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Question - Combat Plug-in/LUA

Joined
Feb 14, 2017
RedCents
2,757¢
Kinda curious what everyone is using to handle combat on Frostreaver. After ban waves, I went full time ISBoxer to avoid permas on my accounts and after a lot of tweaking, have been mostly happy. What’s performance been like for automated combat, especially given a variety of resists and other factors on Frostreaver?
 
I rarely shill. Today I am going to, because I've put a lot of work into this recently (as always), but some of that work is specifically aimed at smoothing the experience for TLP users.

RGMercs does very well from all reports:
  • Saveable/shared per-mob resist profiles with user management (to include auto resist-aware spell use for wizards/etc if turned on). The ability to temporarily disable certain spell elements with a button/setting change ("Skip Fire Spells" etc) if needed.
  • A built-in named list (for auto-burning/etc) that should cover near anything you see in the game (and a custom named list to add something if not).
  • Persistent charming (with smart features such as assist actions from other classes on charm break like stuns, taunts, malos).
  • User-editable configs (with a default live config that already works pretty well for TLP, barring some edge cases), so you can tailor things exactly to the currently released expansion.
  • Ultimately, there is no combat automation that I am aware of that is *more* flexible.
The flip side:
  • Flexibility breeds complexity. There is no way around this. We've done our best with sensible defaults, but being able to tackle all of the unique problems on Live, TLP and a variety of EMU servers means we have a lot of dang options.
  • Our development outpaces our documentation. While we have searchable faqs, tooltips, and a command list (all in-game), reading update notes is the best way to learn about new features. Things can fly under the radar otherwise.
 
I rarely shill. Today I am going to, because I've put a lot of work into this recently (as always), but some of that work is specifically aimed at smoothing the experience for TLP users.

RGMercs does very well from all reports:
  • Saveable/shared per-mob resist profiles with user management (to include auto resist-aware spell use for wizards/etc if turned on). The ability to temporarily disable certain spell elements with a button/setting change ("Skip Fire Spells" etc) if needed.
  • A built-in named list (for auto-burning/etc) that should cover near anything you see in the game (and a custom named list to add something if not).
  • Persistent charming (with smart features such as assist actions from other classes on charm break like stuns, taunts, malos).
  • User-editable configs (with a default live config that already works pretty well for TLP, barring some edge cases), so you can tailor things exactly to the currently released expansion.
  • Ultimately, there is no combat automation that I am aware of that is *more* flexible.
The flip side:
  • Flexibility breeds complexity. There is no way around this. We've done our best with sensible defaults, but being able to tackle all of the unique problems on Live, TLP and a variety of EMU servers means we have a lot of dang options.
  • Our development outpaces our documentation. While we have searchable faqs, tooltips, and a command list (all in-game), reading update notes is the best way to learn about new features. Things can fly under the radar otherwise.
Shill away sir, a lot of work deserves recognition
 
I'll throw in for RGMercs as well. I had tried it out a while back, and went back to macros (MuleAssist/KissAssist), with my main gripe being flexibility. I tried it again, and gave it a more in depth run, and am mostly happy(I'm likely someone who runs into a lot of those edge-case things). Kind of figuring out how to modify user configs, although some of that is still out there. It's something you pretty much have to update daily, as there are such a high number of updates that you'l be behind multiple versions if you dont. I also look on forums for the update thread daily, to see what has changed that affects me. @Algar and @Derple have done a bang up job on this, and are continuing to do so!
 
RGMercs works great on Frostreaver. With a few caveats. Some classes like Shaman you will have to go into the advanced settings to enable low level buffs. Druid and others you will need to create custom configs as some only have the group versions of buffs that don't exist yet on this server. But otherwise they work fabulously there.
 
RGMercs works great on Frostreaver. With a few caveats. Some classes like Shaman you will have to go into the advanced settings to enable low level buffs. Druid and others you will need to create custom configs as some only have the group versions of buffs that don't exist yet on this server. But otherwise they work fabulously there.
Actually just added some of the single target versions of some spells, and happy to add more, if they dont interfered with the live config and people point them out to me.

Good tip on the Shaman :)
 
RGmercs is king, use claude code or antigravity and give it access to your veryvanilla directory for any and all changes, i only use prompts to control my groups now
 
I've used a mix of the three big ones (KA/RGMercs/CWTN).

It comes down to how much custom stuff I want to do on a specific toon. I'm leaning more into KA because it's the easiest to customize.

The biggest issue is mana pools on caster classes. You can't get away the amount of nuking/buffing that you'd normally do on a live server. For instance, my BST was perma-oom keeping SoW on my group while we're camping in one spot and I really only needed my tank to have it.

There are some cases where CWTN/RGM don't use a certain low-level thing because it's useless on live. You can enable anything with RGMercs, but's 100x faster to just update a line in a KA ini.

There's also some buff stacking issues that are a pain to deal with if you swap out toons a lot. You can always block buffs for CWTN, but then if you swap toons around you have to check everybody again to see what needs to be unblocked or re-blocked.

None of those are really issues with the automations. Early EQ is just weird.

I will also say that the amount of customization that you can do with RGMercs is impressive. Being able to not only make it do something, but also update the UI with a checkbox to enable that thing on the fly is pretty cool. It's just a lot of configuration for something that you might only need for like 10 levels.
 
Question - Combat Plug-in/LUA

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