Black_
Member
- Joined
- Aug 12, 2020
- RedCents
- 36¢
- Version of KissAssist.mac?
- 12
- When did your problem start?
- 11 and 12
- Character Role?
- Assist
- Tank
- PullerTank
- What class is having this issue?
- Bard
- Monk
- Shadow Knight
- Shaman
- How often does this issue occur?
- Always
- Can you reproduce the issue?
- Explained in post.
Hey everyone,
First i'd like to say good job on getting this far with KA it's a great macro! As a raider and a regular grouper these are the common problems I've had with KA11 and same with KA12. Feel free to ignore the suggestions part because I'm just a customer and don't know the limitations of the stuff under the hood but I like to treat macros as routines that are close to regular player behavior.
The following format of my woes are like so:
Role:
- <woe>:
- reproduce instructions
- expected: suggestion or best attempt to describe how human behavior would work methodologically
Puller:
- If mobs warp and even drop from Xtar sometimes the puller stays focused on the mob instead of dropping it and trying again (or atleast this process takes a LONG time):
- reproduction steps: Set up in an area where mobs have bad pathing and warp or maybe start a puller but /nav stop and /mqp and move far away from the mob and /mqp off and drop it from xtar (not tested)
- expected: if warped mob drops from Xtar it should be safe to assume it's not coming, try pulling another mob
- If nav target somehow gets stuck, the puller doesn't stop and try again but rather keeps trying to nav to target (or atleast this process takes a LONG time):
- reproduction steps: too hard to reproduce
- expected: I think this can be fixed by Nav UI's "attempt to get unstuck" so i'll try that from now on and see whats up! otherwise if pulling and location hasn't changed in X amount of time then you're probably stuck
- As I'm typing these right now my puller ran to a mob (that juked my puller) -- mob is now out of LOS of puller and puller hasn't disengaged to return to camp or attempt pulling on return (that variable is set to 1 in my ini, had to manually fix):
- reproduction steps: too hard to reproduce unless you're in an area with obstructions and mobs constantly moving
- expected: after X amount of time has passed when pulling, return to camp (it should be safe to assume something went wrong)
Tank/Pullertank:
- Since Tanks engage at /meleedistance and the group ends up fighting mobs at that range, if a mob gets mezzed slightly beyond that range the tank won't engage even if mez wears off (unless it somehow enters range after mez wears off). The secondary problem to this is that it seems the melee will 100% attack the mob even past /meleedistance (if it drops to assistat hp %) but the tank does not engage.
- reproduction steps: everyone should eventually see or have this problem if fighting in an open field (and not in a corner where engage only happens when a mob comes around the corner). Can easily see a different version of the same problem if you set bard to mez at a higher radius like 100-200 or and /meleedistance to something like 50-100.
- expected: cycle through xtar - kill mobs that aren't mezzed, if a mob is actively attacking the tank then disregard meleedistance and kill it, if all mobs are mezzed and outside of meleedistance return to camp and wait for mez to drop and them to come into distance
- My SK will tend to cast AE's before facing a group of mobs which leads to it getting hit from any angle (and worse, from behind) until the routine is complete. (This happens even if facemobon=1)
- reproduction steps: should be reproducible if SK is set to pullertank and gets adds, AE's seem to go off first no matter positioning or facing of a mob.
- expected: face mob before AE or DPS routine
- If camping near an NPC that's even listed on MobsToIgnore in KissInfo file (so puller doesn't try to pull it since it's non aggro) the AE routine won't fire and it believes it'll "grab more mobs"
- reproduction steps: start puller in radius of a non-aggroing NPC, pull in enough mobs for your AE routine to start and you'll get warnings about it not wanting to AE
- expected: maybe we need QuestMob in KissAssist_Info since we know MOST of the time these don't aggro
- Tank or Pullertank will tend to run in at a mob as it enters /meleedistance and tend to run ahead of the mob and turning it's back to all other incoming mobs. (I imagine this happens cause /nav is called as it enters distance but that's an old location since the mob is moving forward)
- reproduction steps: I imagine most ppl have seen this happen because it happens to me almost all the time on inc
- expected: I don't know the answer to this but if tank gets hit from behind they should adjust -- if i'm manually playing i typically just move back(easiest) or strafe until all mobs are in front of me -- This is the most stressful one cause it causes the most wipes
Assist:
- If assisting someone outside of the group and they target a new mob, toons don't switch -- is this just a limitation? (I know of /switchnow but was hoping even in raids that they'd follow MA)
- reproduction steps: set MA to someone outside of group and switch targets, the assisting characters won't switch.
- expected: check for new target occasionally
- If mob is a non aggro mob and MedOn is on (and toons need to med) my toons immediately just sit back down even if i issue /killthis -- regardless of MedOn it's a hit or a miss if they'll assist with the non aggro mob [/killthis should overrule medding -- it's a safe default not attack a non-aggro mob and enforce a user to call a kill command but i've seen mobs in escort missions get wrecked by a group because of accidental auto assist even though it's non aggro so that's why i said it's a hit or miss]
Healing:
- Ok this one I haven't cared to check enough but it's something I noticed but the healer seems to heal the first character under a heal percentage vs the lowest health target -- so I've seen my healer heal a character at 60% over a character at 9%. [Find lowest health and under the heal %]
First i'd like to say good job on getting this far with KA it's a great macro! As a raider and a regular grouper these are the common problems I've had with KA11 and same with KA12. Feel free to ignore the suggestions part because I'm just a customer and don't know the limitations of the stuff under the hood but I like to treat macros as routines that are close to regular player behavior.
The following format of my woes are like so:
Role:
- <woe>:
- reproduce instructions
- expected: suggestion or best attempt to describe how human behavior would work methodologically
Puller:
- If mobs warp and even drop from Xtar sometimes the puller stays focused on the mob instead of dropping it and trying again (or atleast this process takes a LONG time):
- reproduction steps: Set up in an area where mobs have bad pathing and warp or maybe start a puller but /nav stop and /mqp and move far away from the mob and /mqp off and drop it from xtar (not tested)
- expected: if warped mob drops from Xtar it should be safe to assume it's not coming, try pulling another mob
- If nav target somehow gets stuck, the puller doesn't stop and try again but rather keeps trying to nav to target (or atleast this process takes a LONG time):
- reproduction steps: too hard to reproduce
- expected: I think this can be fixed by Nav UI's "attempt to get unstuck" so i'll try that from now on and see whats up! otherwise if pulling and location hasn't changed in X amount of time then you're probably stuck
- As I'm typing these right now my puller ran to a mob (that juked my puller) -- mob is now out of LOS of puller and puller hasn't disengaged to return to camp or attempt pulling on return (that variable is set to 1 in my ini, had to manually fix):
- reproduction steps: too hard to reproduce unless you're in an area with obstructions and mobs constantly moving
- expected: after X amount of time has passed when pulling, return to camp (it should be safe to assume something went wrong)
Tank/Pullertank:
- Since Tanks engage at /meleedistance and the group ends up fighting mobs at that range, if a mob gets mezzed slightly beyond that range the tank won't engage even if mez wears off (unless it somehow enters range after mez wears off). The secondary problem to this is that it seems the melee will 100% attack the mob even past /meleedistance (if it drops to assistat hp %) but the tank does not engage.
- reproduction steps: everyone should eventually see or have this problem if fighting in an open field (and not in a corner where engage only happens when a mob comes around the corner). Can easily see a different version of the same problem if you set bard to mez at a higher radius like 100-200 or and /meleedistance to something like 50-100.
- expected: cycle through xtar - kill mobs that aren't mezzed, if a mob is actively attacking the tank then disregard meleedistance and kill it, if all mobs are mezzed and outside of meleedistance return to camp and wait for mez to drop and them to come into distance
- My SK will tend to cast AE's before facing a group of mobs which leads to it getting hit from any angle (and worse, from behind) until the routine is complete. (This happens even if facemobon=1)
- reproduction steps: should be reproducible if SK is set to pullertank and gets adds, AE's seem to go off first no matter positioning or facing of a mob.
- expected: face mob before AE or DPS routine
- If camping near an NPC that's even listed on MobsToIgnore in KissInfo file (so puller doesn't try to pull it since it's non aggro) the AE routine won't fire and it believes it'll "grab more mobs"
- reproduction steps: start puller in radius of a non-aggroing NPC, pull in enough mobs for your AE routine to start and you'll get warnings about it not wanting to AE
- expected: maybe we need QuestMob in KissAssist_Info since we know MOST of the time these don't aggro
- Tank or Pullertank will tend to run in at a mob as it enters /meleedistance and tend to run ahead of the mob and turning it's back to all other incoming mobs. (I imagine this happens cause /nav is called as it enters distance but that's an old location since the mob is moving forward)
- reproduction steps: I imagine most ppl have seen this happen because it happens to me almost all the time on inc
- expected: I don't know the answer to this but if tank gets hit from behind they should adjust -- if i'm manually playing i typically just move back(easiest) or strafe until all mobs are in front of me -- This is the most stressful one cause it causes the most wipes
Assist:
- If assisting someone outside of the group and they target a new mob, toons don't switch -- is this just a limitation? (I know of /switchnow but was hoping even in raids that they'd follow MA)
- reproduction steps: set MA to someone outside of group and switch targets, the assisting characters won't switch.
- expected: check for new target occasionally
- If mob is a non aggro mob and MedOn is on (and toons need to med) my toons immediately just sit back down even if i issue /killthis -- regardless of MedOn it's a hit or a miss if they'll assist with the non aggro mob [/killthis should overrule medding -- it's a safe default not attack a non-aggro mob and enforce a user to call a kill command but i've seen mobs in escort missions get wrecked by a group because of accidental auto assist even though it's non aggro so that's why i said it's a hit or miss]
Healing:
- Ok this one I haven't cared to check enough but it's something I noticed but the healer seems to heal the first character under a heal percentage vs the lowest health target -- so I've seen my healer heal a character at 60% over a character at 9%. [Find lowest health and under the heal %]

