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levelupSkills1To10() Questions

Posted: Sat Sep 21, 2013 7:46 pm
by Bill D Cat
I realize this function is supposed to be used an as example of how you can auto-level your skills, but there are a few skills that have me scratching my head over. I'll break this down into two categories as follows.

Skills that shouldn't be included in the function:
WARRIOR_ENRAGED -- Can not be upgraded

Skills that probably should be included in the function:
KNIGHT_DISARMAMENT
KNIGHT_HOLY_SEAL
KNIGHT_HOLY_POWER_EXPLOSION -- I realize the latter two are new to the 6.0 patch, but Disarmament should have been included prior to that.

MAGE_FIREBALL
MAGE_LIGHTNING
MAGE_PLASMA_ARROW

DRUID_SAVAGE_BLESSING

I'm just wondering if it's even worth changing this function, or if it's better to level up the skills on low level characters manually.

Re: levelupSkills1To10() Questions

Posted: Sat Sep 21, 2013 8:00 pm
by BlubBlab
Yes and no.
Yes it will be used as demo but the itself is a had a serious application the very first of rombot.
Running peer bot(grinding not quest) from logar to Varanas for arcane charges, this was the very first application of the bot besides farming mats.

The problem is if you do for this time = 1to(n) what will you set ?
You would need a set of preferred spells in your profile. Huge worke

Re: levelupSkills1To10() Questions

Posted: Sat Sep 21, 2013 10:01 pm
by Bill D Cat
I wasn't planning on adding any skills beyond those you get at levels 1 to 10. I was just curious if the basic function should be updated so that a slightly broader selection of skills for certain classes would be upgraded. What caught my attention is that there are some of those skills that are included in the Default.xml user profile that won't get automatically upgraded, and so will be used at level 1 until you manually level them. I'm creating a series of waypoint files that will run new characters through the various starting zones, and thought it would be nice to have those starting skills leveled up. Higher level characters that use the bot will likely be using it to run daily quests, shell mini games, etc. and won't be as concerned with auto-leveling skills.

Re: levelupSkills1To10() Questions

Posted: Sun Sep 22, 2013 2:43 am
by rock5
Good point. Especially for the changed knight skills.

I don't think you should be looking for a correlation between default.xml and the skills updated by levelupSkills1To10(). default.xml doesn't use it. You should instead be comparing it to 1to10.xml. That is the profile designed especially for leveling characters from 1 to 10.

We could probably do a review of the skills, probably of both profiles. I think I reviewed 1to10.xml in the 'big RC' version.

Let's see.

Warrior. You're right about Enraged. I always found warrior skills hard to pick. All I know is there are some chains, some for 2h weapons and some for 1h. And I avoid Slash once I have access to other skills because it uses too much rage. I look at the warrior skills and think "It probably needs updating." but I'm not sure how. I noticed that in the 1to10 profile I commented out Tactical Attack because it requires a 2 handed weapon. I think that is correct. Do you even normally get access to a 2h weapon from level 1-10? I don't know if there should be AOE skill in these basic profiles.

Scout. I added Autoshot to the 1to10 profile. I don't see why we couldn't add it to default as well.

Mage. Yep, Fireball and Lightning need to be leveled up. I don't see any point in leveling, or using, Plasma Arrow. It uses about 2/3 the mp as Flame, takes about 2/3 the time to cast and does about 2/3 the damage. So there is not much benefit to using it. And by the time you get it you will already have leveled Flame.

Priest. What's Amplified Attack doing in there? That's for physical damage. I'd remove that.

Knight. Ok, so knights have changed. I was playing with the new skills a while back so I can comment. Holy Seal, Punishment is a cool combo. But then they go on cooldown so Holy Strike can continue to add Seals while they are on cooldown. Holy Strike will add 4 seals long before Punishment is ready so we either continue to cast Holy Seal or use some other skill such as Disarmament or some other skill. Note: Disarmament and Holy Strike do similar damage so the only benefit to Disarmament is the added debuff. I didn't really play with the defensive skills but I guess Enhanced Armor should still be there and Holy Power Explosion to recover MP.

Warden. I think Power of the Wood Spirit shouldn't be there because it's a AOE skill. Also Charged Chop does way more damage. I also wouldn't use any pets with my alts, they can sometimes cause problems following a tight waypoints file. I would basically just have Charged Chop, Briar Shield, Energy Absorb and Savage Power.

Druid. I see that Briar Entwinement is leveled up but it isn't used by either profile. We need to either add it to the profiles or not not level it up. I'm not sure which but I lean towards adding it. I agree, why don't we use Savage Blessing? It's a long time buff that adds to the druids magical accuracy. I think long ago it only added physical buff.

That's about it. Sorry that it's a bit (a lot?) long.

These are just my observations. Feel free to comment.

Re: levelupSkills1To10() Questions

Posted: Sun Sep 22, 2013 1:13 pm
by Bill D Cat
rock5 wrote:Warrior. You're right about Enraged. I always found warrior skills hard to pick. All I know is there are some chains, some for 2h weapons and some for 1h. And I avoid Slash once I have access to other skills because it uses too much rage. I look at the warrior skills and think "It probably needs updating." but I'm not sure how. I noticed that in the 1to10 profile I commented out Tactical Attack because it requires a 2 handed weapon. I think that is correct. Do you even normally get access to a 2h weapon from level 1-10? I don't know if there should be AOE skill in these basic profiles.
Two handed weapons really aren't available from quest rewards before level 10, and are a rare drop from mobs. I think you can buy one from an NPC vendor, but it isn't better than the 1 handed weapon you probably already have.

As for the chaining of Warrior skills, you would do something like this:

Slash (Bleed) --> Tactical Attack (2 Handed)
Probing Attack (Vulnerable) --> Open Flank (Weakened) --> Thunder (1 handed)

Regardless of using 1 or 2 handed weapon, having the bleed DoT from Slash is just bonus damage either way.
rock5 wrote:Mage. Yep, Fireball and Lightning need to be leveled up. I don't see any point in leveling, or using, Plasma Arrow. It uses about 2/3 the mp as Flame, takes about 2/3 the time to cast and does about 2/3 the damage. So there is not much benefit to using it. And by the time you get it you will already have leveled Flame.
Plasma Arrow: Causes 45.0 + 0.10 x INT Wind Damage and puts you in Charged state which in turn temporarily increases your critical magical hit rate by 20.0. <-- Worth it for the buff in my opinion.
rock5 wrote:Warden. I think Power of the Wood Spirit shouldn't be there because it's a AOE skill. Also Charged Chop does way more damage. I also wouldn't use any pets with my alts, they can sometimes cause problems following a tight waypoints file. I would basically just have Charged Chop, Briar Shield, Energy Absorb and Savage Power.
Since CC and PotWS share the same CD, I would agree that using CC on its own is a better option. I've noticed that the 1to10 profile has ALL of the pet summon skills listed (other than Chiron), and so the bot summons the Spirit of the Oak every time it reaches a waypoint and the pet isn't out already. In this case, you might want to either remove the summon skills from that profile, or add Punch to the list of skills to level to give it more damage.
rock5 wrote:Druid. I see that Briar Entwinement is leveled up but it isn't used by either profile. We need to either add it to the profiles or not not level it up. I'm not sure which but I lean towards adding it. I agree, why don't we use Savage Blessing? It's a long time buff that adds to the druids magical accuracy. I think long ago it only added physical buff.
Briar can be such a mana hog at low levels, but it is worth it for the DoT that it gives. I usually only use it for an opener anyway.

Re: levelupSkills1To10() Questions

Posted: Sun Sep 22, 2013 2:06 pm
by rock5
So you agree? Remove Tactical Attack?

I'm not convince about Plasma Arrow. Maybe with higher level characters and with high Int stated gear it would be worth it, but when I tested it with a low level character, with regular gear, it did consistently about 2/3 the damage of flame, in fact probably less.

Ok, removing pet skills and potws.

I didn't notice the MP for Briar Entwinment but it doesn't look that much different from Earth Arrow. And seeing as it has a cooldown of 8s you'll probably only use it once a battle anyway. So I say it's in.

Re: levelupSkills1To10() Questions

Posted: Sat Oct 05, 2013 4:35 pm
by Bill D Cat
Something broke in the last commit. The update to the knight skills in the levelup routine has a closing bracket in the wrong location.

Lines 1097 to 1100

Code: Select all

		[CLASS_KNIGHT]		= {	[1] = { aslevel = 1, skillname="KNIGHT_HOLY_STRIKE" },
						[2] = { aslevel = 1, skillname="KNIGHT_PUNISHMENT" },
						[3] = { aslevel = 2, skillname="KNIGHT_HOLY_POWER_EXPLOSION" } },
						[4] = { aslevel = 2, skillname="KNIGHT_HOLY_SEAL" },
should read

Code: Select all

		[CLASS_KNIGHT]		= {	[1] = { aslevel = 1, skillname="KNIGHT_HOLY_STRIKE" },
						[2] = { aslevel = 1, skillname="KNIGHT_PUNISHMENT" },
						[3] = { aslevel = 2, skillname="KNIGHT_HOLY_POWER_EXPLOSION" },
						[4] = { aslevel = 2, skillname="KNIGHT_HOLY_SEAL" } },

Re: levelupSkills1To10() Questions

Posted: Sat Oct 05, 2013 10:53 pm
by rock5
Ok. I'll fix it.