I wanted to add Multi-shot in the hunter-rotation (even for single target (whenever there are no sheeps, shackel or fears ...).
While doing so I stumbled upon Aimed Shot not working at the moment.
When tracing the reason i came up with: The "SPELLCAST_STOP" event not working. So after the first Aimed Shot MB_RAIS_aimedStart stays false all the time.
So basically hunters are auto shooting 24/7 atm... Your top-center Hunter, for example, has full Mana after the fight.
https://www.youtube.com/watch?v=bUqP015BymI&feature=youtu.be&t=6386
For a fix:
I choose to remove the line in function PerfectAim():
if MB_RAIS_aimedStart then return end
I guess now the Auto Shot (diff)-timer is wrong, because the Aimed Shot resets the timing as well, do you use the MB_RAIS_aimedStart for anything else?
For now I added to PerfectAim some code, so If Aimed Shot was casted Multi-Shot is blocked and vice versa.
if not OnCooldown("Aimed Shot") and CooldownTime("Multi-Shot") > 0.5( (diff<.49 and diff>0) or diff>6) then CastSpellByName("Aimed Shot") return end
if not OnCooldown("Multi-Shot") and CooldownTime("Aimed Shot") > 0.5 and ( (diff<.49 and diff>0)) and FsMB_HunterMulti then echo ("Multi Now!") CastSpellByName("Multi-Shot")
To the FSMB:OnEvent() I added my bool-variable for knowing, if the toon can Multi-shot or not.
elseif arg1==MB_RAID.."_CC" then
FsMB_HunterMulti = false
elseif arg1==MB_RAID.."_FEAR" then
FsMB_HunterMulti = false
elseif arg1==MB_RAID.."CLR_TARG" then
FsMB_HunterMulti = true
I also modified the CastSpellByName - so Muli-Shot get's downranked, if the hunter runs low.
function CastSpellByName(spellName)
if ( spellName == "Aimed Shot" ) then
echo("Aimed Shot")
MB_Aimed_Start()
elseif (spellName == "Multi-Shot") then
echo("Multi-Shot")
if UnitMana("player") < 800 then
echo("Rank 1")
spellName = "Multi-Shot(Rank 1)"
end
end
MBCastSpellByName(spellName)
end
Side-note: there are three events, which are twice in the event-handling function.
elseif ( event == "START_AUTOREPEAT_SPELL" ) then
MB_Shot_Start();
elseif ( event == "STOP_AUTOREPEAT_SPELL" ) then
MB_Shot_End();
elseif ( event == "SPELLCAST_STOP" ) then
if ( MB_RAIS_aimedStart ~= false ) then
MB_RAIS_aimedStart = false
end
MB_GlobalCD_Check();
if ( MB_sSCD == 1.5 ) then
MB_sSTold = sST
end
elseif ( event == "START_AUTOREPEAT_SPELL" ) then
MB_Shot_Start();
elseif ( event == "STOP_AUTOREPEAT_SPELL" ) then
MB_Shot_End();
elseif ( event == "SPELLCAST_STOP" ) then
if ( MB_RAIS_aimedStart ~= false ) then
MB_RAIS_aimedStart = false
end
MB_GlobalCD_Check();
if (MB_sSCD == 1.5 ) then
MB_sSTold = MB_sST
end
ooh. good catch, will fix that!
Was on a business trip and forgot my power adapter...
So wasn't even able to get some more Mooncloth for my Bloodvine-Sets ^^
I would guess that FD is not really working how it is supposed to. Even if you FD bosses go and kill the toons, so i think the agro get's set to zero, but the toon remains in combat.
However a standard macro works for single mobs:
PetPassiveMode() PetFollow() if(UnitAffectingCombat("player")) then CastSpellByName("Feign Death()") elseif not(UnitAffectingCombat("player")) the CastSpellByName("Freezing Trap") end
When I am looking at the current Code you try casting the Freezing Trap before the Feign Death. So you are still in Combat and if you already casted Feign Death and press the button again the InCombat() and OnCooldown("Feign Death") most definitely will prevent the cast("Freezing Trap")
I would try something like:
If InCombat() and not OnCooldown("Feign Death") then
SpellStopCasting()
PetFollow()
PetPassiveMode()
cast("Feign Death")
Else
If buffed("Feign Death", "player") then
cast("Freezing Trap")
End
End
I do not have control-key for switching Multishot on and off. I just use your Addon-Chat...
When you send a CC Command for a sheep, shackle, sleep or fear i switch Off Multishot until a Clearcommand (F6 i think was the Hotkey) is send... Will need to modify this in the future, because as soon as I unmark the first sheeptarget all Hunter start to Multishot again, even if there are 1-2 more Sheeps.
Edit: While merging my SM_Extend i saw the line of code:
if UnitIsPlayer("targettarget") and UnitName("targettarget")~=MB_raidleader then cast("growl") end
Might result in a hunter pet taunting off the OTanks.
if UnitIsPlayer("targettarget") and not FindInTable(MB_tanklist,UnitName("targettarget")) then cast("growl") end
FYI, if you are on VG, do you know how to make my hunter FD and lay a trap in raid?
Nothing I do seems to work.
My comment was out of date the night I wrote it. I turned my priest into a target dummy (very effective!) and ran dozens of duels with a naked hunter with every combo of weapon I own.
Though I'm aware that stats can change results, what I found was this:
1) Perfect aim works perfectly now.
2)For all the weapons available to me, clipped rotation (that is to say, firing aimed shot whenever its up) is best for me. For the weapons where the clipped rotation isn't better (which I don't have), Perfect aim is there, but commented out.
3) I considered adding multishot to the single rotation, but decided against it. Your contrl-key mod to add multi shot is a great compromise, but I also use ctrl-2 to have the main tank interrupt individually. It's not that important really. I might consider changing it in the future.
Ahh didn't saw the first " elseif ( event == "SPELLCAST_STOP" ) then " only the second and third (duplicate) time... that explained a lot. I never played hunter (without multi-boxing) so i don't know to much about the class...). All my knowledge is from the some Youtube-Video i saw about the topic.
The number of shots highly depend on the weapon speed, so for my trash hunter with a 1.8s Bow the timing would be:
0s Auto Shot(1)
0.5s Start Aimed Shot
3.5s Aimed Shot(1) - 6sek CD
4.0s Auto Shot (2) (0.5s CD Aimed)
5.8s Auto Shot (3) (2.3s CD Aimed)
7.4s Auto Shot (4) (4.1s CD Aimed)
9.2s Auto Shot (5) (5.9s CD aimed)
9.3s Aimed Shot ready (Diff 0.1 at that point so 0.39s to start the aimed (plenty of time i guess))
9.7s Start of Aimed
12.7s Aimed Shot (2)
And for a Mandoikir's Sting Hunter (2.6s)
0s Auto Shot (1)
0.5s Start of Aimed
3.5s Aimed Shot (1) - 6sek CD
4.0s Auto Shot (2) (0.5s CD Aimed)
6.6s Auto Shot (3) (3.1s CD Aimed)
9.2s Auto Shot (4) (5.7s CD Aimed)
9.5s Aimed Shot ready (Diff 0.3 at that point so ~ 0.19s to start the aimed (
9.7s Start of Aimed
12.7s Aimed Shot (2)
Not regarding the first shot, i would end up with a 4:1 and 3:1 ratio expected.
Your 3.6:1 ratio seems to be in an expected range, regarding the fact not concentrating on the single hunter, or am i missing something?
Okay, well the main issue was the duplicate events. Now PerfectAim is sort-of working. I'm still not happy with how many aimed shots I'm feathering in there. In 18 auto shots I'm only getting 5 aimed shots. That's not enough.
Looking at this now. Great find!