• You've discovered RedGuides, an EverQuest multi-boxing and scripting community 🧙‍♀️⚙️. We want you to play several EQ characters at once, come join us and say hello! 👋

  • A TLP without truebox has thawed (Very Vanilla ready)
    Frostreaver

Problem - Enchanter/puller Decides every now and then that enough is enough

arcburn

New member
Joined
Jan 19, 2015
RedCents
71¢
In need of a little help with my enchanter who pulls for my 3 box team of mag/wiz/enc .


As it is 99% of the time the enc pulls , de-buffs , and mezs like a champ , but it just so happens that somewhere around pull 10-15 the enchanter will run out pull with tash , run back then just stand there until the mob hits 50% life normally he start casting de-buffs at 98% pretty much as soon as he returns with the pull.


This would not be so bad except on the occasion he pulls an add , then he just stands there till the first mob is 50% life before he will attempt to even mez the adds.


I have the mage set as PetTank , wiz on Assist and enc set to Puller . All three target the pet before i turn Kissassist on .


I have tried adjusting the camp radius , pull radius and every other setting i can think of , any help would be appretiated .


[General]
KissAssistVer=8.5.5
Role=Puller
CampRadius=50
CampRadiusExceed=400
ReturnToCamp=1
ChaseAssist=0
ChaseDistance=40
MedOn=1
MedStart=25
MedCombat=0
LootOn=1
RezAcceptOn=1
AcceptInvitesOn=1
GroupWatchOn=1
EQBCOn=1
MiscGem=12
HoTTOn=0
IRCOn=0
CampfireOn=0
CastingInterruptOn=0
CharInfo=Enchanter|87
[Buffs]
BuffsOn=1
Buffs1=Voice of Prescience
Buffs2=Shield of Dreams Rk. II
Buffs3=NULL
Buffs4=Aura of Abstract Acumen|Aura
Buffs5=Spectral Rune Rk. II
Buffs6=Eldritch Rune
Buffs7=Twincast Aura|Aura
Buffs8=Speed of Novak Rk. II|MA
Buffs9=NULL
Buffs10=NULL
Buffs11=NULL
Buffs12=NULL
Buffs13=NULL
Buffs14=NULL
Buffs15=NULL
Buffs16=NULL
Buffs17=NULL
Buffs18=NULL
Buffs19=NULL
Buffs20=NULL
RebuffOn=1
ChecKBuffsTimer=20
PowerSource=NULL
[Melee]
AssistAt=98
MeleeOn=0
FaceMobOn=1
MeleeDistance=125
StickHow=snaproll
AutoFireOn=0
[GoM]
GoMSHelp=Format - Spell|Target, MA Me or Mob, i.e. Rampaging Servant Rk. II|Mob
GoMSpell=Gift of Mana Spell
GoMSpell1=NULL
GoMSpell2=NULL
GoMSpell3=NULL
[DPS]
DPSOn=1
DPSSkip=2
DPSInterval=2
DPS1=NULL
DPS2=Desolate Deeds|95|Once
DPS3=Splintered Consciousness Rk. II|90
DPS4=Chromatic Jab Rk. II|85
DPS5=Chromarcana Rk. II|80
DPS6=NULL
DPS7=NULL
DPS8=NULL
DPS9=NULL
DPS10=NULL
DPS11=NULL
DPS12=NULL
DPS13=NULL
DPS14=NULL
DPS15=NULL
[Heals]
Help=Format Spell|% to heal at i.e. Devout Light Rk. II|50
HealsOn=1
Heals1=Companion's Blessing|50|Pet
Heals2=Divine Companion Aura|20|Pet
Heals3=NULL
Heals4=NULL
Heals5=NULL
XTarHeal=0
HealGroupPetsOn=0
[Pet]
PetOn=1
PetSpell=Novak's Animation Rk. II
PetFocus=NULL
PetShrinkOn=0
PetShrinkSpell=Tiny Companion
PetBuffsOn=1
PetBuffs1=Speed of Novak Rk. II
PetBuffs2=NULL
PetBuffs3=NULL
PetBuffs4=NULL
PetBuffs5=NULL
PetBuffs6=NULL
PetBuffs7=NULL
PetBuffs8=NULL
PetToysGave=
PetCombatOn=1
PetBreakMezSpell=NULL
PetRampPullWait=0
PetSuspend=0
MoveWhenHit=0
[Mez]
MezOn=1
MezRadius=100
MezMinLevel=50
MezMaxLevel=93
MezStopHPs=80
MezSpell=Baffle Rk. II
MezAESpell=Ensorcelling Wave|3
[Burn]
BurnText=NULL
Burn1=NULL
Burn2=NULL
Burn3=NULL
Burn4=NULL
Burn5=NULL
Burn6=NULL
BurnAllNamed=0
Burn7=NULL
Burn8=NULL
Burn9=NULL
Burn10=NULL
Burn11=NULL
Burn12=NULL
Burn13=NULL
Burn14=NULL
Burn15=NULL
UseTribute=0
[Pull]
PullWith=Clamor of Tashan Rk. II
MaxRadius=750
MaxZRange=200
PullWait=0
PullRoleToggle=1
ChainPull=0
ChainPullHP=90
ChainPullPause=30|2
PullLevel=0|0
[AFKTools]
AFKToolsOn=1
AFKGMAction=/quit
AFKPCRadius=150
AFKHelp=AFKGMAction=0 Off, 1 Pause Macro, 2 End Macro, 3 Unload MQ2, 4 Quit Game
CampOnDeath=0
ClickBacktoCamp=0
[Merc]
Help=To use: Turn off Auto Assist in Manage Mercenary Window
MercOn=0
MercAssistAt=92
[AE]
AEOn=0
AERadius=50
AE1=NULL
AE2=NULL
AE3=NULL
AE4=NULL
AE5=NULL
[Aggro]
AggroOn=0
Aggro1=NULL
Aggro2=NULL
Aggro3=NULL
[Cures]
CuresOn=0
Cures1=NULL
Cures2=NULL
Cures3=NULL
Cures4=NULL
Cures5=NULL
[SpellSet]
LoadSpellSet=0
SpellSetName=KissAssist
 
Sounds like the puller(Enchanter) is still waiting for the mob to get into CampRadius(50). Try making the enchanters campRadius larger than the Mages or MA's, but don't make it to much larger. I would bump it to 75 to start with.
 
Will change the enc to 75 , both the wiz and mage are set at 30 CampRadius .

I will have to see how that works as i have seen this happen when the mob was at max CampRadius and when the mob was damn near standing right on top of all 3 toons .
 
check your MQ2Melee setting on pet range, it MIGHT make a difference.
 
I find when using mage to pet tank. The pet stops the mob outside the pullers Campradius, so the puller gets stuck waiting for the mob to come into campradius, but the mob never comes in range because of the pet. You can get it to work, but you have to play with the campradius and meleerange settings to get it perfect. It also makes a difference where each character is standing in relation to the other when starting the macro.
 
I have tried CampRadius of 30,35,40,45,50,55,..etc to 75 , anything over 50 is out of the pet tanks range so it doesnt even engage . I even tried a complete re-install so that only my 3-box ini files are showing .


I have been watching him pretty much all day changing this and that with no progress , ive had the mobs at max camp range to actually standing right on top of the group and this just randomly happens where the enchanter has the mob targeted and will kind of like space out until its like is right at 55 % then he re-picks the same target and goes to work . It's really not that big of a deal until he pulls adds in which case he will just stand there until the 1st mob is at 55 % life to even think about mezzing the adds in camp .


This also seems to happen so randomly that there is no way to predict what will happen next , i have pulled up to 15 mobs with no problem then it happens , then i can pull 4 and it happens , and ive seen it happen on 3 pulls in a row.
 
Are you sure everyone in group is ready for another pull?

Rich (BB code):
GroupWatchOn=1

Tells puller to watch everyone mana ect.
 
Arcburn, Can you give me a list by class of your group makeup, and each character's Role and who is targeting who when starting KA. This still sounds like a camp/melee radius issue.

Example of what I need:
Rich (BB code):
Class          Role      Target    CampRadius     meleeDistance   AssistAt  
Warrior        Tank      self          35                70          100
Monk           Puller    Warrior       45                80           98
cleric         Assist    Warrior       50                110         100
enchanter      Assist    Warrior       30                110          99
mage           Assist    Warrior       30                110          98
shaman         Assist    Warrior       30                110          99
 
Yes group watch is on as shown in the INI above , and my current settings on the 3 box are :


Class: Role: Target: CampRadius: MeleeDistance: AssistAT:

ENC Puller Pet 35 75 95
MAG PetTank Pet 30 75 100
WIZ Assist Pet 30 75 95
 
ok you need to change up the targeting a bit.

Mage needs to target self when starting in PetTank mode. Wiz and enchanter can target Mage or Mage pet. I target the mage personally and not their pet, because the pet gets it target from the master(Mage), but either will work.
 
Now using - puller targets mag , mag targets self , wiz targets mag .

No difference at all .

Im pulling the exact same mobs in the exact same spot as when i first noticed this happening. The only difference now is that i have gotten 6 more lvls and much better spells so instead of the mob being 50 to 55 % life before the Enc will cast a slow , now the mobs are almost dead at like 30% , then he will cast slow . And thats with him set to assist at 98%.

In case that makes any difference Puller is set to assist at 98 , PetTank assist at 95 ,Assist Wiz set at 100

Tomorrow when i have a lil more time i will see what happens when i let one of the others pull , honestly the only time its a pain is when he pull adds , and the chanter will just stand there and do nothing about mezzing them as they just beat on him until the first mob is almost dead.
 
Now using - puller targets mag , mag targets self , wiz targets mag .

No difference at all .

Im pulling the exact same mobs in the exact same spot as when i first noticed this happening. The only difference now is that i have gotten 6 more lvls and much better spells so instead of the mob being 50 to 55 % life before the Enc will cast a slow , now the mobs are almost dead at like 30% , then he will cast slow . And thats with him set to assist at 98%.

In case that makes any difference Puller is set to assist at 98 , PetTank assist at 95 ,Assist Wiz set at 100

Tomorrow when i have a lil more time i will see what happens when i let one of the others pull , honestly the only time its a pain is when he pull adds , and the chanter will just stand there and do nothing about mezzing them as they just beat on him until the first mob is almost dead.

Not sure if this is useful, but it sounds like the bug is time-based and not event or hp based. I'm not using KA, yet (plan on jumping into that this weekend, I think), but what I found was an issue in the macro I use with self-buffs in combat and the spell gems being grayed out. Essentially, the spell would want to buff the tank (it was a self-buff on my SK... Staunch Stance), but it would be grayed out for one reason or another. The SK would stand there with himself targeted not whacking or casting on the mob in camp until Staunch Stance was ready. Then he'd cast and go back to whacking mobs.

Again, this is NOT KA, but maybe gives you an idea of something else to check/look at.
 
Now using - puller targets mag , mag targets self , wiz targets mag .

No difference at all .

Im pulling the exact same mobs in the exact same spot as when i first noticed this happening. The only difference now is that i have gotten 6 more lvls and much better spells so instead of the mob being 50 to 55 % life before the Enc will cast a slow , now the mobs are almost dead at like 30% , then he will cast slow . And thats with him set to assist at 98%.

In case that makes any difference Puller is set to assist at 98 , PetTank assist at 95 ,Assist Wiz set at 100

Tomorrow when i have a lil more time i will see what happens when i let one of the others pull , honestly the only time its a pain is when he pull adds , and the chanter will just stand there and do nothing about mezzing them as they just beat on him until the first mob is almost dead.

You might want to get us a debug log of this and post it here. This link should help: http://www.redguides.com/community/showthread.php/38744-How-Do-I-create-a-Debug-Log-for-KissAssist
 
I got the file and deleted it from your post. Please don't post stuff with character names in it.

You stopped the log way to soon. But from what I see in the log, you are still waiting on the mob.
 
Just a random guess from looking at your ini

Chainpullhp=90 seems wrong since your DPS section has stuff to do when below 90%
 
chainpull is off as well =0

- - - Updated - - -

the log file i posted was 2 fights both where he just stood there , how long should i leave the log on for ?
 
Yes the puller is definitely waiting on something but how close the mob is to the center of the camp doesn't seem to apply .

According to the chanter INI i have him now set to assist at 98 % so he should send chanter pet , then slow , then go into throwing DD's in a progressive loop until mob is dead .

As is tho id say 30-40% of the time , chanter pulls , runs back to camp , pet engages and regardless of where the pet engages the mob ( this could be outside camp radius , inside camp radius or slap dab right on top of the mage ) the enchanter will just stand there until the mob is allmost dead then will decide to send his pet and slow the mob etc .

I only see this happen when i am using the chanter as a puller , i used to run a chanter - set as assist on my old 6 box team and the chanter allways reacted perfectly to any situation , but just today ive sat here and watched him or another toon die 4x due to him not mezzing adds .

At this point im just about to add a monk and let him pull for the group and see how the enchanter reacts then when set up as Assist and not puller .

If it is a CampRadius issue he should react the same way be it Puller or Assist , It's just weird to sit here and watch the other 2 go thr the casting chain and he just stands there , honestly driving me nuts ive reinstalled MQ2 like 5x changed every setting i can think of dunno whats wrong other then my chanter has A.D.D

- - - Updated - - -

Thats how i allways set up camp all 3 standing in a line with puller in the middle .

The CampRadius i have now has the puller with 35 and the other 2 with 30 - if the mob was OUT of camp radius the other 2 wouldnt be casting spells they would all 3 just stand there as it is when i use anything over 45 Camp radius .
 
Another random guess, try DPSOn=2 for the ench

- - - Updated - - -

Also if you see it happening try /switch on the ench to see if that will reset the enchs targets
 
i just tried the DPS=2 ,

First mob pulled he cast slow when mob was 6% life left
2nd mob at 98 % life
3rd mob at 98 % life
4th mob at 98 % life
5th mob at 48% life
6th mob he never cast anything

its just random like that , also i tried the /switch command and it works he goes right to business .

only bad thing is that when im at the computer the enc i play manually , so i never have a problem mezzing the adds etc . what im having problems with is setting it up to afk reliably where he will pull then mez the adds asap.
 
That file you posted didn't have what I needed. the file ended with the puller waiting for mob to get to camp for like 2 loops through the waitformob code. I need to get a full log of when the puller is stalled and then starts attacking. That is the only way to pinpoint the exact code and what the reason could be for you getting stalled. You can PM me the file to save yourself some time.
 
Ok ill do another de-bug and pm that to you , although as you said that is exactly what he was doing for those 2 fights he never engaged he pulled 2 different times and just stood there in the camp .

whats weird is that i got to the point where it was driving me nuts so i opened a 4th account , added a monk just to pull and everyone works like a dream now , chanter set as assist non -stop mez's ,de-buffs and nukes like a champ .
Monk set as puller , pulls back to the camp as intended then engages after the pet gets aggro .
 
Taylor, I've had this happen a great deal with my enchanter and shadow knight when they are pulling. The trigger that engages them in combat is a wait for mob timeout. It basicly times out combat and then goes to re-pull, but finds the main assist in combat and assists.

Sub Wait for Mob:
Rich (BB code):
        /declare WaitTimer timer local 30s

There is also a declare for face timer, but I'm not sure what that is for.

Rich (BB code):
            /declare FaceTimer timer local 0

Then we get into the :WaitForMob sub, and get the check for time expire:
Rich (BB code):
                | if target lost somehow add to ignore list and continue pulls
                /if ((!${AggroTargetID} && !${ChainPull}) || ${WaitTimer}==0) {
                    /if (${DebugPull}) /echo DEBUGPULL WaitForMob /return no AggroTargetID
                    /squelch /alert add 1 id ${Target.ID}
                    /call PullReset
                    /return

In my experience the problem seems to be in the mobradar sub getting hung up on line of sight. I worked around it by creating a second mob radar sub that was pull radar only, where the LOS check was not performed, due to odd clipping issues causing the LOS fail. This allowed the puller to add the mobs the camp array without actually being in sight. But my fix was defiantly a experimental band-aid fix.

- - - Updated - - -

There are times when the puller will snap out of the coma early, possibly due to the mob getting pushed into LoS? Hard to say, but anyway.. My 2 cents has been deposited. Good luck.
 
Taylor, I've had this happen a great deal with my enchanter and shadow knight when they are pulling. The trigger that engages them in combat is a wait for mob timeout. It basicly times out combat and then goes to re-pull, but finds the main assist in combat and assists.

Sub Wait for Mob:
Rich (BB code):
        /declare WaitTimer timer local 30s

There is also a declare for face timer, but I'm not sure what that is for.

Rich (BB code):
            /declare FaceTimer timer local 0

Then we get into the :WaitForMob sub, and get the check for time expire:
Rich (BB code):
                | if target lost somehow add to ignore list and continue pulls
                /if ((!${AggroTargetID} && !${ChainPull}) || ${WaitTimer}==0) {
                    /if (${DebugPull}) /echo DEBUGPULL WaitForMob /return no AggroTargetID
                    /squelch /alert add 1 id ${Target.ID}
                    /call PullReset
                    /return

In my experience the problem seems to be in the mobradar sub getting hung up on line of sight. I worked around it by creating a second mob radar sub that was pull radar only, where the LOS check was not performed, due to odd clipping issues causing the LOS fail. This allowed the puller to add the mobs the camp array without actually being in sight. But my fix was defiantly a experimental band-aid fix.

- - - Updated - - -

There are times when the puller will snap out of the coma early, possibly due to the mob getting pushed into LoS? Hard to say, but anyway.. My 2 cents has been deposited. Good luck.

Drivecrash, I figured the puller is getting hung waiting for mob to get to camp, but to figure out this issue I need a full debug log, showing me all the details, so I can try and trace down what is different from the enchanter and lets say from a monk. It should not make a difference, but according to what people are reporting. It does make a difference. I use a monk for pulling and I have no issues.
 
Drivecrash, I figured the puller is getting hung waiting for mob to get to camp, but to figure out this issue I need a full debug log, showing me all the details, so I can try and trace down what is different from the enchanter and lets say from a monk. It should not make a difference, but according to what people are reporting. It does make a difference. I use a monk for pulling and I have no issues.

I don't think I have any of the logs I did, and I'm not up and running at this point. Gotta get other stuff done.

I already did trial runs investigating this problem, and all pullers will exhibit symptoms of this hang tendency, it's just far less noticeable when it's a pure melee who doesn't mez / slow / heal / snare etc. I suppose there could be some kind of problem with the hardware that is causing the client to "miss" the mob add info, and then getting stuck in loop.
 
Understood. I was thinking about this yesterday and what puzzles me is based on the code you listed.

Rich (BB code):
                | if target lost somehow add to ignore list and continue pulls
                /if ((!${AggroTargetID} && !${ChainPull}) || ${WaitTimer}==0) {
                    /if (${DebugPull}) /echo DEBUGPULL WaitForMob /return no AggroTargetID
                    /squelch /alert add 1 id ${Target.ID}
                    /call PullReset
                    /return

for that to fire you would have to have zero mobs in your XTarget window. for an extended amount of time before WaitTimer counts down to zero.

AgroTargetID is based on the first and second Xtarget that is AutoHater. either there are no XTargets assigned as AutoHater or there are no mobs showing in the XTarget window.
 
I wasn't sure how that worked, I thought the AggroTargetID was for targets that you were highest hate list. Because the tank / pet tank engages the mob before the WaitForMob or MobRadar has finished cycling.
 
I remember a similar problem when I was coding for chainpulling, that the puller would get stuck in camp waiting for mobs, because the tank was being aggroed by the mob as it was coming to camp and the mob would stop and attack the tank, needless to say the puller would just stand there until it timed out. Now to fix that problem I added an additional check when chain pulling, I wonder if we did the same thing for normal pulls, if it wouldn't help with some of these issues.

Here is the normal code with out mods. I will highlight the chainpull section in red and the normal in blue:

Rich (BB code):
                | If I am PULLER and NOT chain pulling
                /if (${Select[${Role},puller]} && !${ChainPull}) {
                    /if (${Math.Distance[${CampYLoc},${CampXLoc}:${Spawn[${MyTargetID}].Y},${Spawn[${MyTargetID}].X}]}>=${CampRadius}) /goto :WaitForMob
                    /if (${MercOn} && !${MercAssisting} && ${MyTargetID} && ${Mercenary.State.Equal[Active]}) /call MercsDoWhat
                }
                | If I am PULLER and chain pulling
                /if (${Select[${Role},puller]} && ${ChainPull}) {
                    | Leave if multi mobs or no mobs 
                    /if (${MobCount}>=2 || !${MyTargetID} || (${Me.XTarget[${XTSlot}].ID} && ${Me.XTarget[${XTSlot2}].ID})) { 
                        /call PullReset
                        /return
                    }
                    /if (${Math.Distance[${Target.Y},${Target.X}:${Spawn[=${MainAssist}].Y},${Spawn[=${MainAssist}].X}]}>20 && ${Target.ID}==${Spawn[${MyTargetID}].ID} && ${Me.TargetOfTarget.ID}==${Me.ID}) /goto :WaitForMob                 
                }

Now the part that we need to add to the normal pull section is the check for how close the mob is to the MA and not camp. The highlighted part only is needed:

Rich (BB code):
                    /if (${Math.Distance[${Target.Y},${Target.X}:${Spawn[=${MainAssist}].Y},${Spawn[=${MainAssist}].X}]}>20 && ${Target.ID}==${Spawn[${MyTargetID}].ID} && ${Me.TargetOfTarget.ID}==${Me.ID}) /goto :WaitForMob

So what I would try is change the normal pull section code from this:

Rich (BB code):
                | If I am PULLER and NOT chain pulling
                /if (${Select[${Role},puller]} && !${ChainPull}) {
                    /if (${Math.Distance[${CampYLoc},${CampXLoc}:${Spawn[${MyTargetID}].Y},${Spawn[${MyTargetID}].X}]}>=${CampRadius}) /goto :WaitForMob
                    /if (${MercOn} && !${MercAssisting} && ${MyTargetID} && ${Mercenary.State.Equal[Active]}) /call MercsDoWhat
                }

To this:

Rich (BB code):
                | If I am PULLER and NOT chain pulling
                /if (${Select[${Role},puller]} && !${ChainPull}) {
                    /if (${Math.Distance[${CampYLoc},${CampXLoc}:${Spawn[${MyTargetID}].Y},${Spawn[${MyTargetID}].X}]}>=${CampRadius} && ${Math.Distance[${Target.Y},${Target.X}:${Spawn[=${MainAssist}].Y},${Spawn[=${MainAssist}].X}]}>20) /goto :WaitForMob
                    /if (${MercOn} && !${MercAssisting} && ${MyTargetID} && ${Mercenary.State.Equal[Active]}) /call MercsDoWhat
                }
 
Problem - Enchanter/puller Decides every now and then that enough is enough

Users who are viewing this thread

Back
Top
Cart