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Problem - Wiz Stops Nuking on Multipulls

bb4

Well-known member
Joined
Feb 19, 2016
RedCents
1,652¢
I pulled 2. Wizard DPSed on the first mob. Got the target for the 2nd, but did not cast any spells. I've replicated it a few times now. Not sure what to be looking for to help debug.
 
Have you used MB for a while and now it suddenly does this, or is this a new setup/ini? Whenever I had something like this in the past, it was because I didn't have the Tank/Puller set properly, so nobody knew who to assist/target. Have you checked that?
 
I've got tank setup manually, but also make sure its setup in the group window and hit the set MA hotkey for MB. I watched the wiz get the target then stand there. Next mob (single pull) came in and suddenly he is nuking again.

I've been using MB for a few months, but my playtime has been extremely sporadic. This is the first I've noticed this. INI is new so that is why I was watching.
 
Code:
[Settings]
DoMelee=FALSE
DoHeals=FALSE
DoBuffs=TRUE
DoDebuffs=TRUE
DoEvents=FALSE
DoCures=FALSE
DoPull=FALSE
DoPet=FALSE
DoSit=TRUE
DoLoot=FALSE
DoFW=FALSE
DoForage=FALSE
ForageIni=forage.ini
DoAfk=FALSE
DoRez=TRUE
DoMount=FALSE
MountCast=
MasterList=Netbots
TankName=${Group.MainTank.Name}
PullerName=${Group.Puller.Name}
Radius=100
ZRadius=100
SitAggroRadiusCheck=100
SitManaPct=95
SitEndurPct=0
AfkMessage=Not now, thanks
RezMinPct=96
RezAcceptCall=FALSE
RezGiveUpSeconds=6000
DeathSlot=FALSE
NetworkINI=
TraderName=
FollowDistance=20
FollowStick=20 hold uw
PetCast=
PetAggro=FALSE
PetAssist=0
PetFoci=
PetShrink=TRUE
PetShrinkSpell=
SummonFood=
SummonDrink=
DoAA=FALSE
AAAnnounce=
AAtoNormal=FALSE
AAWarning=90
AABank=0
AAVerbose=FALSE
GoMNuke=
DoNamed=TRUE

[Script-MBStartup]
Commands=0
C1=/return

[Melee]
OffTank=FALSE
ACLeash=50
ACAssistPct=95
ACManaPct=70
ACAnnounce=
ACMeleeCmd=/melee plugin=1
ACBefore=
ACAfter=
ACPetEnrage=TRUE

[AdvHeal]
AHCount=0
AHNewFormat=1
AHAllowDismount=TRUE

[AdvDebuff]
ADCount=1
ADNewFormat=1
ADMobMax=24
ADCheckTime=1
ADAggroOnly=0
ADHold=0|1|1|   1=on 0=off|Debuff spell #|Time to wait for debuff|
ADCoolDown1=
ADCoolDown2=
ADCoolDown3=
ADCoolDown4=
ADCoolDown5=

[AD1]
Gem=2
Spell=Chaos Flame
SpellFoci=
DurMod=0
SpellAlias=
Announce=/bc
SpellMinMana=05
SpellRecast=1
SpellCastonResist=
SpellDelay=2
TarCnt=1
TarType=1
TarBegHP=90
TarEndHP=05
IfSpellImmune=
UseHoTT=0
PreCondition=TRUE

[AdvBuff]
ABCount=3
ABNewFormat=1
ABMobMax=24
ABCheckTime=8

[AB1]
Gem=alt
Spell=Improved Familiar
SpellFoci=
DurMod=0
SpellAlias=
Announce=/g
SpellMinMana=10
TarCnt=1
TarType=self
Recast=FALSE
SpellIcon=
PreCondition=TRUE

[AB2]
Gem=6
Spell=Ether Shield
SpellFoci=
DurMod=0
SpellAlias=
Announce=/g
SpellMinMana=10
TarCnt=1
TarType=self
Recast=FALSE
SpellIcon=
PreCondition=/if (${SpawnCount[pc class shaman group]}==0) /return TRUE

[AB3]
Gem=6
Spell=Ether Skin
SpellFoci=
DurMod=0
SpellAlias=
Announce=/g
SpellMinMana=10
TarCnt=1
TarType=self
Recast=FALSE
SpellIcon=
PreCondition=TRUE
[AdvEvent]
AECustom1=
AECustom2=
AECustom3=
AECount=0
AENewFormat=1

[AdvPull]
APCheckTime=0
APRadius=40
APMobMax=1
APScript=
APPath=
APRetPath=
APBefore=
APAfter=
APAnnounce=
APRetries=1

[AdvCure]
AQCount=0
AQNewFormat=1
 
I'm seeing this as well, I'll try to take a look at it once I get some time. Even on very large pulls wizards will nuke some mobs and skip others, seems fairly random.

Single pulls seem fine.
 
Well, I'm having a hard time reproducing it after tweaking how long the macro waits to consider a debuff out of cooldown. You can try this and see, if nothing else I'm noticing much faster nukes for sure.

Change line 636 in moddebuff from

Code:
/if (${Me.GemTimer[${ADGem[${b}]}]}>5000 || (${Me.GemTimer[${ADGem[${b}]}]}>3000 && !${Me.SpellInCooldown})) /goto :tNextDebuff

to

Code:
/if (${Me.GemTimer[${ADGem[${b}]}]}>2000 || (${Me.GemTimer[${ADGem[${b}]}]}>500 && !${Me.SpellInCooldown})) /goto :tNextDebuff

Basically the macro would skip the debuff if the gem timer was greater than 5 seconds or the gem timer was greater than 3 seconds and you were casting. This change makes it consider the spell if it's less than 2 seconds to go or less than .5 seconds and your not in global cool down.

I think there's still another issue but, like I said hard to reproduce now so that's progress.
 
Progress over perfection right?

I'll have to try this out if I find some time this weekend.
 
Problem - Wiz Stops Nuking on Multipulls

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