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MQ2AFNuke

Release MQ2AFNuke

Ok, that response gave me the commands it has but did not give me a list of the mage nukes.

I turned on debug and saw that my nukes were being cast. However, I really want to cast Chaotic Fire because it can proc Twin Cast III.

Also, I cannot determine if the Burns and AANukes are configured.

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Spell Should be a priority spell because of the chance of twincast
Chaotic Fire Rk. III
Casting 1.5 Recast 5.25

Decrease Hitpoints by 21496
Trigger Spell: Chaotic Fire Chance III

Chaotic Fire Chance III

[TABLE="class: spellview"]
[TR]
[TD="class: spelllabel, align: right"]1: [/TD]
[TD]28% Chance to trigger: Flames of Power IV
[/TD]
[/TR]
[TR]
[TD="class: spelllabel, align: right"]2: [/TD]
[TD]30% Chance to trigger: Chaotic Fire Refreshment
[/TD]
[/TR]
[TR]
[TD="class: spelllabel, align: right"]3: [/TD]
[TD]10% Chance to trigger: Twincast Rk. III[/TD]
[/TR]
[TR]
[TD="class: spelllabel, align: right"]4: [/TD]
[TD]25% Chance to trigger: Chaotic Fire Jolt
[/TD]
[/TR]
[TR]
[TD="class: spelllabel, align: right"]5: [/TD]
[TD]6% Chance to trigger: Syllable of Refreshment[/TD]
[/TR]
[TR]
[TD="class: spelllabel, align: right"]6: [/TD]
[TD]1% Chance to trigger: Flames of Weakness IV[/TD]
[/TR]
[/TABLE]
 
It looks like there was a regression for the Chaotic Fire change I made back in December... I'll see if I can dig it up, but it should be on my laptop.
As for burns, I don't have mage burns in there, but I am open to suggestion.
The AA nukes are configured. The mage spell rotation is discussed earlier in this thread (back a page or 2). I'll post it once Chaotic Fire is added back.
 
So, I couldn't find a good copy of the updated MQ2AFNuke that included Chaotic Fire, so I added it again...

Current Mage spell casting priority (in order from top to bottom):
If the target is over 81% HP -> Thaumatize
If GoM procs && mage has a pet -> Dicho
Servant line (relentless/remorseless, etc...)
Chaotic Fire
Of Many line (Storm, salvo, strike, clash, etc...)
Spear (molten shieldstone, blistersteel, molten steel, etc...)
Bolt (Meteoric, molten shieldstone, Iron, etc...)
Fickle (Conflagration, Magma, Flares, etc...)
Clickies (Orbs, Shards, Fragments, etc...)

As for burns, I'd be glad to add them if a mage would chime in and give some burn spells/AAs.
 
mage burn aas.
  • Focus of Arcanum
  • Heart of Flames
  • Improved TwinCast
  • First Spire
  • Silent Casting

Other AAs to use regularly
  • Virulent Talon
  • Frenzied Burnout
  • Forced Rejuvination
  • Elemental Union
  • Host of Elements
  • Servant of RO (cannot be cast within 12 seconds of the previous one)




- - - Updated - - -

And Chaotic Fire, should always be first.
 
Yes, it does a lot of other things... So yes, and at 21k base damage it is still a good nuke, too.

The mana and gem refreshes are also useful. The twincast just doesn't stack with it. And it is straight refresh of the spell one.
 
I am ok with that.

- - - Updated - - -

When does the plugin get updated in this system?
 
Added some Ranger shit! Credit for spell/disc/burn rotation goes to VestalBears! It's still in "beta" testing though. :)
 
Added some Ranger shit! Credit for spell/disc/burn rotation goes to VestalBears! It's still in "beta" testing though. :)

How do you use it with a ranger?

Is there a general ini? character specific?

I'm not seeing anything after nuke resume or nuke on


Oops, think I'm using an older version.
 
/nuke resume will play your ranger (melee). I have not configured it for any bow stuff. Make sure you give VestalBears some thanks. I have an update, but it's not ready yet...
 
Quick Tutorial:
  1. Go to your favorite hunting grounds
  2. Set a group MA (not the wizard, MT is fine, but MA role must be set).
    (


  1. This shows how limited my EQ experience is. I started in 2006, playing about 95% Wizard and 5% Bard, with several extended absences. I actually had no idea how to set group MA, and certainly not how to do it with a hotkey. It would be helpful if you could update your instructions to include how this is done. I read something vague about clicking the extended target window, but still don't know exactly how this is done.

    I did locate the following on ZAM (See: http://everquest.allakhazam.com/wiki/eq:Grouping):

    Commands to Use:
    /grouproles list -- Lists all the roles in the current group
    /grouproles set Name RoleID --Sets the group member's role
    /grouproles unset Name RoleID -- Unsets the group member's role
    /grouproles roleset -- Lists the available role sets
    /grouproles roleset save "Name" -- Saves the current group's role set
    /grouproles roleset load "Name" -- Loads a previously saved group role set
    /grouproles roleset delete "Name" -- Deletes a previously saved group role set

    To set the puller: /grouproles set "CharName" 3
    To set the main tank: /grouproles set "Charname" 1
    To set the main assist: /grouproles set "CharName" 2

    Example: Solo/Merc (With Tank/Dmg Merc) setup:
    1. Set yourself as "Main Assist" and then set Tank Merc as "Main Tank"
    2. type "/grouproles roleset save 'Name'"; where 'Name' is text that is descriptive of the setup.
    3. setup a hotbutton with the text "/grouproles roleset load 'Name'"
    4. place the hotbutton in a quickslot and that way when you load your character you can one button assign roles to yourself and merc without thinking about it, per se.​

    It seems to me this would only work as long as the merc keeps the same name, which wouldn't last long for me. However, I could set up a hotkey like:
    1: /tar merc
    2: /grouproles set %T 1 (might need quotes, "%T", not sure.)
    3: /grouproles set %T 2

    [Deleted stuff] I just realized that I only have to do this once on my group leader, not separately on every member of the group. So, as long as I make sure my group leader is the same one with the tank merc, then I should be good to go. Right? Any suggestions?
 
This is so broke with 9/23 patch ..they changed and merged aa's ..is there source code we can get to fix ..is this still being maintained?
 
The source code is not public. It is still being maintained. I'll look at it and see what I can do. Which classes are broken?
 
Did the mez stuff for enchanters ever get finished on this? I saw stuff in the ini for it but I was never able to get it to work...maybe I needed to mess with it more, would really prefer a plugin over a mac for mez!
Just curious, thanks!
 
I think they got it with the soon after patch (vanilla) (or i was doing something wrong) ..seems to be working again tonight, at least with my combat dummy, I was wondering ..how/can I set up with my enchanter to dot between nukes Those are their main damage. I don't see a cast or spell list in the toon.ini or for any supported class for that matter what is the spell gem logic/order and how do I customize that ? I suppose i could just write a bunch of melee holy's for them ..his dps (chanter) is like 40k sustained ...he is about 60k+ when i just mash macros in game.. on the plus side my wizzes rock with afnuke got 100k plus sustained with them and burns are just sick compared to what i was getting.
 
The enchanter should use Mind Storm (anything in that line that's mem'd & ready), Drown, and Bewildering Constriction DoTs if they're mem'd.
 
I was using this to slaughter stuff in FM tonight and noticed a possible Bug or logic flaw. My group is Pal/MT/MA wiz wiz mage chanter cleric . On a single mob they eat it up no problems. If i pull multiples and switch off the first one they stop casting and do not start again until one of those mobs dies. The program is set to auto assist and I have them nuking at 99. I can sent a /nuke resume and nothing and even if i switch back, again nothing. I played with a bunch of commands and on multiple mobs ..if I change I can not get them to cast. Being the tank I have to switch mobs to aggro . So I need them to either follow the assist or stay on the mob I started with. But not casting isn't really an option. On option or command to that effect would be sweet. /nuke followassist or nuketilldead, something along those lines.

So if I am doing something wrong please advise.

ps: Oh and namers Just killed the Drillmaster Mak`Tak and they wouldn't fire
 
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I was using this to slaughter stuff in FM tonight and noticed a possible Bug or logic flaw. My group is Pal/MT/MA wiz wiz mage chanter cleric . On a single mob they eat it up no problems. If i pull multiples and switch off the first one they stop casting and do not start again until one of those mobs dies. The program is set to auto assist and I have them nuking at 99. I can sent a /nuke resume and nothing and even if i switch back, again nothing. I played with a bunch of commands and on multiple mobs ..if I change I can not get them to cast. Being the tank I have to switch mobs to aggro . So I need them to either follow the assist or stay on the mob I started with. But not casting isn't really an option. On option or command to that effect would be sweet. /nuke followassist or nuketilldead, something along those lines.

So if I am doing something wrong please advise.

ps: Oh and namers Just killed the Drillmaster Mak`Tak and they wouldn't fire

I think I already found the problem, and fixed it in the source last night. I need to do a bit more testing before final release though.

What they should always do is follow assist.
 
I'll see if I can replicate the issue. I have been out of the loop due to family issues. I'll be out again this weekend, but may have some time to look into it next week. If it's an issue on multiple mobs, I have a general idea of where the problem is, and will just have to do some testing. Also, which class? Wizard, Mage, Enchanter, Druid, Ranger, Beast, or any?
 
Enchanter for me. Sometimes a few mobs in camp, not mezzed or mezzed and it just won't assist. Sometimes it does. It's random. Also, is there a way to do like /nuke on /current target. Then continue on teh target you target next? Sorta like auto nuke with manual targeting? It would be really useful when you have to nuke a mob that isn't the main. Then command to go back to assist?
 
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Also, as a mage I do not always have every clicky summoned but if the whole list is not there, it does not use them at all.

It should use them based on availability.
 
Also, as a mage I do not always have every clicky summoned but if the whole list is not there, it does not use them at all.

It should use them based on availability.

That's interesting. They should be used based on availability... I will check it out when I get some time.
 
With the expansion and your family issues has there been an update to this including issue with it just stopping to assist the raid?
 
There is no update yet. I intend to update it to include the RoS spells in the next day or two. If I can replicate the problem, it will make it easier to fix. Is there anything specific that goes on that makes them stop casting? I know there was a typo in the wizard "Fury of the Gods" AA that was causing issues, but I committed the fix for that a while back (I think). I'll double-check though. :)
 
I checked. I hadn't committed the change for Fury of the Gods... That would stop Wizards from casting for sure. I've updated the wizard spells and enchanter spells so far, but haven't committed it yet. There's a bug in MQ2Heals too, but I haven't had a chance to isolate it.

Edit: Basically, MQ2Heals is failing to group heal properly. I'll look over the code, and see if I can find the cause. It's been a PITA in RoS so far. :)
 
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Some of the option toggles don't seem to work. /nuke burn ..../nuke burn off is the one I'm after. I Set Burn=0 in the ini and tried numerous times from the command line but when I do /nuke settings::Burns=On. /nuke mez also doesn't toggle or set . It seems to be that way on my wiz mage and chanter.
 
Mez is still in development. I've been out for a while, so I am starting to get caught back up. Burn does work, but certain criteria have to be met. It's configured to burn on 3+ mobs with aggro on XTarget, or any named. I'll add the option to change the burn threshold on the next update. I am adding the RoS spells now.
 
Updated Mage, Druid, Wizard, Enchanter, Ranger for RoS.

Edit: Made some updates to AFNuke. :)

New command:
/nuke mobburnthreshold # (Burn if # XTarget mobs > #... 0=Any mob, 1=2+ mobs, 2=3+mobs, etc...)

For Burns, the actual command is: (there's a typo in the usage/help... I'll fix it next change).
/nuke doburn on|off

Let me know if it works. I might not be able to test it today.
 

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