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MQ2BerZerker

Plugin - MQ2BerZerker (1 Viewer) 3.1.52471.11

ChatWithThisName updated MQ2BerZerker with a new update entry:

Fixes and feature improvements

Added a fix for some berzerkers not using combat abilities because of a mana check that was removed in this update.
Added more features, be sure to use /zerk help to see all options available to you.
See all settings with /zerk showsettings
So much other minor stuff that probably isn't worth mentioning as this plugin is getting additions so often atm.

Read the rest of this update entry...
 
Tried your Plug in tonight ( post 25 version. ) I understand this isn't comparable to your paid version correct? only seeing 100k DPS on each zerker with burnalways turned on.
If your paid Version is as good as it looks ill absolutely jump on the paid train!
 
@Kienye I'm on an Autogranted berzerker with conflagrant at 106 now and getting around 70-100k DPS with burns going up to 260k DPS. Originally the intention was to share a copy at the time of post 25 to display the potential of MQ2BerZerker for free to those that wished to try it out without having to pay to "see what it's like" first. With the upcoming patch, that ends tomorrow, so today is the last day for a free trial. But, there were a couple of bugs that caused crashes in my original release on post 25. Currently both the free and the paid version are the same.

DPS on a class like a berzerker depends on quite a few things, primarily your gear/AA/Discs. If you don't have a Dicho/Dissident then you're losing a ton (PoTranquility, and Stratos respectively). If you don't have Frenzied Resolve (bought in Argath) you're losing a ton. You could be missing Phantom Assailant (not much DPS but some, found in Tainted EW), If you don't have Cleaving, or Flurry Disc, if you don't have Drawn to blood (needs to be purchased with AA) or Battle Leap (autogranted), then you could be missing out on potential DPS because you can't get close enough to the mob while Frenzied Resolve is your active Disc. The list goes on. Fury's Synergy is 22% change to perform a crippling blow, do you have Luck from TBL gear? So many factors can affect a players DPS. So while this is a turn on and forget solution, you will still need to ensure that you have all the discs/aa/gear available to you in order to maximize the character. My berzerker in the screenshot does have an RoS raid weapon, it always has a bard in the group thus always has 225% haste, it has full T2 TBL gear thus I get lucky hits, it does have all of it's discs to 110, it has all aug slots filled, it has Heroic AA's etc.

With that said, Results may vary from one zerker to another. If you already know how to play your class and already have a great INI setup then you may not really need the plugin in it's current configuration. However changes are still to be made, I'm working on assist logic as we speak so that if desired the need to run a macro in support of it can potentially be removed and it can stand up on it's own two feet. After I plan to add logic to handle ChaseAssist mode that will follow the MA of the group. I plan to add a place in the INI for the user to create a list of clickies they want to use. IE:
Clicky1=Lizardscale Plate Girdle|Downtime
Clicky2=Miniture Horn of Unity|Named
Clicky3=Fury's Conflagrant Coat|Tanking
Clicky4=Razor's Edge|Downtime

etc. I don't want to have to parse any macro data, so I'm trying to avoid doing that, but I want to create logic for those scenario's so that the plugin can use them at the appropriate times. The clickies was a request that I think I can add without doing any parsing of user entered conditions.

Once this is in what I consider Complete, then I may look into other class (Please stop asking me to make other classes as I'm not done with this one yet lol). For those that have made a purchase, I thank you, your patronage is much appreciated.

Moving forward the plan is to make releases for both live and test as the time those server types update, pending anything that warrants a more immediate fix (such as crashes). For now the plugin is constantly being worked on and additions or corrections are being made as I personally test (with the help of @Sicprofundus and @Lawboy) any changes.

If you have requests for the plugin, please state your request here. To the people that keep asking me why no juggernaut in primary burn, because that's not where it belongs and no I won't put it there.

As I stated originally the plugin isn't complete. So the documentation isn't done, documentation should include as much information as I can muster about the plugin itself, as well as the berzerker class. What AA's you need, what Discs are required, etc in order to maximize efficiency while using the plugin.

TLDR: Get AAs, Get all your Discs, Get better gear, Test and live updates on patch days when available, more stuff to come.
 
@Kienye I'm on an Autogranted berzerker with conflagrant at 106 now and getting around 70-100k DPS with burns going up to 260k DPS. Originally the intention was to share a copy at the time of post 25 to display the potential of MQ2BerZerker for free to those that wished to try it out without having to pay to "see what it's like" first. With the upcoming patch, that ends tomorrow, so today is the last day for a free trial. But, there were a couple of bugs that caused crashes in my original release on post 25. Currently both the free and the paid version are the same.

DPS on a class like a berzerker depends on quite a few things, primarily your gear/AA/Discs. If you don't have a Dicho/Dissident then you're losing a ton (PoTranquility, and Stratos respectively). If you don't have Frenzied Resolve (bought in Argath) you're losing a ton. You could be missing Phantom Assailant (not much DPS but some, found in Tainted EW), If you don't have Cleaving, or Flurry Disc, if you don't have Drawn to blood (needs to be purchased with AA) or Battle Leap (autogranted), then you could be missing out on potential DPS because you can't get close enough to the mob while Frenzied Resolve is your active Disc. The list goes on. Fury's Synergy is 22% change to perform a crippling blow, do you have Luck from TBL gear? So many factors can affect a players DPS. So while this is a turn on and forget solution, you will still need to ensure that you have all the discs/aa/gear available to you in order to maximize the character. My berzerker in the screenshot does have an RoS raid weapon, it always has a bard in the group thus always has 225% haste, it has full T2 TBL gear thus I get lucky hits, it does have all of it's discs to 110, it has all aug slots filled, it has Heroic AA's etc.

With that said, Results may vary from one zerker to another. If you already know how to play your class and already have a great INI setup then you may not really need the plugin in it's current configuration. However changes are still to be made, I'm working on assist logic as we speak so that if desired the need to run a macro in support of it can potentially be removed and it can stand up on it's own two feet. After I plan to add logic to handle ChaseAssist mode that will follow the MA of the group. I plan to add a place in the INI for the user to create a list of clickies they want to use. IE:
Clicky1=Lizardscale Plate Girdle|Downtime
Clicky2=Miniture Horn of Unity|Named
Clicky3=Fury's Conflagrant Coat|Tanking
Clicky4=Razor's Edge|Downtime

etc. I don't want to have to parse any macro data, so I'm trying to avoid doing that, but I want to create logic for those scenario's so that the plugin can use them at the appropriate times. The clickies was a request that I think I can add without doing any parsing of user entered conditions.

Once this is in what I consider Complete, then I may look into other class (Please stop asking me to make other classes as I'm not done with this one yet lol). For those that have made a purchase, I thank you, your patronage is much appreciated.

Moving forward the plan is to make releases for both live and test as the time those server types update, pending anything that warrants a more immediate fix (such as crashes). For now the plugin is constantly being worked on and additions or corrections are being made as I personally test (with the help of @Sicprofundus and @Lawboy) any changes.

If you have requests for the plugin, please state your request here. To the people that keep asking me why no juggernaut in primary burn, because that's not where it belongs and no I won't put it there.

As I stated originally the plugin isn't complete. So the documentation isn't done, documentation should include as much information as I can muster about the plugin itself, as well as the berzerker class. What AA's you need, what Discs are required, etc in order to maximize efficiency while using the plugin.

TLDR: Get AAs, Get all your Discs, Get better gear, Test and live updates on patch days when available, more stuff to come.

Thanks for getting back to my inquiry, I have jumped onto the paid train and I am really looking forward to the upcoming patch. currently running 2 110 Zerkers all decked out in t3 TBL and one wielding Worlds Weight, other with Dread spine. I do plan to add a 3rd zerker to this to test out alliance.
aa's are lacking but parse's have been consistent with IHC at 150k, and burns upwards of 400k+.
Build it your way bud, im impressed with it and how quick you are at getting back to us who have questions.

Thanks boss!
keep up the good work
 
The DPS routine is based on @ihc385 macro. I used it because it's the best currently available, but with the speed of a plugin I actually had to throttle back the plugin pulses to make it slower and currently the plugin will try to use an ability every 0.4 seconds, which is the fastest I could go without getting errors saying "you are too distracted to use this ability". I plan to create proper documentation that explains all the details of the burns. BurnAlways isn't an ideal way to handle burns at all, but it's an option because people want it. The reason it's not ideal is because of the shear damage a berzerker produces compared to other classes, and then add the fact that you have more than one BerZerker in the group. I'm not sure how long mobs live given those kinds of odds, but the idea behind using BurnCount, or BurnAllNamed is that you want to reserve the burns for those that live long enough to feel it. IE: You have 4 mobs in camp might be reasonable to commit to firing a burn off because there's enough mobs to use the burn in succession on multiple foes to justify the DPS output. BurnAlways is more for a situation where you'll never encounter a named and you'll never get more than a single mob on pull at a time. The overall goal is DPS Average spread out over an average amount of time, if you use all your burns on 3 mobs, you have to wait until those cool downs go away before you can do it again, however if you save them for situations that they are going to produce effective results, you get more out of them.

If you've used IHC then then the idea behind the DPS routine should not be anything new. Everything is almost the same as he had it, except it's translated into C++ and required some other checks that don't exist in macros, as well as some caveat's where I opted to add additional checks. It's not written in macro code, but with the functions I created it can read a lot like macro code and I'm sure at a glance IHC would agree this is the way he had it, with only some minor differences to account for the translation. The code is up to roughly 2400 lines of code at this point and I expect it to only get bigger to account for the additional modes I plan to incorporate.


1552451245672.png
 
The DPS routine is based on @ihc385 macro. I used it because it's the best currently available, but with the speed of a plugin I actually had to throttle back the plugin pulses to make it slower and currently the plugin will try to use an ability every 0.4 seconds, which is the fastest I could go without getting errors saying "you are too distracted to use this ability". I plan to create proper documentation that explains all the details of the burns. BurnAlways isn't an ideal way to handle burns at all, but it's an option because people want it. The reason it's not ideal is because of the shear damage a berzerker produces compared to other classes, and then add the fact that you have more than one BerZerker in the group. I'm not sure how long mobs live given those kinds of odds, but the idea behind using BurnCount, or BurnAllNamed is that you want to reserve the burns for those that live long enough to feel it. IE: You have 4 mobs in camp might be reasonable to commit to firing a burn off because there's enough mobs to use the burn in succession on multiple foes to justify the DPS output. BurnAlways is more for a situation where you'll never encounter a named and you'll never get more than a single mob on pull at a time. The overall goal is DPS Average spread out over an average amount of time, if you use all your burns on 3 mobs, you have to wait until those cool downs go away before you can do it again, however if you save them for situations that they are going to produce effective results, you get more out of them.

If you've used IHC then then the idea behind the DPS routine should not be anything new. Everything is almost the same as he had it, except it's translated into C++ and required some other checks that don't exist in macros, as well as some caveat's where I opted to add additional checks. It's not written in macro code, but with the functions I created it can read a lot like macro code and I'm sure at a glance IHC would agree this is the way he had it, with only some minor differences to account for the translation. The code is up to roughly 2400 lines of code at this point and I expect it to only get bigger to account for the additional modes I plan to incorporate.


new one doesnt seem to be doing much of anything on test
 
New one for test hasn't been posted. the update was for live. Soon as I get my current changes in a stable format I'll build for test release. In the middle of making changes at the moment.
 
@Brandash @Akatora Clicking the download link will offer Test and live now. So you should be able to access it there.
I appreciate it, thank you.

what does the mode do? I see 0 1 2 manual assist and chase, I can figure out what the last 3 are but the 0 1 and 2 are throwing me off because i dont see anything for it
 
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0 is Manual (the mode you've been using) 1 is Assist Mode, 2 is Chase mode.

There is some assist logic done, but it's not complete. I need to sort out how to get the character to set the camp location. I've been thinking about having it set automatically when you switch to mode 1 (assist) and just make it so that if you do a
Code:
/zerk mode assist
again that it clears the camp location and sets your current location as the camp location. then, to move the user would end up using the chase mode
Code:
/zerk mode chase
so that it would start following the MA around, then if you wanted to relocate camp you would need to go into manual mode move to where you want it to be and then set assist again when you were ready to fight at a camp again.

Currently the logic is only using nav. getting behind a mob could prove tricky unless I also add in using MQ2MoveUtils.

Least this is how I'm picturing it in my head. Open for suggestions.
 
Zerker DPS.jpg

Using the paid version of your plugin, my zerker is making the other DPS kids feel inadequate. The unnamed class is my cleric coming in dead last in terms of DPS.
 
@Marnan I find humor in the fact that the berzerker doesn't engage for 3-5 seconds after everyone else and still pulls out in front by over 13% of the DPS :-)
 
At low levels there are three/four combat abilities that are pretty handy to have, but the plugin currently does not handle. I know you said that excessive actions cause conflicts, but from 1-50 the only skills you're using are frenzy and intimidate right now as far as I am aware.

Having said that, the intimidate skill will fear an opponent and cause them to flee and in addition, many mobs flee at low health, and chasing mobs is never fun. I still have to get my axes all summoned up to use them, but the zerkers get a snare, a stun, and a deaggro ability which are handy to have at lower levels, and I'd like to request their inclusion in the plugin

Snare:
Level 8 -> Leg Strike (ID: 10)
Level 32 -> Leg Cut (ID: 10)
Level 54 -> Leg Slice (ID: 10)
Then some others higher up

Stun:
Level 16 -> Head Strike (ID:10)
Level 40 -> Head Pummel (ID: 10)
Then some others higher up

Deaggro:
Level 24 -> Divertive Strike (ID: 2)
Level 48 -> Distracting Strike (ID: 2)
Then some others higher up

In addition there're a few other combat boost abilities such as Battle Cry at level 30 (ID: 9) that's a weapon delay decrease and attack increase, and an upgrade War Cry at 50 (ID: 9)

Edit: added ID's where I Have them.
 
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Please add Timer ID's for those abilities, I have the code sorted by timer ID.
Timer 1 (aura) starts at 55
Timer 1 (Cry Havoc/Carnage) starts at 68
Timer 1 (Hitpoint limiter) Starts at 68 with open wound or uses Bloodfury AA if available and no open wound/Ritualistic Scarification
Timer 2 (Volley) Starts at 61 with Rage Volley
Timer 3 (Cleaving Disc) starts at level 65 with Cleaving Anger Discipline
Timer 4 (Primary Burn) starts at level 53 with Inspired Anger Discipline
Timer 5 (Unused)
Timer 6 (FlurryDisc) starts at level 70 with Vengeful Flurry Discipline
Timer 7 (Rage Strike) starts at 98 with Festering Rage
Timer 8 (Sapping Strikes) 103
Timer 9 (Battle Cry) starts at level 30 with Battle Cry.
Timer 10 (Axe Throw) start at level 83 with Vigorous Axe Throw
Timer 11 (Frenzy Boost) starts at level 80 with Battle Frenzy
Timer 12 (Frenzy Combat Ability) starts at level 81 with Overpower Frenzy - or it would if I didn't make a typo. (fixt now, but not a live change)
1552719562699.png
Timer 13 (EndRegen) starts at level 72 with Second Wind
Timer 14 (Shared Buff) starts at level 85 with Shared Bloodlust
Timer 15 (Frenzied Resolve) level 94
Timer 15 (Retaliations) starts at level 91 with Early Retaliation and is used until 94 when you get Frenzied Resolve or if UseFrenzied is OFF
Timer 16 (AE Vicious Attack) starts at level 97 with Vicious Spiral
Timer 17 (Axe of >>>) starts at level 85 with Axe of Rallos
Timer 18 (Conditioned Retaliation) level 97
Timer 19 (Phantom) level 100
Timer 20 (Alliance) starts at level 102 with Demolishers Alliance
Timer 21 (Disconcerting Disc) level 104
Timer 22 (Dicho/Dissident) starts at level 101 with Dichotomic Rage
Epic - Soon as you get your grubby paws on it. Set to use clicky for Raging Taelosian Blood Axe or Vengeful Talosian Blood Axe - DO NOT have Epic Augment on your person, with 2.0, this will cause clicky to fail and spam you until I fix it to not do that. I'm going to have to actually go get the aug to be able to self verify a fix.

Proper documentation will come in due time. With the above I hope you at least have a bit more insight as to what disc timers start when and what key levels along the way to reach out for new tomes. I will likely expand on this in future documentation. Right now I've got the Chase mode and Assist mode's almost done. Currently lacking only a couple of final touches on it. Notably the stick function which I wrote up the imports for today and plan to start adding the functionality into the plugin to essentially "/stick !front uw 12" to get behind a mob. Also need to add handling levitation a bit like Maskoi does in KA where it brings you down to the location as opposed to pacing back and forth rapidly if you're greater that 15 units higher than the camp location or the MA when using nav to get back to the camp/MA.

Wanted to let you know that I was surprised that so many people adopted MQ2BerZerker so quickly and look forward to finalizing the plugin in a way that enables users to modify the INI to upgrade their own discs in the future for each of these timers as well as add in a feature to hand a list of clickies within the plugin so as to avoid the need for a separate plugin/macro to handle that.

There's been some discusssion about use of this on raids, and I'll say upfront that this is primarily intended for group content and overall average DPS is the focus.

If there are bugs, or things you feel are bugs with the plugin don't hesitate to mention them and I will try to get to them as fast as possible. @Sicprofundus has been lots of help making my plugin crash so that I can catch crashes before the changes make it to everyone else. Good at breaking things it seems. So be sure to find one of his posts here and redcent him as he deserves it for keeping the crashes coming haha.

Again, thanks for all the support!
 

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Between levels 51 and 70 while using autogrant I have to disable the plugin, because the Intimidate combat ability is too much of a liability as used by the plugin. Autogrant gives you the first level of the Intimidate AA ability, which seemed to increase the likelihood that my intimidate combat ability would successfully fear my opponent. With 3 zerks running the plugin and chain mashing the intimidate ability they were getting a 100% success rate on intimidation with every mob in PoI (at least 51-57 they were). That was leading to epic trains every single pull, and a few deaths. Now I'm waiting to 70 to raise the AA to level 2 where it won't be fearing anymore, but increasing damage output and effectively stunning the mob instead.
 
I've added a toggle to this as per my response to your discord message. But it's not live currently.
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As you can see there is a toggle added, just need to wait for changes to go live is all.
 
Thanks Chat, just wanted folks to be aware of the potential issue until you had a fix in place, and a stated reminder. Not trying to bust your chops, appreciate the work.

At 57 I moved to Plane of Storms and the plugin is causing fewer problems here, as the mobs are 58+, so the intimidate is successful only about once every 15 mobs, and more space to run while I try to snare 'em.
 
I posted the current disc lineup and their levels that the plugin uses at the bottom of the overview and am reviewing the lower levels for anything I might have missed as viable DPS. I may add Jolt/Stun/Dot axes though I haven't decided.
 
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Working on the logic to add Clicky maintenance. Have added downtime logic so far. Currently other options will be Burn, Defensive, and Offensive
 

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Ok, Sooo I just bought the plugin.
Now I dont know much about much, But Is this supposed to work in conjunction with the mac IHC? Cause I fired up IHC and then loaded the plugin. It seems MQ2berzerker is commanding everything for combat , and IHC is taking care of all the auto engaging and such.
But I can say its freaking crazy how fast mobs are dropping with my 2 zerks
 
Well it can certainly work with IHC's macro. This plugin was inspired by IHC's berserker macro and uses almost the same DPS routine. When the next update comes out it will have built in assist and chase assist modes which only use mq2nav for movement until I can get more worked into it for mq2moveutils.

I typically use KissAssist if I'm use the base version that's available to you currently, which is the "Manual" mode. Soon there will also be a command to change that to "/zerk mode assist" "/zerk mode chase" where an MA for the group must be assigned and it will automatically assist that MA.
 
ChatWithThisName updated MQ2BerZerker with a new update entry:

Chase, Assist, Clickies

New LIVE and TEST versions of the plugin.
Includes the added Chase and Assist modes (/zerk mode chase, /zerk mode assist),

Assist mode creates a camp at your current location and returns to that location after combat is complete while automatically assisting the Group's designated MA, the role must be set for MQ2BerZerker to assist them automatically.

Chase will follow the group member with the "Main Assist" role assuming an MQ2Nav Path to the MA can be found. Automatically assisting...

Read the rest of this update entry...
 
Same as with Akatora, Test is not current. fails to load. it's nice to read about all the awesome changes and then i remember.....hehe
 
I was wondering if there was a way to set the attack position from the side vs. behind the mob? Stuff like the achievment in the doomfire missions, to not get hit by the fire trail from snails etc are hard to get when the zerker tries to stay behind a mob. No biggie just curious if it's simple/easy/worth trying to create a switch for it something.
 
I was wondering if there was a way to set the attack position from the side vs. behind the mob? Stuff like the achievment in the doomfire missions, to not get hit by the fire trail from snails etc are hard to get when the zerker tries to stay behind a mob. No biggie just curious if it's simple/easy/worth trying to create a switch for it something.
you could definitely do /zerk mode manual and then tell it to move to the side - that's one of the awesome things about this plugin, manual, assist, and chase yum
 
I play a Berserker main. How do I get in on the test of this? Could definitely help out and provide feedback.
 
I know you're nearly done (or so you think...) but I have more suggestions!

Since my zerkers are level 67 now, and I've not once seen them summon an axe as a result of the plugin. Add a function for the lower level toons:

Code:
/zerk Rage Axe 100
or
Code:
/zerk axe 100 "Rage Axe"

or some variant thereof, where it would pause pulling and call /disc Rage Axe then pause and then summon again until the number requested is reached. Right now I'm doing it through socials, but every upgrade I have to re-write all 5 lines of the social. and it will only summon 100 for each iteration of that social, rather than allow the summoning of 500 axes or what have you.

Additionally I've noticed that the zerks do not ever throw axes, not even to initiate combat unless they're the puller and using KA to pull with a thrown axe. Would make sense to throw axe as first action, as it's a low aggro action then engage mob? Gives the MA 1 round to grab aggro as the zerks run up and initiate combat. Maybe helpful, maybe a DPS decrease, I'm not certain.

I've seen notes in this discussion about people wondering why the plugin wasn't performing, or crashing, or what-have-you as a result of aa's/tomes missing. Since you already have those all contained in the plugin, could you execute a
Code:
/zerk missing actions
command to list the aa's and combat abilities that the plugin is expecting, due to being available at that characters level, but which are missing on that toon?

Finally, as there is no hunter/farming logic in this plugin, I use my primary zerk as my hunter/pullertank by running him in /zerk manual mode through the plugin, but then also have KA running in pullertank mode so that he's pulling back to a camp. Currently I almost never have downtime, so there's no opportunity for the plugin to summon axes as they would fail from interruption because the macro would keep trying to pull.
  • If the plugin had logic to pause to summon if the "out of axe" message pops up and it triggers on that to summon more axes that would be very handy. As it could /mqp and summon the axes needed for those abilities he's trying to use, even if they're not inherently handled in the plugin, then /mqp to re-activate again.
    • I believe KA also stops pulling if the KA ini identified axe isn't available in inventory to pull with, but it doesn't throw any error message event that could be triggered, so not certain how to handle that unless you check the ranged/ammo slot and put that axe into a variable when the plugin loads so it knows what you're pulling with, and if in camp and not aggro, yada yada, check if it is zero in both slots then pause and summon more?
 
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Plugin - MQ2BerZerker

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