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View Full Version : New shot macro...... for now


Haythan
01-10-2008, 11:10 PM
*Deleted*

Zhek
01-11-2008, 02:55 AM
If there is no clipping issue, why would the old macro be clipping shots, i started useing steadyshot manualy a couple weeks back cus i noticed clipping, but im just curious.

Aurorawind
01-11-2008, 09:12 AM
I've been researching this all morning (gawd bless the elitist jerks denizens) and that macro does seem to be the current best for BM. The prevailing theory has to do with how they changed things to work and changed /stopcasting, so instead of having one timer that swaps between tracking auto shot, steady shot, or the rest of our shots, there are now independent timers for everything server side now.


The problem with Arcane is that it will reset the global cooldown and play havoc with BM's shot rotations, but putting it in is excellent for MM builds. The overall improvement is more steadyshots going down-range and so there will be an accompanying mana cost for us.

Several people have been Dr Booming different macros and the one you pasted Haythan seems to be the best performing overall.

Threads I've been reading...
http://elitistjerks.com/f31/t13107-hunter_...on_illustrated/ (http://elitistjerks.com/f31/t13107-hunter_shot_rotation_illustrated/) (latter few pages)
http://forums.worldofwarcraft.com/thread.h...40386&sid=1 (http://forums.worldofwarcraft.com/thread.html?topicId=3881840386&sid=1)

Aurorawind
01-11-2008, 12:31 PM
Ugh, yeah...that seems to be a common issue reported, but fortunately it's just a graphical error it seems. I want to know how the hell they're pulling off double multi-shots, and I'm afraid fixing that is going to nerf things back to the way they were.

Mmmm....double multishots. When 1 wave of broken sheep just isn't enough >.>

Anyway, can't wait to try this out soon.


EDIT

Old macro just for records, in case we need to roll back.

#showtooltip Steady Shot
/script UIErrorsFrame:Hide()
/castsequence reset=3 Steady Shot, Auto Shot
/castrandom [target=pettarget,exists] Kill Command
/script UIErrorsFrame:Clear(); UIErrorsFrame:Show()

Aurorawind
01-12-2008, 09:33 AM
Okay, so screwing around in BWL last night. This thing is way confirmed, I was getting 2 steady shots off per autoshot.

Xyriin
01-16-2008, 10:50 AM
The "!" can be prefixed to any spell or ability, it prevents spells/abilites from being toggled on/off. Essentially using !Auto Shot will cast a single shot without toggling the on/off state of Auto Shot. The catch was that in this patch the renabled the ability of /cast Auto Shot to toggle the on/off state forcing you to use !Auto Shot in macros to prevent possible issues.

The anti-clipping factor appears to be caused by the server side que that accounts for latency. Also a known implementation...apparently it handles hunter shots as well. There was the hot-fixed bug with the apparent 'un-linking' of Auto and Specials but this is gone. There is still something a little odd with Auto Shot but since Auto Shot is essentially hidden except for the cooldown and the server-side que is hidden as well its hard to determine for sure what the correct answer is.

As far as the two Steady Shots per Auto Shot it comes down to a case by case scenario (even pre-patch). If you have a lot of dead time in your BM rotation (long Auto Shot cooldown) then actually delaying your Auto Shot to squeeze in a extra Steady Shot may do more damage overall for you. This is due to the wasted time between Autos and the AP scaling of Steady Shot. However, if your Auto Shot speed is closer to 2.0 then you'll lower your damage by significantly delaying your Autos. The other drawback of the two Steady to one Auto is of course mana...your damage/mana ratio becomes very poor for the little dmg a Steady might offer over an Auto.