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View Full Version : [ISBoxer] "Weighted" system



ashlor
02-07-2011, 07:44 AM
Something that has been on mind here recently. The way Mosq2's "weighted" system works for the pally dk team. I was wondering has anyone ever thought about trying a similar system with any of their other teams? maybe the ones that have a priority based rotation? or Has any one put that same type of system to use on any of their other teams?
I really like how well it works for the Dk's and I am sort of plugging away with putting it into use on my Dk ret team. as after reading the changes to rets I am wanting to bring them down off of their shelf cause i could use an enchanter and a BS as well TBH.
let me know what you guys think.

Ualaa
02-07-2011, 06:24 PM
You could rather easily set up the priority system, exactly like the old click castsequences.
But those were removed from the game, so I would be hesitant to go that route.

The "weighted" system, is essentially very similar to castrandom, except instead of picking one spell randomly from a list of spells, we mash multiple keys at once.
Depending on mashing speed, the relative number of times a skill is present and what skills are locked out, we get a sort of castrandom.

JackBurton
02-08-2011, 05:58 PM
I had thought it went from top to bottom. Is that why Mosg2 placed more than one Howling blasts in one step? Its actualy purely random? Ualaa I have a question about one of your macros. Normaly I'd PM you but to date you've never replyed to any of my previous PM questions.

how does the following macro work. does it report a targeted player or just magicly report all afk players?
/run for i=1,GetNumRaidMembers()-1 do local unit = "raid"..i local name,realm = UnitName(unit) if(realm) then ReportPlayerIsPVPAFK(name.."-"..realm) end end

You were the father of Dynamic Formations. You have both Melee and Caster Dyanmic ATGs. You list a Direction too. what are their purpose?

Slot 1 is leader (Caster)
Slot 2 is leader (Melee)

Ualaa
02-08-2011, 08:39 PM
Lax has said, a mapped key is executed from top to bottom.

But the warcraft macro and spell system is inconsistent.
If you were to make two macros, or combine them into one macro:
/cast Shred
/cast Mangle(Cat Form)
When the Shred fails, the macro ends.
Or when you push the first macro, which fails (Shred) the Mangle does not fire off.
I could not get the combo macro or the two macros to work together.

Apply that to the "weighted random" chance, from pushing six buttons on release.
The first button is Howling Blast.
The second and third are Frost Strike.
One would assume, if the mapped key is executing top-down all the time.
That when Frost Runes were on cooldown, or there were no runic power the actions would stick and pressing other keys wouldn't do anything.
That does not seem to be the case... the weighted system works great for a lot of us.

Possibly could use the "weighted system" and mashing a lot of keys...
For classes that have Backstab/Mutilate or Shred/Mangle; have to look at that.



The /Run was taken from another thread; one of the Legion of Boom guys posted it originally.
It ends up reporting everyone in the battleground, who is not from your server, as AFK.

You don't need to target anyone, and the macro is blind in that everyone else (excluding those from your server) is reported.
If they're in PvP battle or can get into it fairly quickly, that will negate the AFK report.
I don't really like macros like that, but like to have the option to retaliate when I am reported AFK but am actively participating.



The purpose of having a mapped key per slot, is for the dynamic movement where the other slots move, but the active slot does not.

These days, I'm using:
- Slot 1 is Leader (Melee)
- Slot 2 is Leader (Melee)
- Slot 3 is Leader (Melee)
- Slot 4 is Leader (Melee)
- Slot 5 is Leader (Melee)

Whichever Slot is the leader, it has the other slots join an ATG that is named after a movement direction.
In my case NW, NE, SW and SE.
Which corresponds to North=W(Forward), South=S(Backward), West=Q(Strafe Left) and East=E(Strafe Right).
The ATG's could be named anything really, but the directions they move in... worked for me.

The only differences between (Melee) and (Caster) as far as my mapped keys go is:
- Melee: Enables CTM for all members of the team, on every switch between characters, and there is no Auto-Follow the new leader on a switch.
- Caster: Enables CTM for the slaves and disables CTM for the leader, and the slave toons Auto-Follow the new leader on a switch.

Initially I hated accidently clicking the ground, and having the active toon run somewhere.
But I've liked the freedom of switching to one toon to click something, without the group moving with them... particularly when I was doing Grizzly Hills Dailies, and could be bandaging 4-5 NPC's at once with shared credit.