Closed Nazeth closed 3 years ago
This is what the "toggles" feature is for. Use it to turn off your damage CD abilities when you don't want to use them.
Apocalyple isn't a cooldown. Its a default Ability. Anyway SimC scripts aren't optimized and they will be build and reserve Festering Wounds for it even if will move it to "cooldown" group.
Also i want for example use Raise Abomination normally, when AotD only on bosses, but i can't split that. You merged that two abilities together.
Apocalyple isn't a cooldown. Its a default Ability. Anyway SimC scripts aren't optimized and they will be build and reserve Festering Wounds for it even if will move it to "cooldown" group.
Add it to the cooldowns toggle if you want it to be toggled on/off with your other cooldowns.
If you want different behavior, but don't have a sim-tested priority to prove an actual benefit, you're on your own in terms of building your own custom priority.
By default Apocalypse is on the Cooldowns toggle, unless you have Army of the Damned. (Holding Apocalypse w/ AOTD talented is likely to waste a good amount of CDR.) You can still manually put it on the Cooldowns toggle, as @whoaisjustin noted.
Elaborate more on AOTD vs. Raise Abomination. They do swap in the addon (because they swap in-game, as well). You'd still be able to differentiate the conditions for the two. When your PvP talents are active and you took Raise Abomination, pvptalent.raise_abomination.enabled
will be true
(otherwise, false
).
But i want to use it. i just dont want to build Festering wounds and use Apocalypse on thrash that will die before i will cast Apocalypse. Its a waste of runes.
Imagine to cast 2 Festering Strikes on each trash, because scripts require it to build wounds for Apocaypse, but next 10 targets will die before you will cast Apocalypse. In that reason i wasted multiple festering wounds and runes.
I want something rather to avoid build festering wounds for Apocalypse, if my target will die too fast before i will be able cast Apocalypse and my minions dealt any damage to that target and next, nearby targets in range.
If you want different behavior, but don't have a sim-tested priority to prove an actual benefit, you're on your own in terms of building your own custom priority.
SimC rotation is build around perfect conditions, but real fight never is perferct for that scripts. Even by logic wasting 4 runes to cast 2 Festering Strikes for mob that will die before i will cast Apocalypse is a waste of 4 runes. Intead of that i could cast Festering Strike and 2-3 Scourge strikes to kill it faster and save my Apocalypse cooldown and runes.
You can absolutely make time-to-die and add-wave-duration based decisions in a SimC priority. That is what you'll need to do, if you want to demonstrate this value and prove out your logic.
It's not that I'm disagreeing with you, but you have to do the work to prove your thinking, if you want something changed in the base addon. And I don't generally write custom priorities for people otherwise.
Im mostly doing later my own rotation, because your addon is a good base for programist. Sadly SimC rotation isn't perfect. It isn't even good, because it does not take into account many circumstances, such as targets dying too quickly. SimC focuses mainly on fighting bosses that can be hit much longer.
Sometimes im scared, when i see hundreads of scripts in my rotation and it looks more like a bot than rotation helper xD
If I were to publish it, a discussion about closing this type of addons would surely arise.
That's cool, if you find yourself crossing the line into automation, go break the rules elsewhere. Take care.
Commonly Apocalypse and AotD is used everytime if its possibe, but often it's a waste of preparations and cooldown against trash that will die too fast to unleash potential. Instead of that we could use that Festering wounds to cast few scource strikes and kill them faster.
Suggestion: