TheNomadMan
New member
- Joined
- Feb 8, 2014
- RedCents
- 451¢
This is unlikely to make it to the official release; however, I like what it does for my druid and cleric.
The idea is to force kissassist to ask itself: "Was the heal I just cast enough? Or; do I need to cast another, before I move on"?
The goal being that one may add DI, delayed heals, heal over time, twin heal procs, etc., to the DPS section; without worrying that these spells will fire when an instant heal is what's really needed.
We're replacing the /return's, at the end of "If heal was successful" for Taps, Single Heals, and Group Heals, with /call CheckHealth.
Please mention if this does something awful to your chars lol
- - - Updated - - -
This also seems to do good things for those situations where adds out weigh aggro management or large AE DD's/DoT's are landing. That is to say, the healers become more responsive in healing dmg on multiple group members (sometimes one group heal per round just isn't enough).
- - - Updated - - -
Now seeing cures go off, in combat. Hadn't been, before.
The idea is to force kissassist to ask itself: "Was the heal I just cast enough? Or; do I need to cast another, before I move on"?
The goal being that one may add DI, delayed heals, heal over time, twin heal procs, etc., to the DPS section; without worrying that these spells will fire when an instant heal is what's really needed.
We're replacing the /return's, at the end of "If heal was successful" for Taps, Single Heals, and Group Heals, with /call CheckHealth.
Rich (BB code):
/if (${SHealTag.Find[Tap]}) {
/if (!${Pulled} && ${CombatStart} && ${Me.PctHPs}<=${SHealPct} && ${Spawn[${MyTargetID}].ID} && ${Spawn[${MyTargetID}].Distance}<=${SHealRange} && ${Spell${i}GM0}==0) {
/call CastWhat "${SHealSpell}" ${Spawn[${MyTargetID}].ID} Heal
/if (${Macro.Return.Equal[CAST_SUCCESS]}) {
/call BroadCast ${IRCOn} ${EQBCOn} o "${SHealSpell} for >> ${Me.CleanName} <<"
/varcalc Spell${i}GM0 (${Spell[${SHealSpell}].Duration.TotalSeconds}*${DurationMod})*10
/if (${DebugHeal} || ${DebugAll}) /echo DEBUGHEALS SingleHeal Assign Timer:Spell${i}GM0 (${Spell[${SHealSpell}].Duration.TotalSeconds}*${DurationMod}) ${Spell${i}GM0}
/call CheckHealth
/return
}
Rich (BB code):
/call CastWhat "${SHealSpell}" ${SHealThem} SingleHeal
/if (${DebugHeal} || ${DebugAll}) /echo DEBUGHEALS SingleHeal MR: ${Macro.Return}
/if (${Macro.Return.Equal[CAST_SUCCESS]}) {
/call BroadCast ${IRCOn} ${EQBCOn} o "${SHealSpell} on >> ${Spawn[${SHealName} ${SHealType}].CleanName} <<"
/varcalc Spell${i}GM${WhoNum} (${Spell[${SHealSpell}].Duration.TotalSeconds}*${DurationMod})*10
/if (${DebugHeal} || ${DebugAll}) /echo DEBUGHEALS SingleHeal Assign Timer:Spell${i}GM${WhoNum} ${Spell[${SHealSpell}].Duration.TotalSeconds}*${DurationMod} ${Spell${i}GM${WhoNum}}
/call CheckHealth
/return
}
Rich (BB code):
/call CastWhat "${HealSpell}" ${Me.ID} GroupHeal
/if (${Macro.Return.Equal[CAST_SUCCESS]}) {
/if (${DebugHeal} || ${DebugAll}) /echo DEBUGHEALS DoGroupHealStuff ${HealSpell} on >> Group <<
/call BroadCast ${IRCOn} ${EQBCOn} o "${HealSpell} on >> Group <<"
/varcalc SpellGH${j} (${Spell[${HealSpell}].Duration.TotalSeconds}*${DurationMod})*10
/if (${DebugHeal} || ${DebugAll}) /echo DEBUGHEALS DoGroupHealStuff Assign Timer:SpellGH${j} (${Spell[${HealSpell}].Duration}*${DurationMod}.TotalSeconds) ${SpellGH${j}}
/call CheckHealth
/return
}
Please mention if this does something awful to your chars lol
- - - Updated - - -
This also seems to do good things for those situations where adds out weigh aggro management or large AE DD's/DoT's are landing. That is to say, the healers become more responsive in healing dmg on multiple group members (sometimes one group heal per round just isn't enough).
- - - Updated - - -
Now seeing cures go off, in combat. Hadn't been, before.
Last edited:

