Increase attack skill usage?

Runes of Magic/Radiant Arcana (http://www.runesofmagic.com)
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CrimsonSoul
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Joined: Thu Mar 24, 2011 10:02 pm

Increase attack skill usage?

#1 Post by CrimsonSoul » Thu Mar 24, 2011 10:07 pm

Is there any way to increase attack skill usage? In short, I use DIYCE to give myself a 1-button spam to attack, under normal conditions, with sub-par equipment, I kill targets before they get to me from max range. With MM, they usually get a few hits on my even starting at max range.

The problem seems to be that it waits to confirm a hit on the target before firing off the next skill, because I am using DIYCE to manage my attack skill priorities, I do not want it to wait on confirmation, I want it to essentially spam the macro as fast as possible. Can I change this in the RoM bot functions, or should I not change it so I don't affect other characters? Or can I call an attack skill a different way so it spams it?

Anything I can do to get the RoM bot to spam attack skills? Preferably without affecting other characters but if need be I will change it if I want to run on other characters...currently I only use it on one character.

WhiteTiger
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Re: Increase attack skill usage?

#2 Post by WhiteTiger » Thu Mar 24, 2011 11:11 pm

Pick a ranged skill, like Rising Tide or something, and put that in ur profile with the same hotkey as ur DIYCE skill. Then go to the skills database and change the CD of that skill to like 0.2. I'm not 100% sure it will work but IMO give it a try.

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rock5
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Re: Increase attack skill usage?

#3 Post by rock5 » Fri Mar 25, 2011 3:57 am

The problem skills will take a minimum amount of time, even instant casts will take about 1 second I think it is. Timed skills should chain together as fast as possible(as long as there is nothing else delaying it). Pauses can be introduced when switching between instant and timed skills and the bot just can't spam spammable instant skills as fast as a user can do manually. I thought about adding an exception for spammable skills awhile back but I never got around to it.
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CrimsonSoul
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Re: Increase attack skill usage?

#4 Post by CrimsonSoul » Fri Mar 25, 2011 7:20 am

WhiteTiger wrote:Pick a ranged skill, like Rising Tide or something, and put that in ur profile with the same hotkey as ur DIYCE skill. Then go to the skills database and change the CD of that skill to like 0.2. I'm not 100% sure it will work but IMO give it a try.
I've thought about doing that, but I do not think that is the case, or at least I do not think that is what the delay is based off of. Though I did use Shot as my "skill" to use, then put my macro in that slot, shot by default has a 2 second cooldown in the files, which might be the reason for the slowdown, but it seems longer than 2 seconds between shots with the way it is normally.
rock5 wrote:The problem skills will take a minimum amount of time, even instant casts will take about 1 second I think it is. Timed skills should chain together as fast as possible(as long as there is nothing else delaying it). Pauses can be introduced when switching between instant and timed skills and the bot just can't spam spammable instant skills as fast as a user can do manually. I thought about adding an exception for spammable skills awhile back but I never got around to it.
I understand that, due to GCD, the problem is I play scout, and Shot is NOT on GCD, therefore waiting that GCD time ends up slowing down the bots potential DPS (in my case, DIYCE manages what skills I use, so the bot can hit the DIYCE as fast as possible and if something is not usable DIYCE simply will not use it).

I will be trying the above suggestion (lowering shots CD in the code) and see if that helps, other than that, any other way to do something like I am looking for with how the bot currently runs?

In its current state, it seems to wait for hit confirmation by the enemies health dropping before it goes on to the next skill...any way to bypass that behavior or am I completely wrong on that assumption?

EDIT: Actually, changing Shot cooldown seemed to be just what it needed. I changed it to 0.4 (might turn it lower so it mashes the button more), and while it is not as quick as manually mashing the button, it does kill much quicker than it did before hand. Thanks for the suggestion WhiteTiger.

Rock5 one thing I have noticed with Shot, is its cooldown is based on your weapon speed and your passives (which increase speed), so while 2 is probably a good value at level 1 with the base weapon and no passive, and it just so happens that with my current weapon and passive skill level it is at 2 seconds still, without a weapon it is 4 seconds, and with different speed weapons it will increase/decrease based on weapon speed. I can understand you using a base of 2, but at higher levels of passives and better weapons, many scouts have a 1 second shot cooldown. I understand you had to use some value and probably went with 2 to be a bit safer, plus people can always customize that particular value for their character, but you might want to make it a bit more straightforward that you can change it....maybe put an option in the profiles for it (with the scout shot skill section in the default profile, for example).

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rock5
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Re: Increase attack skill usage?

#5 Post by rock5 » Fri Mar 25, 2011 9:05 am

There are probably a few skills that change over time and under certain circumstances. We can't cater for all of them. Cooldown, unfortunately, is not a value you can normally change in the profile because normally cooldown is not a value that changes and is not needed to be user definable.

I bellieve, though, that I have some code somewhere that changes rising tide to instant cast. Let me look for it.

Code: Select all

		if player.Class1 == CLASS_MAGE then
			for k,v in pairs(settings.profile.skills) do
				if v.Name == "PRIEST_RISING_TIDE" then
					v.CastTime = 0
				end
			end
		end
You can use this as an example on how to change the cooldown of a skill. You would put it in the onLoad section of your profile.
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CrimsonSoul
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Re: Increase attack skill usage?

#6 Post by CrimsonSoul » Fri Mar 25, 2011 3:13 pm

Thanks, I'll probably change the default cooldown back to what it is then use that code in my profile to control the cooldown variable. I assume I would just use v.Cooldown as the variable in place of v.CastTime? I will like that better because it wont desync the skill database (since I manually changed it, it shows as being different due to SVN) and it will allow me to control it straight from the profile instead of digging through the database file if it changes in the future.

EDIT: Would just like to add that I added that code into the OnLoad section and after changing it to Cooldown (instead of CastTime, along with other obvious changes) worked fine, it now spams like I feel it should (slower than manual for obvious reasons, but easily twice as fast kill speed as before).

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