• You've discovered RedGuides, an EverQuest multi-boxing and scripting community 🧙‍♀️⚙️. We want you to play several EQ characters at once, come join us and say hello! 👋

  • A TLP without truebox has thawed (Very Vanilla ready)
    Frostreaver
MQ2BerZerker

Plugin - MQ2BerZerker (2 Viewers) 3.1.52471.11

. . .

The one you put on manual still had attack on perhaps? because if it's attack is still on then they would engage the mob.

. . .

Thanks for the reply, the TLO stuff I get... Can only go as far as you can with things for now.

I guess attack could still of been on? But the plugin turns that on... Was running, died, got a ress and re engaged from over 100'. Hardly seems like something I can control after already turning the plugin to manual at ress screen, anything else I can do?
 
Builder would require a single CPP file setup, since the includes of my plugin often have changes I cannot effectively use the builder.
 
The assist logic says if your attack is on, it'll follow the mob to the moon and back.

In the same breath, it says if the MA has a target, and the mob is under XXX percentage of health (assigned in the settings) and they are within the camp (also set in the settings, default of 60 from where you started assist mode) then it will go attack them.

So if you turned on assist, died, got dragged to 100+ away, got rezed and the mob was still alive, the zerker would hop up and go bang on it if they're in your camp and still your MA's target, because the camp doesn't stop when you die.
 
Well everyone was dead except the cleric, because i wasn't paying attention and my cleric was half way across the zone... no macros were running, both ber had the plugin set to manual mode and i cast AE ress. Only one ber ran off and smashed a mob at 100% health.

I don't see what I can change apart from not using the plugin to avoid this?
 
Well everyone was dead except the cleric, because i wasn't paying attention and my cleric was half way across the zone... no macros were running, both ber had the plugin set to manual mode and i cast AE ress. Only one ber ran off and smashed a mob at 100% health.

I don't see what I can change apart from not using the plugin to avoid this?


I honestly don’t think it’s the plugin’s issue and more with how you utilized it. I run mine on manual mode 100% of the time (with kiss running in parallel handling targeting and stuff), and haven’t ever seen the behavior you saw.
 
Maybe it was an issue with changing the mode to manual while hovering? And one didn’t take?
 
They both echod the change of mode, /shrug. Like i said what can i change from how i had it running? i had it running in assist, died, changed to manual, ressed, ber ran off and attacked a mob at 100% with no other pc targetting anything. I didn't even target a corpse to ress since i used ae ress?

I immediately ressed him again after and the ber didn't do the same thing again.
 
They both echod the change of mode, /shrug. Like i said what can i change from how i had it running? i had it running in assist, died, changed to manual, ressed, ber ran off and attacked a mob at 100% with no other pc targetting anything. I didn't even target a corpse to ress since i used ae ress?

I immediately ressed him again after and the ber didn't do the same thing again.

Do you consider running it in manual mode all the time a possible solution? Or are you married to the idea of having the plugin do the assisting/targeting for you?
 
Well to be honest the assist mode should work correctly. I'm not opposed to the idea of fixing it. The only issue I see is getting this to reproduce. Typically when the berserker gets a rez they won't even help with the MA's currently targeted mob (the one they were fighting when they died) unless the MA untargets and re-targets the mob, or the player manually targets the mob and turns on attack. So his issue is interesting as it's usually the other way around, the player wants the berserker to re-engage, but it doesn't.

I'll look into it, but I'm not sure how much I'm going to have with catching this bug in the act.
 
Well to be honest the assist mode should work correctly. I'm not opposed to the idea of fixing it. The only issue I see is getting this to reproduce. Typically when the berserker gets a rez they won't even help with the MA's currently targeted mob (the one they were fighting when they died) unless the MA untargets and re-targets the mob, or the player manually targets the mob and turns on attack. So his issue is interesting as it's usually the other way around, the player wants the berserker to re-engage, but it doesn't.

I'll look into it, but I'm not sure how much I'm going to have with catching this bug in the act.

Could it be another plugin? MQ2Melee or MQ2MoveUtils?
 
MQ2Melee would require attack is on and the mob is inside of stick distance (assuming sticknorange isn't set) and moveutils wouldn't engage the mob intentionally. It's hard to say.
 
So I've been working hard on the background code to enable it to simplify the setup process for new classes, and while I was in there I went ahead and added a new feature that will be live soon (tm).

View attachment 16976

MQ2Berzerker (and MQ2Rogue for that matter) will now report missing abilities on startup and if you use the command for reload,
Code:
/zerk reload
in this case, it will report abilities which have nothing assigned to them that are missing. IE: above Shrouding Speed Shock is on it's own timer as the only thing that it could be, so the fact that it is missing means nothing else could possibly be assigned to it. I plan to look into adding a command to show missing abilities so that you can do something like
Code:
/zerk missing
and it output a list of missing abilities. But haven't got that far at this time.

I've spent the better part of two days on what you as a user probably won't even notice changed, but doing so enabled me to streamline some of the other processes which allowed me to output the missing stuff in a much more efficient manner. The overall change reduced the total lines in the two plugins by about 800 lines of code. Which means moving forward that getting a new class started will be less of a headache. Additionally, I've started working on a Shadow Knight plugin. Though I think it may be a while before we see this one come to fruition due the fact that I haven't established a setup for handling spell casting. Though some of the work for it has already been done such as a way to provide a list of spells for a group of things much like discs which it selects the best one in the list. So far testing has only been done for one group of spells. But, progress is progress is progress.

I hope the upcoming changes make this a better plugin for everyone who uses it.

Apologies that the screenshot is from MQ2Rogue and not MQ2BerZerker my BerZerker wasn't missing anything.
 
Great feature, thanks for adding it!

I actually kept wondering if one my berzerkers was missing a feature because for some reason he always parses lower than my other berzerker but has better gear (both at the same AA level). At least now I know it's not a missing disc or ability that's the culprit (they both use the plugin, obviously). I had checked before manually but I figured I could have just overlooked something. At least that's something I can safely cross off my list.

I'll just have to take a look at some logs that cover hours. Maybe it's just selection bias on my part when I pay attention to the DPS output from GamParse and they are actually both doing okay when looking at the bigger picture and not just when I'm looking at random fights.
 
Great new feature Chat. I did a reload and it showed i was missing the 2 TBL abilities (don't have TBL atm) which was nice, but it didn't show that i didn't have epic 2.0 (which i don't have, working on it). I saw in one of your previous screenshots that it showed a missing 2.0 in it (albeit on a rogue)
 
Aye, I neglected to replicate that from MQ2Rogue. But you're right that it is an important thing to mention to the players. So I shall add it now :-)

While I am adding it now, it won't show up until VV is patched. Just a heads up not to be searching for a new build until patch
 
ChatWithThisName, would it be possible to build in the Zerker using a Glyph of Destruction? One of my zerkers is max AA and I think this would be a good option when other disciplines are on cool down. Something like a toggle to use or not use.
 
When would you like the glyph to be used? During a burn. I'm unsure of any stacking issues that it would have or anything like that. But if you provide me some info on it I don't mind trying to get it added in.
 
I am thinking of having it available if/when all Disciplines are down. For example, I got really lucky in Mearatas recently and had 3 named up at one time. The Center Mob and two Ancient Wardens. I popped my glyph of dragon scales on the tank, which lasts 4 minutes, and proceeded to smack them all down in quick succession. The first went down quickly, the second a little slower and the 3rd felt like forever. I then recognized that both zerkers had blown through all their discs and was waiting on Disconcerting Discipline to come back up (granted its only down 3 minutes)
The same issue applies when I am farming Contract of War. I will clear all the trash mobs, then kill the named by the bridge, then the one on the hill and lastly in the middle circle, all while glyph of dragon scales is active. Granted, it usually fades while fighting the last named.

I freely admit your plugin has made me zerker lazy to where I almost forgot how to play one and I am having to look up their CA's to find a good spot for it to go. Regarding stacking, if used with Savage Spirit, you just wasted 40AA, since Savage Spirit is a 285% non-cumulative increase to your melee attacks and Glyph of Destruction is 60%. If memory serves me correctly, it does not stack with a vast majority of CA's, if not all of them. This occurred in the middle of 2018, when DBG, changed the cost of Glyph from 5 AA to 40. I will do some research or hopefully some Zerker Guru will chime in and provide their input or call me a booger chomping moron and leave it alone as this plugin is AWESOME. :)
 
I am thinking of having it available if/when all Disciplines are down. For example, I got really lucky in Mearatas recently and had 3 named up at one time. The Center Mob and two Ancient Wardens. I popped my glyph of dragon scales on the tank, which lasts 4 minutes, and proceeded to smack them all down in quick succession. The first went down quickly, the second a little slower and the 3rd felt like forever. I then recognized that both zerkers had blown through all their discs and was waiting on Disconcerting Discipline to come back up (granted its only down 3 minutes)
The same issue applies when I am farming Contract of War. I will clear all the trash mobs, then kill the named by the bridge, then the one on the hill and lastly in the middle circle, all while glyph of dragon scales is active. Granted, it usually fades while fighting the last named.

I freely admit your plugin has made me zerker lazy to where I almost forgot how to play one and I am having to look up their CA's to find a good spot for it to go. Regarding stacking, if used with Savage Spirit, you just wasted 40AA, since Savage Spirit is a 285% non-cumulative increase to your melee attacks and Glyph of Destruction is 60%. If memory serves me correctly, it does not stack with a vast majority of CA's, if not all of them. This occurred in the middle of 2018, when DBG, changed the cost of Glyph from 5 AA to 40. I will do some research or hopefully some Zerker Guru will chime in and provide their input or call me a booger chomping moron and leave it alone as this plugin is AWESOME. :)


This is the EQzerker guide burn suggestion - not sure if this helps with the conversation or not

Code:
Main Burn:
Brutal Discipline
Savage Spirit
Juggernaut Surge
Blood Pact
Blinding Fury
Silent Strikes
Second Spire
Desperation (Added this this expansion due to the extra 1% chance of a second hit with 2hder also it lasts 10 minutes)
Furious or Focused Rampage (Use either at your discretion but remember furious is not worth using if its only two mobs and should not be used around mezzed mobs/charmed players)
Untamed Rage (If your not grouped with a bard)
Epic 2.0
EoK Chest (If you have made the new chest and do not have the currency to rebuy EoK Chest I suggest either getting the group version of EoK BP or VoA BP)


Secondary Burn:
Reckless Abandon
Cleaving Acrimony
Vehement Rage (Use this here just for the added Min hit % bonus)


Third Burn:
Frenzied Resolve

Fourth Burn:
Avenging Flurry Discipline

In Between:
Disconcerting Discipline

Burn Order:
This may vary between you all depending on if you need to save burns for a certain part of the fight or not but this is the best order I have parsed for overall sustained dps throughout a night and that I use for most raid events and for groups my order is:
Main burn- Disconcerting - Secondary Burn - Disconcerting + Glyph - Third Burn - Disconcerting (Vehement Rage will be back up at some point while Disconcerting is running can pop it again now) - Fourth Burn- Disconcerting- Back to main burn minus Furious/Focused and repeat (when you get back to secondary burn cleaving acrimony will not be up either just use reckless abandon anyway at the point)
 
I disagree with disconcerting as a primary burn option, Disconcerting should be used anytime it's up and not burning in my humble opinion (and the way my plugin works currently).
1560305757617.png

If you take into account the glyph isn't cumulative dmg bonus at 60%, then the greater of the two should be true, and while the buff won't stack, you should in theory get the critical chance increase for melee skills and frenzy of 53%, but take the 60% dmg bonus instead of the 11% dmg bonus. I suppose the check could say if you meet the requirement for a burn and all other burns are down, then use the glyph, which would make it fall into the same category as the disconcerting, except only when burning.
 
just found out about this from a friend and im digging it already and i've only used it on target dummy's so far, def worth the $$ thx for all the work
 
so using forcedalliance with 3 zerkers havent been payin enough attention if they are rotating thru alliance or not, figured i'll watch for trigger to go off lol, loving it so far so much easier with this
 
alliance is useless on group mobs with 3 zerkers in the group most will never live long enough for it to trigger. Useful on named though.
 
I dunno how often test gets updated, but i tried the last 2 updates and get this error.. if possible when you update can you put live or test on it please?


Untitled33.png
 
Request: When a COH occurs, the zerker attempts to go back to the spot where the MA was. If I can type /nav stop quick enough it will then re-acquire and go to the right place.
 
Would need to know if there is a message associated with being summoned. IE: "Supermage has summoned you, because you're a super hero" or whatever. That way I can tell the plugin that the location you've been summoned to is the new camp spot.

Ideally you'd just
Code:
/zerk mode 0
before CoHing.
 
Would need to know if there is a message associated with being summoned. IE: "Supermage has summoned you, because you're a super hero" or whatever. That way I can tell the plugin that the location you've been summoned to is the new camp spot.

Ideally you'd just
Code:
/zerk mode 0
before CoHing.

There is a message associated with CoTH.
 
You get a message 'You have been summoned." Granted mobs can do that, too. But even there, a quick check to see how far you are from the assist mob would be helpful.

Or maybe a check every few seconds while navigating to see how far the nav path is in relation to the distance to the assist?
 
Is there an easy way to stop or pause attack? I've been doing fight fire, and the zerker is always grabbing aggro after the mobs stun themselves. I'm using kiss because I've been impatient and didn't want to educate myself on the modes and /camphere, but I'm going to start playing with it today. Also presented a problem when mobs deactivate and wander off like the furnace room in the gmm mission, though that should be solvable with /camphere I assume.

Thanks for the plugin, it's amazing.
 
You can call them to swap targets with a /bca //target ${Me.Target} hotkey, thats what i did with my zerkers to swap targets in fight fire.


Utilizing the zerk modes is going to be important in doing missions and zones that aren't stationary camp.

The vid in my signature has me talking about how i move my zerkers and kiss group around. Check it out
 
Easiest way to pause or stop attack is to /zerk mode 0, then press esc on the berzerker. Alternately instead of pressing esc on the berzerker, you can /bct zerkername //target clear

That would put the zerker in manual mode, then clear his target, if he has no target he will turn off his attack.

@Gnits I will look into resetting camp to your new location to prevent returning to camp. Might take some doing to sort out the logic dealing with summoning however, so just hang tight and I will look into it. Have to dig up my mage and get to testing.
 
Is there another way? Set it to mode 0 esc to clear target i was able to run back to camp but once I got there it retargeted the mob and ran right back up and began attacking. Happened with both rog and zerk.
 
Could MQ2melee be an issue? I don't load it on these characters, only my tank for automation of skills, but it is reporting to their chatbox so It must be loading on them.

nvm, There's nothing in the release - ini about melee, just rez settings.
 
Plugin - MQ2BerZerker

Users who are viewing this thread

Back
Top
Cart