time+gcd))
|
|
actions.trickshots+=/rapid_fire,if=buff.trick_shots.remains>=execute_time
|
|
actions.trickshots+=/chimaera_shot,if=buff.trick_shots.up&buff.precise_shots.up&focus>cost+action.aimed_shot.cost&active_enemies<4
|
|
actions.trickshots+=/multishot,if=buff.trick_shots.down|(buff.precise_shots.up|buff.bulletstorm.stack=10)&focus>cost+action.aimed_shot.cost
|
|
# Only use baseline Serpent Sting as a filler in cleave if it's the only source of applying Latent Poison.
|
|
actions.trickshots+=/serpent_sting,cycle_targets=1,if=refreshable&talent.poison_injection&!talent.serpentstalkers_trickery
|
|
actions.trickshots+=/steel_trap,if=buff.trueshot.down
|
|
actions.trickshots+=/kill_shot,if=focus>cost+action.aimed_shot.cost
|
|
actions.trickshots+=/multishot,if=focus>cost+action.aimed_shot.cost
|
|
actions.trickshots+=/bag_of_tricks,if=buff.trueshot.down
|
|
actions.trickshots+=/steady_shot
|
|
|
|
# Signals that cooldowns are active or ready to activate that is desirable to sync a buff effect with.
|
|
actions.trinkets+=/variable,name=sync_ready,value=variable.trueshot_ready
|
|
# Signals that the cooldowns that are desirable to sync a buff with are active.
|
|
actions.trinkets+=/variable,name=sync_active,value=buff.trueshot.up
|
|
# The amount of time until the cooldowns will be ready that are desirable to sync a buff effect with.
|
|
actions.trinkets+=/variable,name=sync_remains,value=cooldown.trueshot.remains
|
|
# Determine the stronger trinket to sync with cooldowns. In descending priority: buff effects > damage effects, longer > shorter cooldowns, longer > shorter cast times.
|
|
actions.trinkets+=/variable,name=trinket_1_stronger,value=!trinket.2.has_cooldown|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)|!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))
|
|
actions.trinkets+=/variable,name=trinket_2_stronger,value=!trinket.1.has_cooldown|trinket.2.has_use_buff&(!trinket.1.has_use_buff|trinket.1.cooldown.duration<trinket.2.cooldown.duration|trinket.1.cast_time<trinket.2.cast_time|trinket.1.cast_time=trinket.2.cast_time&trinket.1.cooldown.duration=trinket.2.cooldown.duration)|!trinket.2.has_use_buff&(!trinket.1.has_use_buff&(trinket.1.cooldown.duration<trinket.2.cooldown.duration|trinket.1.cast_time<trinket.2.cast_time|trinket.1.cast_time=trinket.2.cast_time&trinket.1.cooldown.duration=trinket.2.cooldown.duration))
|
|
# 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.
|
|
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%2|trinket.2.has_use_buff&trinket.2.cooldown.remains>variable.sync_remains-15&trinket.2.cooldown.remains-5<variable.sync_remains&variable.sync_remains+40>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%2|boss&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%2)))|!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)))|target.time_to_die<25&(variable.trinket_1_stronger|trinket.2.cooldown.remains)
|
|
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%2|trinket.1.has_use_buff&trinket.1.cooldown.remains>variable.sync_remains-15&trinket.1.cooldown.remains-5<variable.sync_remains&variable.sync_remains+40>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%2|boss&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%2)))|!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)))|target.time_to_die<25&(variable.trinket_2_stronger|trinket.1.cooldown.remains)
|