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MQ2BerZerker

Plugin - MQ2BerZerker (1 Viewer) 3.1.52471.11

Hey folks,

Seeing some things that i know are not normal usage for a zerker, but things i often use for mine. Primarily in the Hunter Tank modes. Things like not summoning axes (even when completely out), trying to nav to the back of the mobs, and getting stuck that if the window does not currently have focus, at random times it will not attack. it still runs to them and stand there getting hit until the window is provided focus then it will work again for a random time.
if you are having issues that fixes itself when your screen has focus - this likely means you're running with too low a background fps and now allowing mq2 to have eq do work in the background. you should increase that background fps to 30, preferably 60+.

re: back of the mob - if you are in a non tank mode you would use your normal stick how - since you are in huntertank mode, you would go in front of the mob.

but it all sounds like issues with your background fps.
 
background FPS is unlimited. was the first thing i tried.
seems to happen more often after the hanging times during the times when mobs are not in range, during the search for mobs memory use and cpu usage are still escalating. raising from 2% cpu to 18% and from 233 meg memory in use to 1.4 gig. shortly after it finds a mob and the nav starts it goes back to normal again. Cwtn had taken me though that process and ive not seen it happen since that change, but its reappeared again. have tried across 2 diff machines as well. does not seem to happen in eskay but the mobs are not killed fast enough to have a break in the pulls with no targets
 
background FPS is unlimited. was the first thing i tried.
seems to happen more often after the hanging times during the times when mobs are not in range, during the search for mobs memory use and cpu usage are still escalating. raising from 2% cpu to 18% and from 233 meg memory in use to 1.4 gig. shortly after it finds a mob and the nav starts it goes back to normal again. Cwtn had taken me though that process and ive not seen it happen since that change, but its reappeared again. have tried across 2 diff machines as well. does not seem to happen in eskay but the mobs are not killed fast enough to have a break in the pulls with no targets
the pull routine is part of the library - all the plugins use the same code for it.

are you using a unreasonably large pull radius? or are you in a zone that has a bunch of busted up mesh areas like spotty stairs and ledges and other things?

I'd probably pm Chat if you had an issue before and he helped you solve it.
 
pull radius 250, very common zone and no nav issues. i dont mind leaving focus on that window when it does that. more so the other issues like even in down time not summoning axes. also noticed its not calling my downtime items as well
If it gets to unmanagable ill message him, was just more or less a note of what is observed when useing it. and yes, im aware "zerkers are not tanks"
 
pull radius 250, very common zone and no nav issues. i dont mind leaving focus on that window when it does that. more so the other issues like even in down time not summoning axes. also noticed its not calling my downtime items as well
If it gets to unmanagable ill message him, was just more or less a note of what is observed when useing it. and yes, im aware "zerkers are not tanks"
my feels... any class is a tank with enough healers!
 
Not sure if this is a plugin question, or a general Berserker question.

Anyway, was playing with settings and enabled 'UseBloodFury'. The tooltip for this is 'If on, and no Health Limiter ability available, will use this to lower your health below 89%.'. When enabled, I noticed that the zerkers were no longer using their health limiter (Ritual Scarification). They were still using their abilities (or so it seems) via BloodFury as described, with health being restored almost immediately (yay cleric).
- BloodFury reduces health by 50000 + 15000 after one tick. Then get a 100% rune for 30s. This is enough to get my zerkers (group geared, around 370K HP) below 89%.
- Ritual sets max health to 89% (or 324K) and adds a DoT. Also get a small dodge boost.

So, given that both methods seem to produce the same result, which do the majority of CWTN zerkers use? I get that Ritual is beneficial if not using a plugin, to avoid needing to activate the AA before using abilities. But the plugin seems to make that a non-issue, so other criteria come into play.

As a follow-up - is 'UseBloodFury' working as intended? Seems to not only use BloodFury when a limiter is not available, it actually disables use of the limiter even when you have the AA.

Edit: I can see one use of BloodFury would be to keep me from killing myself when farming solo :)
 
Last edited:
Not sure if this is a plugin question, or a general Berserker question.

Anyway, was playing with settings and enabled 'UseBloodFury'. The tooltip for this is 'If on, and no Health Limiter ability available, will use this to lower your health below 89%.'. When enabled, I noticed that the zerkers were no longer using their health limiter (Ritual Scarification). They were still using their abilities (or so it seems) via BloodFury as described, with health being restored almost immediately (yay cleric).
- BloodFury reduces health by 50000 + 15000 after one tick. Then get a 100% rune for 30s. This is enough to get my zerkers (group geared, around 370K HP) below 89%.
- Ritual sets max health to 89% (or 324K) and adds a DoT. Also get a small dodge boost.

So, given that both methods seem to produce the same result, which do the majority of CWTN zerkers use? I get that Ritual is beneficial if not using a plugin, to avoid needing to activate the AA before using abilities. But the plugin seems to make that a non-issue, so other criteria come into play.

As a follow-up - is 'UseBloodFury' working as intended? Seems to not only use BloodFury when a limiter is not available, it actually disables use of the limiter even when you have the AA.

Edit: I can see one use of BloodFury would be to keep me from killing myself when farming solo :)
The usebloodfury was a new addition - it fires it when it needs to fire it for usage for the abilities that need to have your health dropped.

1613325435674.png
 
Not sure if this is a plugin question, or a general Berserker question.

Anyway, was playing with settings and enabled 'UseBloodFury'. The tooltip for this is 'If on, and no Health Limiter ability available, will use this to lower your health below 89%.'. When enabled, I noticed that the zerkers were no longer using their health limiter (Ritual Scarification). They were still using their abilities (or so it seems) via BloodFury as described, with health being restored almost immediately (yay cleric).
- BloodFury reduces health by 50000 + 15000 after one tick. Then get a 100% rune for 30s. This is enough to get my zerkers (group geared, around 370K HP) below 89%.
- Ritual sets max health to 89% (or 324K) and adds a DoT. Also get a small dodge boost.

So, given that both methods seem to produce the same result, which do the majority of CWTN zerkers use? I get that Ritual is beneficial if not using a plugin, to avoid needing to activate the AA before using abilities. But the plugin seems to make that a non-issue, so other criteria come into play.

As a follow-up - is 'UseBloodFury' working as intended? Seems to not only use BloodFury when a limiter is not available, it actually disables use of the limiter even when you have the AA.

Edit: I can see one use of BloodFury would be to keep me from killing myself when farming solo :)
For a well geared berserker, you will have enough HP that the max health on Ritual comes into play. Ritual will actually lock your HP well below 89%. They really need to give us an update to Ritual that has a higher max HP to accommodate the current gear levels available. Or just ditch the whole "must be low health to use" nonsense that they put on so many discs.
 
In "Raidmode" my berz "Burns always" all the time. Even when I click off "Burnallnamed", it still burns all discs as if I have "Burnalways" checked.

How do I prevent this? As we know, not every raid fight is a burn situation as soon as you engage.
 
In "Raidmode" my berz "Burns always" all the time. Even when I click off "Burnallnamed", it still burns all discs as if I have "Burnalways" checked.

How do I prevent this? As we know, not every raid fight is a burn situation as soon as you engage.
i would suggest you adjust your burncount, it sounds like you don't have that adjusted properly
 
is there a list of commands to disable anything within the program??? Zerker is SPAMMING trying to use Breather....Warrior too for that matter
 
They're all set in chase mode 2. went back to manual and then to chase again. still not responding like they should.
 
They're all set in chase mode 2. went back to manual and then to chase again. still not responding like they should.
if in chase they're not chasing and assisting then I would suggest you ensure you have your group main assist assigned and I would ensure you have meshes for the zone you are in.

if they are chasing and not assisting on combat, I would ensure you have your campradius set and assistat set appropriately.
 
So do I need to use /zerk RkIIPurchase true for silver account with rk2 spells? Tried the command and got that it wasn't a valid option :)
 
So do I need to use /zerk RkIIPurchase true for silver account with rk2 spells? Tried the command and got that it wasn't a valid option :)
that option was if you had the rank 2 spell unlocker from the marketplace.

it was removed as we can just detect it instead since users would turn it on when they didn't have the unlocker from the marketplace.

From the CWTNCommons patch notes

1614176573785.png

I'll remove the entry from the commands page - as that should have been removed when we pushed the update.
 
all my chat windows black out when i load in mq2 berserker the min i unload they all come back, my shaman and druid work just fine what could b causing this
 
all my chat windows black out when i load in mq2 berserker the min i unload they all come back, my shaman and druid work just fine what could b causing this
sounds like you are experiencing the EverQuest limit on information drawn on your screen - this usually happens when people have their maps open and all the npcs and pcs with labels turned on.

> here is a post by another user with a similar issue <

eq has a certain amount of "stuff" that you can load at once - its the same reason if you have a giga-mega amount of bag slots in your bank you will end up with a couple of slots blanking out and items looking like they disappear.

you can adjust your mapfilter settings so you're displaying so much "stuff" and it'll work just fine

here is me forcing it to happen with my bank/bags/map
no map open
1614177485318.png
map open - a bunch of those slots disappear
1614177495757.png
 
sounds like you are experiencing the EverQuest limit on information drawn on your screen - this usually happens when people have their maps open and all the npcs and pcs with labels turned on.

> here is a post by another user with a similar issue <

eq has a certain amount of "stuff" that you can load at once - its the same reason if you have a giga-mega amount of bag slots in your bank you will end up with a couple of slots blanking out and items looking like they disappear.

you can adjust your mapfilter settings so you're displaying so much "stuff" and it'll work just fine

here is me forcing it to happen with my bank/bags/map
no map open
View attachment 28572
map open - a bunch of those slots disappear
View attachment 28573
LOL i'll b damn'd thank u sir that worked
 
Question, I have two zerkers with cop2 clicky. Is there way to have them click when in Defensive from addclicky on different timers?
 
Question, I have two zerkers with cop2 clicky. Is there way to have them click when in Defensive from addclicky on different timers?
no, they don't communicate with one another.

they check if they are supposed to fire it - if so do they have the buff, if they dont they will click it. it doesn't check anyone else to see if they also want to cast it.
 
no, they don't communicate with one another.

they check if they are supposed to fire it - if so do they have the buff, if they dont they will click it. it doesn't check anyone else to see if they also want to cast it.
okay, ty for the fast reply.
 
So I’m confused about the recent Zerker changes. My guy used to always walk around locked in at 89% health. Lobby chilling, fighting etc always 89%. Now he’s always 100%. Is this a MQ2bereserker thing? Or is did MQ2Shaman change to where he is just healing him up now? Will he now only drop health when he needs to and not all the time?
 
So I’m confused about the recent Zerker changes. My guy used to always walk around locked in at 89% health. Lobby chilling, fighting etc always 89%. Now he’s always 100%. Is this a MQ2bereserker thing? Or is did MQ2Shaman change to where he is just healing him up now? Will he now only drop health when he needs to and not all the time?

yeah back on Jan 30th we added usebloodfury as an option even for if you had a limiter (before you would only use the limiter if you had the limiter). This is because eq has a hard limit on the health value as you can see by the information from the FAQ that i copied to below - where it maxes out at XXX or 89% - since dbg didn't give a new limiter, and health values are continuing to rise, some people would get locked in the 70s for health instead of at 89. which is big poo

if for some reason you prefer to use the limiter - you can /zerk usebloodfury off

hopefully that answers ya --- cwtn did reach out to the eq devs and ask about it - if they intended to not have a new one, or what - the thread on the official boards was pretty poop as well. heh


1614635886120.png

Q. What is the deal with limited health?
A. Zerkers have a bunch of abilities that require them to be injured to use.
Once you get lvl/aa/abilities that value will end up being 89% health.

Open Wound Rk. I maxes out at 117k or 89% whichever is lower.
Open Wound Rk. II maxes out at 122k or 89% whichever is lower.
Open Wound Rk. III maxes out at 127k or 89% whichever is lower.

Ritual Scarification Rk. I maxes at 324k or 89% whichever is lower.
Ritual Scarification Rk. II maxes out at 340k or 89% whichever is lower.
Ritual Scaritifaction Rk. III maxes at 357k or 89% whichever is lower.

- UseBloodFury is now available even if you have a limiter.
-- (Check your settings! Remember, to save your settings you need to type in the command, not use the window!)
-- It's only used for abilities that require your health be dropped to fire.
 
yeah back on Jan 30th we added usebloodfury as an option even for if you had a limiter (before you would only use the limiter if you had the limiter). This is because eq has a hard limit on the health value as you can see by the information from the FAQ that i copied to below - where it maxes out at XXX or 89% - since dbg didn't give a new limiter, and health values are continuing to rise, some people would get locked in the 70s for health instead of at 89. which is big poo

if for some reason you prefer to use the limiter - you can /zerk usebloodfury off

hopefully that answers ya --- cwtn did reach out to the eq devs and ask about it - if they intended to not have a new one, or what - the thread on the official boards was pretty poop as well. heh


View attachment 28671

Q. What is the deal with limited health?
A. Zerkers have a bunch of abilities that require them to be injured to use.
Once you get lvl/aa/abilities that value will end up being 89% health.

Open Wound Rk. I maxes out at 117k or 89% whichever is lower.
Open Wound Rk. II maxes out at 122k or 89% whichever is lower.
Open Wound Rk. III maxes out at 127k or 89% whichever is lower.

Ritual Scarification Rk. I maxes at 324k or 89% whichever is lower.
Ritual Scarification Rk. II maxes out at 340k or 89% whichever is lower.
Ritual Scaritifaction Rk. III maxes at 357k or 89% whichever is lower.

- UseBloodFury is now available even if you have a limiter.
-- (Check your settings! Remember, to save your settings you need to type in the command, not use the window!)
-- It's only used for abilities that require your health be dropped to fire.
Ok cool. It seems like leaving UseBloodfury on is the way to go. Thanks for the quick response.
 
Just to add some info to the RS/Bloodfury combo.. the issues with this in Beta fell on deaf ears. I want them to just drop the line altogether, on raids with the lag trying to use BFury is a total nightmare lol. I don't see any changes to this anytime soon.
 
Just to add some info to the RS/Bloodfury combo.. the issues with this in Beta fell on deaf ears. I want them to just drop the line altogether, on raids with the lag trying to use BFury is a total nightmare lol. I don't see any changes to this anytime soon.
I raid with my zerk sans automation. I put /if (${Me.PctHPs}>89) /alt act bloodfury on all my mash keys and multibinds that include things that need me to be under 90%.
 
I am a little confused on something, possibly misremembering. I recently noticed that my berserker is 100% health all the time now. I thought recall the plugin would get me below 90% and hold me there. Did this change, or am I misremembering?
 
I am a little confused on something, possibly misremembering. I recently noticed that my berserker is 100% health all the time now. I thought recall the plugin would get me below 90% and hold me there. Did this change, or am I misremembering?
Literally discussed above you


yeah back on Jan 30th we added usebloodfury as an option even for if you had a limiter (before you would only use the limiter if you had the limiter). This is because eq has a hard limit on the health value as you can see by the information from the FAQ that i copied to below - where it maxes out at XXX or 89% - since dbg didn't give a new limiter, and health values are continuing to rise, some people would get locked in the 70s for health instead of at 89. which is big poo

if for some reason you prefer to use the limiter - you can /zerk usebloodfury off

hopefully that answers ya --- cwtn did reach out to the eq devs and ask about it - if they intended to not have a new one, or what - the thread on the official boards was pretty poop as well. heh


1615504838955.png

Q. What is the deal with limited health?
A. Zerkers have a bunch of abilities that require them to be injured to use.
Once you get lvl/aa/abilities that value will end up being 89% health.

Open Wound Rk. I maxes out at 117k or 89% whichever is lower.
Open Wound Rk. II maxes out at 122k or 89% whichever is lower.
Open Wound Rk. III maxes out at 127k or 89% whichever is lower.

Ritual Scarification Rk. I maxes at 324k or 89% whichever is lower.
Ritual Scarification Rk. II maxes out at 340k or 89% whichever is lower.
Ritual Scaritifaction Rk. III maxes at 357k or 89% whichever is lower.

- UseBloodFury is now available even if you have a limiter.
-- (Check your settings! Remember, to save your settings you need to type in the command, not use the window!)
-- It's only used for abilities that require your health be dropped to fire.
 
Literally discussed above you

Ugh... Sorry about that. I do see this discussed now, I do have a bad habit of not completely reading previous posts. However, I'm still not clear on my steps to resolve it.

I currently, and have had "usebloodfury" = on, but my health stays at 100%. On raids, I've noticed my DPS dropping and I was trying to find out what was going on. Then I noticed my health was 100% every time I looked at it (keep in mind my berz is not my main, I box).

To better explain my question, I'm in Guild Hall now practicing on Test Dummy and I see no difference between my health whether I have "Usebloodfury" on or off. In both instances my health is 100% with MQ2Berz going (with no healer in group), when before it was held at 89. If I click Bloodfury to bring health down (manually), my health drops and is then immediately replenished to 100%. Whereas before the plugin would bring health down below 90% and hold it there.

Its probably me being uninformed, but to cut to the chase, if I want my health held at below 90% what do I need to do?
 
Ugh... Sorry about that. I do see this discussed now, I do have a bad habit of not completely reading previous posts. However, I'm still not clear on my steps to resolve it.

I currently, and have had "usebloodfury" = on, but my health stays at 100%. On raids, I've noticed my DPS dropping and I was trying to find out what was going on. Then I noticed my health was 100% every time I looked at it (keep in mind my berz is not my main, I box).

To better explain my question, I'm in Guild Hall now practicing on Test Dummy and I see no difference between my health whether I have "Usebloodfury" on or off. In both instances my health is 100% with MQ2Berz going (with no healer in group), when before it was held at 89. If I click Bloodfury to bring health down (manually), my health drops and is then immediately replenished to 100%. Whereas before the plugin would bring health down below 90% and hold it there.

Its probably me being uninformed, but to cut to the chase, if I want my health held at below 90% what do I need to do?
yes, bloodfury isn't a health limiter - it will use bloodfury and then fire your ability that you need to have below 89%

the health limiter spells physically limits your health to a % or max health number value
 
Plugin - MQ2BerZerker

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