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Problem - Few Issues with KA at the moment

Scrublike

New member
Joined
Jun 3, 2016
RedCents
128¢
Tank sometimes doesn't turn attack on when fighting a group of mobs.
It kills a mob and then swaps to a new one but there's at least a 50% chance it wont turn on attack. You don't see TANKING >>> but does cast aggro abilities and DPS abilities. It turns to face the mob, everything but /attack

AE aggro abilities seem to ignore z axis differences. My tank won't use Stormstrike Blades because it would aggro more mobs than are on HoTT even when there's nothing close. I'm guessing it's sensing mobs far above or below.

Bard Fierce Eye is registered as detrimental so bard wont cast most of the time as it would aggro mobs not on hott. See above.
 
Cheers Maskoi

Generally it works pretty well. But I have to check every time tank switches target in a group of mobs. It always gets it right when a new mob arrives, it only breaks when switching targets after a mob dies in a multiple pull. If I had to guess I would say it's an issue with what happens when a mob dies and another mob strikes before the death has been processed. Who knows, but I reckon it's somewhere in the mob death code I think.

I had a bit of effort getting Field Protector to be always up, now it rebuffs all the time but that's not such a biggie. The z-axis issue with AE stuff is more of a pain as it seems to be way too cautious about aggroing mobs off HoTT even when there's nothing close. I'm guessing it's a z-axis issue, as it doesn't seem to happen in outdoor zones much.

Not sure if War Stomp and Gut Punch should be MASH, but it does work.

Thanks again.

Rich (BB code):
[General]
KissAssistVer=9.2.3
CustomPull=0
Role=Tank
CampRadius=20
CampRadiusExceed=300
ReturnToCamp=1
ChaseAssist=0
ChaseDistance=25
MedOn=0
MedStart=15
MedCombat=0
LootOn=0
RezAcceptOn=0
AcceptInvitesOn=1
GroupWatchOn=0
EQBCOn=1
IRCOn=0
MiscGem=12
HoTTOn=0
CampfireOn=0
CastingInterruptOn=0
CharInfo=Warrior|105
DPSMeter=0
MiscGemRemem=1
[SpellSet]
LoadSpellSet=0
SpellSetName=KissAssist
[Buffs]
BuffsOn=1
Buffs1=Brace for Impact
Buffs2=Huntsman's Ethereal Quiver|Summon|Ethereal Arrow|101
Buffs3=Champion's Aura|Aura|Champion's Aura
Buffs4=Field Protector Rk. II|MA
Buffs5=NULL
Buffs6=NULL
Buffs7=NULL
Buffs8=NULL
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=5
PowerSource=NULL
BuffsSize=20
[Melee]
AssistAt=100
MeleeOn=1
FaceMobOn=1
MeleeDistance=40
StickHow=loose
AutoFireOn=0
UseMQ2Melee=0
[AE]
AEOn=1
AERadius=50
AE1=Roar of Challenge|2
AE2=Pain Doesn't Hurt|3
AE3=Stormstrike Blades|2
;AE3=Area Taunt|3
AE4=Dichotomic Shield|4
AE5=NULL
AE6=NULL
AE7=NULL
AE8=NULL
AE9=NULL
AE10=NULL
AESize=10
[DPS]
DPSOn=1
DPSSkip=0
DPSInterval=0
DPS1=Stout Defense|100
DPS2=Harmonious Precision|99
DPS3=Field Protector|98
DPS4=Shield Break|97
DPS5=Imperator's Command|96
DPS6=Kreljnok's Sword of Eternal Power|95
DPS7=Commanding Voice|100
DPS8=Gut Punch|100|Mash
DPS9=Kick|100|Mash
DPS10=Bash|100|Mash
DPS11=Knee Strike|100|Mash
DPS12=War Stomp|100|Mash
DPS13=NULL
DPS14=NULL
DPS15=NULL
DPS16=NULL
DPS17=NULL
DPS18=NULL
DPS19=NULL
DPS20=NULL
DebuffAllOn=0
DPSSize=20
[Aggro]
AggroOn=1
Aggro1=Tormenting Shout|100|<|Mob
Aggro2=Cyclone Roar|100|<Mob
Aggro3=Roar of Challenge|100|<Mob
Aggro4=Warlord's Grasp|100|<|Mob
Aggro5=Phantom Aggressor|100|<|Mob
Aggro6=Taunt|100|<|Mob
Aggro7=Rage of the Forsaken|100|<|Mob
Aggro8=Blast of Anger|100|<|Mob
Aggro9=Ageless Enmity|100|<|Mob
Aggro10=Unflinching Attention|100|<|Mob
AggroSize=10
[Heals]
Help=Format Spell|% to heal at i.e. Devout Light Rk. II|50
HealsOn=1
Heals1=Manifested Etheric Breastplate of Havok|80|Tap
Heals2=Warlord's Resurgence|50|Tap
Heals3=Resplendent Glory|40|Tap
Heals4=Warlord's Bravery|40|Tap
Heals5=Flash of Anger|20|Tap
;Heals6=Imperator's Command|End|95
;Heals7=Breather|End|15
XTarHeal=0
HealGroupPetsOn=0
XTarHeal2=0
HealsSize=5
[Cures]
CuresOn=0
Cures1=NULL
Cures2=NULL
Cures3=NULL
Cures4=NULL
Cures5=NULL
CuresSize=5
[Burn]
BurnText=Decepticons Attack
BurnNamed=1
BurnAllNamed=1
Burn1=Pain Doesn't Hurt
Burn2=NULL
Burn3=NULL
Burn4=NULL
Burn5=NULL
Burn6=NULL
Burn7=NULL
Burn8=NULL
Burn9=NULL
Burn10=NULL
Burn11=NULL
Burn12=NULL
Burn13=NULL
Burn14=NULL
Burn15=NULL
UseTribute=1
BurnSize=15
[Pull]
PullWith=Festering Fusillader|Ethereal Arrow
MaxRadius=2000
MaxZRange=50
PullWait=0
PullRoleToggle=0
ChainPull=0
ChainPullHP=90
ChainPullPause=30|2
PullLevel=0|0
[AFKTools]
AFKHelp=AFKGMAction=0 Off, 1 Pause Macro, 2 End Macro, 3 Unload MQ2, 4 Quit Game
AFKToolsOn=0
AFKGMAction=4
AFKPCRadius=1000
CampOnDeath=1
ClickBacktoCamp=0
[Merc]
Help=To use: Turn off Auto Assist in Manage Mercenary Window
MercOn=0
MercAssistAt=92
[GMail]
GMailHelp=Events currently support - Dead,GM,Level,Named,Leftgroup
GMailOn=0
GMail1=NULL
GMail2=NULL
GMail3=NULL
GMail4=NULL
GMail5=NULL
GMailSize=5
 
FYI gut punch and I believe war stomp to are built into MQ2 melee. Just them them on in there is a quick fix.


Sent from my iPhone using Tapatalk
 
targeting myself. It's doing everything right. Using discs/abilities/managing aggro. Just sometimes when it gets busy, it doesn't turn attack on
 
You could set up a downshit to make sure you're attacking mobs in camp. Assuming the mob is hitting you (getting them on target), you can use the following to get you to attack the mob when you're hanging up (until the problem is found and resolved).

It checks if you have a target, if your target matches the target on your extended window slots 1-5, if you're running KA, and if you're the group's MA. If so, attack.
Rich (BB code):
downshitXX=/if (${Target.ID}>0&&${Select[${Target.ID},${Me.XTarget[1].ID},${Me.XTarget[2].ID},${Me.XTarget[3].ID},${Me.XTarget[4].ID},${Me.XTarget[5].ID}]}&&${Macro.Name.Equal[kissassist.mac]}&&${Group.MainAssist.Name.Equal[${Me.Name}]}) /killthis



Also, not that you really asked for advice on your ini itself, but some suggestions:

Drop War Stomp. It's completely useless compared to Battle Leap. Battle Leap is now permanent (until zoning/death), so you jump once and then enjoy a permanent 35-45% dmg mod (depending on rank). Comparing that to a 35% dmg mod for a max of ~25 seconds every minute when fully extended by AA. Battle Leap has made redundant the damage mod from Killing Spree, Offensive Disc (minus a small min hit mod), Vehement Rage, and War Stomp. (Holy4 Below)

I also don't like the way KA handles the cycling of warrior defensive abilities either, so I generally use holies to keep PDH and Dick Shielding up as much as possible, but not at the same time. Using both of these under your AE section gives you a chance to be really beefy short term, but could hurt you longterm if you're tanking 4+ mobs for a duration. I'm working on a cycle of abilities to keep up in the 5th minute to smooth out damage intake as much as possible. CoA BP, Third Spire, Tenacity, Resplendent Glory and Blood Drinker's Coating are all useful in that situation, but have some widely varying reuses, so I'm working on the best rotation there. (Holies 0 and 2)

I also prefer using Holies for Brace for Impact and Blade Guardian, as they won't be recast mid-fight if you keep them in the buff section of KA. (Holies 1 and 3)

If you want to utilize Breather, you can use the two downshits I have below as well. Down2 removes Stout defense if you're under 15% endurance, have 100 endurance to cast breather, and don't have aggro. Down1 Casts breather if you don't have a disc running and don't have aggro.

Rich (BB code):
downshit1=/if (${Me.PctEndurance}<15 && ${Me.CombatAbilityReady[${Spell[Breather].RankName}]} && ${Me.CombatState.NotEqual[COMBAT]} && ${Window[CombatAbilityWnd].Child[CAW_CombatEffectLabel].Text.Equal[No Effect]} && ${Me.CurrentEndurance}>100 && (${Zone.ID}!=344)) /disc ${Spell[Breather].RankName}
downshit2=/if (${Window[CombatAbilityWnd].Child[CAW_CombatEffectLabel].Text.Equal[${Spell[Stout Defense].RankName}]} && ${Me.CombatState.NotEqual[COMBAT]} && ${Me.CurrentEndurance}>100 && ${Me.PctEndurance}<15) /notify CombatAbilityWnd CAW_CombatEffectButton leftmouseup
holyshit0=/if (${Me.PctEndurance}>5 && ${Me.CombatAbilityReady[${Spell[Pain Doesn't Hurt].RankName}]} && !${Me.Buff[Dichotomic Shielding].ID}) /disc ${Spell[Pain Doesn't Hurt].RankName}
holyshit1=/if (${Me.AltAbilityReady[Blade Guardian]} && ${Spell[Blade Guardian IX].Stacks}) /alt act 967
holyshit2=/if (!${Me.CombatAbilityReady[${Spell[Pain Doesn't Hurt].RankName}]} && !${Me.Song[Pain Doesn't Hurt Effect].ID} && ${Me.CombatAbilityReady[Dichotomic Shield]}) /disc 49000
holyshit3=/if (!${Me.Buff[Brace for Impact].ID} && ${Spell[Brace for Impact IX].Stacks} && ${Me.AltAbilityReady[Brace for Impact]}) /alt activate 1686
holyshit4=/if (!${Me.Song[Battle Leap Warcry].ID}) /alt activate 611

You can also clean up a lot of your DPS section by moving things to MQ2Melee, which makes them easier to toggle in game as well with hotkeys vs editing ini and restarting mac.

/melee defense=5
/melee fieldarm=5
/melee gutpunch=1
/melee kneestrike=1
/melee commanding=5
/melee aggro=1
/melee taunt=1
/melee provokeonce=1
/melee provoke1=43022
/melee save

This would move Stout Defense, Field Protector, Gut Punch, Knee Strike, Commanding Voice, Taunt, and Cyclone Roar off your KA ini and handled by MQ2Melee.


Hope the original down helps fix your hanging warrior problem until the potential bug is fixed, and hopefully the other suggestions will help out your warrior a bit. :hfive:
 
Scrublike,

If your still having issues, you can give this a try and report back.

Find the Combat routine and at the bottom find this code:

Rich (BB code):
                /if (${Role.Equal[puller]} && ${ChainPull} && ${DebuffAllOn}) /call DebuffCast ${MyTargetID} 1 
                /if (${Role.Equal[puller]} && ${ChainPull} && ${DPSOn}) /call CombatCast     
                /if (${Defined[ParseDPS]} && ${ParseDPS}) {
                    /goto :Attack
                } else /if (${Defined[ParseDPS]} && !${ParseDPS}) /return
            /if (${Spawn[${MyTargetID}].Type.NotEqual[Corpse]} || ${Spawn[${MyTargetID}].ID} || ${Melee.Status.NotEqual[FEIGNING]}) /goto :Attack
        }
        /if (${DebugCombat}) /echo \atDEBUGCOMBAT Combat Leave \agLine#: ${Macro.CurLine}
    /return

Change to this, just the highlighted part:

Rich (BB code):
                /if (${Role.Equal[puller]} && ${ChainPull} && ${DebuffAllOn}) /call DebuffCast ${MyTargetID} 1 
                /if (${Role.Equal[puller]} && ${ChainPull} && ${DPSOn}) /call CombatCast     
                |/if (${Defined[ParseDPS]} && ${ParseDPS}) {
                |    /goto :Attack
                |} else /if (${Defined[ParseDPS]} && !${ParseDPS}) /return
            /if (${Spawn[${MyTargetID}].Type.NotEqual[Corpse]} || ${Spawn[${MyTargetID}].ID} || ${Melee.Status.NotEqual[FEIGNING]}) /goto :Attack
        }
        /if (${DebugCombat}) /echo \atDEBUGCOMBAT Combat Leave \agLine#: ${Macro.CurLine}
    /return
 
Hihi

Thanks so much, that's some great advice. I think I will start using MQ2melee after all, been resisting it in the interests of simplicity. The idea of a further boost to the already awesome dps of the tankbot is nice indeed.

I will run with the KA macro edit for a bit then look at your suggestions. Thanks again and thanks CTaylor

- - - Updated - - -

I spent a few hours yesterday and never saw the bug once so I think that's a fix.

Seems to make no sense looking at the code but maybe it's a timing issue.

- - - Updated - - -

Thanks for the battle leap suggestion, the tank was a dps beast before, now it's crazy!
 
Problem - Few Issues with KA at the moment

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