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Question - Fine Tuning KA for Pulling - Understanding Distance Units and Puller Anchors?

Joined
Jan 30, 2015
RedCents
461¢
So, after getting everything set up and having only one real issue I had to post on (which was hilariously minor and simple) , I am looking to fine tune my current setup.

I've been trying to utilize the search function here, but I get some old posts and a lot of irrelevant results. So I figured one last post in this Support forum can't hurt, right?

Up front question: Is there a way to set an absolute anchor spot for a puller. Where no matter if he is within campRadius he will still move the 5 units to the anchor after pulling? If I could absolutely say that 100% of the time my monk pulls he will run back and stand on the campfire, all of my issues would be solved. I just don't see anything like this, and that is not what /camphere is...here's a breakdown of what I am running into and why I even ask about this.

My setup has my Monk pulling to a group of mercs, with PC's being passive (I have only set my shaman up to keep up Unity and Haste). Pulling and then subsequently engaging the pulled mob after the Merc Tank pulls agro is quite a process. CampRadius seems to be a very important setting, but I am still having trouble getting this setup working well enough to AFK confidently.

Sometimes my monk will just engage a mob he pulls (does not turn around and return to camp after pulling). - Seems to take place when I change CampRadius to a larger number?
Sometimes my monk will pull it back to camp exactly how I want him to, and then wait 30% to engage. - Seems to take place when I change CampRadius to a smaller number (NOTE: I have corrected all issues with /kisscheck)
Sometimes my monk will not run all the way back to the camp anchor point (which I ASSUME is the spot I was standing in when I started /mac kissassist). - Also seems to take place when I change CampRadius to a larger number.


I cannot actually confirm a 1:1 relationship between these situations and CampRadius. My sample size of situations is too small, and KissAssist seems to be very quirky so I have tests that seem contradictory. But, obviously CampRadius is important in my situation (using a tank merc). Besides CampRadius, a lot of other settings are distance unit based - I don't know what these Distance Units actually are. Feet, parsecs, pixels, +/-n on Loc? Is there a graphical representation of these units? Perhaps with additional known factors, such as the radius for Merc Assist? (Tanks won't assist a puller until puller is within X radius, what is that radius?)

Regardless that does leave me in a situation, though. Assuming the relation IS what I think it is, if I have CampRadius larger than MercAssist(Sony) Radius, I run into the possibility of pulling back to the edge of my campRadius which is still outside of MercAssist which is dirtnap territory. If CampRadius is smaller than MercAssist radius, I run into the potential of the Merc Assisting outside of CampRadius but inside of MercAssist which means my guy will not assist until like 60% or whenever he finally feels like jumping in because the fight is outside of CampRadius.

Is there a basic set of information I am overlooking? Are my problems easily solvable? If not, is this an issue that a lot of people are running into and tweaking settings as best they can to manage
 
shazbork,

If you can drop a copy of your ini file for your monk.. I use a monk for pulling myself and the puller should return to within 10 feet of their camp spot, when returning from a pull. Mercs can pause a problem if you don't have your puller set as puller in EQ. Lag can be an issue as well when your puller tries to return to camp..

The macro looks to see if you are 15 feet or farther from your camp spot before trying to move you back to your camp spot.
 
These are the settings that have been working fairly well for me. I still have issues over time with pulling. What happens is a gradual shift outwards. The first N pulls will always go as I want them to. But eventually what happens is a mob will be pulled and engaged around the edge of CampRadius and after it dies, if there is a mob within pulling range, my Monk will not move to pull it, he will pull it to right where he is standing which is on the edge of CampRadius. This gradual shift eventually results in dirtnaps.

Here's the ini

Rich (BB code):
[General]
KissAssistVer=8.1.1
Role=Puller
CampRadius=42
CampRadiusExceed=600
ReturnToCamp=0
ChaseAssist=0
ChaseDistance=25
MedOn=1
MedStart=50
MedCombat=0
LootOn=1
RezAcceptOn=0
AcceptInvitesOn=1
GroupWatchOn=1
EQBCOn=0
IRCOn=0
MiscGem=8
HoTTOn=0
CampfireOn=1
[SpellSet]
LoadSpellSet=0
SpellSetName=KissAssist
[Buffs]
BuffsOn=1
Buffs1=Bonechime Earring
Buffs2=Serpentil's Ring
Buffs3=Wurm Claw Pauldrons
Buffs4=Thassis' Smithy Cloak
Buffs5=The Chief's Influence
Buffs6=Violet Conch of the Tempest
Buffs7=Ancient Cloak of Flames
Buffs8=Sraskus' Scorched Earring
Buffs9=Master's Aura
Buffs10=Zan Fi's Whistle
Buffs11=NULL
Buffs12=NULL
Buffs13=NULL
Buffs14=NULL
Buffs15=NULL
Buffs16=NULL
Buffs17=NULL
Buffs18=NULL
Buffs19=NULL
Buffs20=NULL
RebuffOn=1
ChecKBuffsTimer=20
[Melee]
AssistAt=98
MeleeOn=1
FaceMobOn=1
MeleeDistance=75
StickHow=snaproll
AutoFireOn=0
[AE]
AEOn=0
AERadius=50
AE1=NULL
AE2=NULL
AE3=NULL
AE4=NULL
AE5=NULL
[DPS]
DPSOn=1
DPSSkip=0
DPSInterval=0
DPS1=Banestrike|50
DPS2=Stunning Kick|100
DPS3=Doomwalker's Synergy Rk. II|100
DPS4=Torrent of Fists Rk. II|100
DPS5=Phantom Partisan Rk. III|100
DPS6=NULL
DPS7=NULL
DPS8=NULL
DPS9=NULL
DPS10=NULL
DPS11=NULL
DPS12=NULL
DPS13=NULL
DPS14=NULL
DPS15=NULL
[Aggro]
AggroOn=0
Aggro1=NULL
Aggro2=NULL
Aggro3=NULL
[Heals]
Help=Format Spell|% to heal at i.e. Devout Light Rk. II|50
HealsOn=0
Heals1=NULL
Heals2=NULL
Heals3=NULL
Heals4=NULL
Heals5=NULL
XTarHeal=0
[Cures]
CuresOn=0
Cures1=NULL
Cures2=NULL
Cures3=NULL
[Burn]
BurnText=Decepticons Attack
BurnAllNamed=0
Burn1=NULL
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
[Pull]
PullWith=Distant Strike
MaxRadius=600
MaxZRange=50
PullWait=0
PullRoleToggle=0
ChainPull=0
ChainPullHP=90
ChainPullPause=30|2
[AFKTools]
AFKHelp=AFKGMAction=0 Off, 1 Pause Macro, 2 End Macro, 3 Unload MQ2, 4 Quit Game
AFKToolsOn=0
AFKGMAction=1
AFKPCRadius=150
CampOnDeath=0
ClickBacktoCamp=0
[Merc]
Help=To use: Turn off Auto Assist in Manage Mercenary Window
MercOn=0
MercAssistAt=92


NOTE: Just in case someone mentions it thinking its a problem. Master's Aura works fine as a buff, he just casts (tries to cast, really) it after every fight. Which I am totally fine with and /kisscheck is fine with it.
 
NOTE: Just in case someone mentions it thinking its a problem. Master's Aura works fine as a buff, he just casts (tries to cast, really) it after every fight. Which I am totally fine with and /kisscheck is fine with it.

You can just add
Rich (BB code):
|Aura
to the end of your Master's Aura buff line and and it'll fix it trying to cast it all the time.
 
Thanks a lot guys. Fine tuning is really the last step of finalizing my current basic setup and familiarizing myself with all the basics. I'll be adding in Rez stuff and additional components for my Shaman as I get more comfortable.

It's actually been working fairly well. Came back after 4 hours to it still killin, so I got that goin for me.
 
Question - Fine Tuning KA for Pulling - Understanding Distance Units and Puller Anchors?

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