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Member Since 07 Mar 2010
Offline Last Active Jul 28 2015 11:14 PM

Posts I've Made

In Topic: Random stealth breaks in 3s/rbg etc ??

15 July 2015 - 06:56 PM

View Postgrailed, on 15 July 2015 - 04:06 PM, said:

Been having the exact same problem. Also been experiencing some random sap bugs where I vanish and sap things I shouldn't be able to... Was in a skirm with a warrior on top of me and I vanish sapped him....
I heard that on Ziqo's stream when he was playing Mage/Rogue with whaazz, he told him that there's some kind of bug that when you vanish your target drops combat instantly. I guess that only works when your target is in combat only with you.

In Topic: Can a scrub dream?

19 June 2015 - 07:59 PM

View PostRippedLife, on 19 June 2015 - 07:43 PM, said:

Beautiful song. :)

In Topic: macro help

17 June 2015 - 04:07 PM

Why don't you just use different modifiers foreach UnitID? nomod=target, Lshift=focus, Rshift=arena1, Rctrl=arena2, Ralt=arena3. That way it would be much simpler:
/use [@target,nomod][@focus,mod:lshift][@arena1,mod:rshift][@arena2,mod:rctrl][@arena3,mod:ralt] Ability

You can remap keys to rshift, rctrl, ralt with SharpKeys.
Also you can use /use instead of /cast to save characters.

In Topic: Combo Point Tracker for Deadly Throw

17 June 2015 - 03:45 PM

The event to track spells uses is UNIT_SPELLCAST_SUCCEEDED (the 1st parameter is the UnitID and the 5th is the Spell ID).
You can track Anticipation stacks with UNIT_AURA (the first parameter is the UnitID of the unit whose auras have changed).

Also, instead of doing a bunch of if's with OR's you should do a table with each ability and the amount of CP it would add or subtract (and use it like a hash table indexed by Spell ID), and then add more if's for special cases like Sinister Strike adding 1.25 instead of 1 if Revealing Strike buff is present.

local CombatIsHard = {
  [2098] = -5, -- Eviscerate
  [408] = -5, -- Kidney Shot
  [5171] = -5, -- Slice and Dice
  [12141] = -5, -- Crimson Tempest
  [1833] = 2, -- Cheap Shot
  [8676] = 2, -- Ambush
  [703] = 2, -- Garrote
  [1752] = 1, -- Sinister Strike
  [84617]  = 1, -- Revealing Strike
  [114014] = 1, -- Shuriken Toss
  [137619] = 5, -- Marked For Death
  -- etc

function Addon:UNIT_SPELLCAST_SUCCEEDED(UnitID, Spell, Rank, LineID, SpellID)
  if not CombatIsHard[SpellID] then return end
  UnitCP[UnitID] = UnitCP[UnitID] + CombatIsHard[SpellID]
  if SpellID == 1752 and HasRevealingStrikeBuff(UnitID) then UnitCP[UnitID] = UnitCP[UnitID] + 0.25 end

Unfortunately the 2 functions that return de number of combo points (GetComboPoints() and UnitPower() with the ComboPoint PowerType (4)) both return always 0 when used with UnitID's different than "player", if that worked it would be very easy to implement this.

I don't find this interesting anyway, because is not consistent, what if the rogue does Vanish->Recup or Vanish->SnD? You can't track that. What about Ruthlessness procs? Why even bother when they are gonna nerf Deadly Throw to the ground next patch?

In Topic: Main Action Bar Question

30 May 2015 - 11:34 PM

My Garrote macro, bound to NAGA3:


/stopattack [form:0/2,nomod]
/cast [form:0/2] !Stealth
/cast Premeditation
/cast [mod:lshift/lalt/rshift/rctrl/ralt,form:0] Shadow Dance
/cast [@focus,mod:lshift][@arena1,mod:rshift][@arena2,mod:rctrl][@arena3,mod:ralt][mod:lalt][] Garrote