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  1. #1821
    Deleted
    Quote Originally Posted by Ryme View Post
    I suspect, but have done no testing, that since this was fixed by adding in the artificial raid HaT generation which you're using, we're losing actions by timing against the CD of HaT during dance.
    Are you running anticipation though? There are some lines with conditionals with HaT in the anticipation section, but one is for premed and the other is for an occasional "smart" ambush when rupture is low. I don't see why you would lose actions due to HaT procs. Also I used the HaT proxy.

  2. #1822
    Deleted
    Quote Originally Posted by nihna View Post
    When I programmed this, I ran into the issue that the apl used sometimes backstab during dance. I figured this was because if there was no valid action found during dance, it would continue at the Master which would then run the list until the generators were called. In order to fix I had two options:

    Either I add a wait action at the end of the dance rotation to always have something valid in there so it can never leave and go to the generators

    or

    I could add conditionals to the "lower level" lists such as "!buff.shadow_dance.up". I chose this option as it reduced the amount of output in the sample sequence data which I used for debugging. But this solution might lead to dead loops you are seeing.


    I need to know if the problem stems from too many "dead loops" or from too many wait actions.
    There are two typical ways to invoke action lists inside an action list, call_action_list and run_action_list. Call_action_list will not suspend the processing of the APL if nothing is found in the called action list. Run_action_list will terminate that APL scanning cycle, if the APL being run returns with no valid action.

  3. #1823
    Deleted
    So for the Dance and Vanish lists I should have used run_action list instead, I see.

    Navv, is it possible to increase the range of symbols you use which you assign automatically to the individual lines under Results -> Action Priority List? I seem to run out of symbols and have a bunch of them assigned the dot symbol "."

    Code:
    rogue="1.6"
    level=100
    race=night_elf
    role=attack
    position=back
    talents=2000032
    glyphs=energy/hemorrhaging_veins/vanish
    spec=subtlety
    
    
    # Executed before combat begins. Accepts non-harmful actions only.
    
    
    
    
    actions.precombat=flask,type=greater_draenic_agility_flask
    actions.precombat+=/food,type=salty_squid_roll
    actions.precombat+=/apply_poison,lethal=deadly
    # Snapshot raid buffed stats before combat begins and pre-potting is done.
    actions.precombat+=/snapshot_stats
    actions.precombat+=/potion,name=draenic_agility
    actions.precombat+=/stealth
    actions.precombat+=/marked_for_death
    actions.precombat+=/premeditation,if=!talent.marked_for_death.enabled
    actions.precombat+=/slice_and_dice
    actions.precombat+=/premeditation
    # Proxy Honor Among Thieves action. Generates Combo Points at a mean rate of 2.2 seconds. Comment out to disable (and use the real Honor Among Thieves).
    actions.precombat+=/honor_among_thieves,cooldown=2.2,cooldown_stddev=0.1
    
    ###-------------------------------------------------- MASTER---------------------------------------------------------------- ###
    
    actions=run_action_list,name=opener_ant,if=time<4&!dot.rupture.ticking&talent.anticipation.enabled
    actions+=/run_action_list,name=opener_mfd,if=time<3.1&talent.marked_for_death.enabled
    
    actions+=/run_action_list,name=dance_rotation_ant_ref,if=buff.shadow_dance.up&talent.anticipation.enabled&talent.shadow_reflection.enabled
    #actions+=runl_action_list,name=dance_rotation_ant_dfa,if=buff.shadow_dance.up&talent.anticipation.enabled&talent.death_from_above.enabled
    actions+=/run_action_list,name=dance_rotation_mfd_ref,if=buff.shadow_dance.up&talent.marked_for_death.enabled&talent.shadow_reflection.enabled
    #actions+=/run_action_list,name=dance_rotation_mfd_dfa,if=buff.shadow_dance.up&talent.marked_for_death.enabled&talent.death_from_above.enabled
    
    actions+=/run_action_list,name=vanish_rotation_ant_ref,if=(buff.vanish.up|buff.subterfuge.up)&talent.anticipation.enabled&talent.shadow_reflection.enabled
    #actions+=/run_action_list,name=vanish_rotation_ant_dfa,if=(buff.vanish.up|buff.subterfuge.up)&talent.anticipation.enabled&talent.death_from_above.enabled
    actions+=/run_action_list,name=vanish_rotation_mfd_ref,if=(buff.vanish.up|buff.subterfuge.up)&talent.marked_for_death.enabled&talent.shadow_reflection.enabled
    #actions+=/run_action_list,name=vanish_rotation_mfd_dfa,if=(buff.vanish.up|buff.subterfuge.up)&talent.marked_for_death.enabled&talent.death_from_above.enabled
    
    actions+=/run_action_list,name=shadowmeld_rotation,if=buff.shadowmeld.up
    
    actions+=/call_action_list,name=cd_controller_ant,if=talent.anticipation.enabled
    actions+=/call_action_list,name=cd_controller_mfd,if=talent.marked_for_death.enabled
    
    actions+=/run_action_list,name=generators_fw_ant,if=(debuff.find_weakness.up|trinket.proc.any.react|trinket.stacking_proc.any.react|buff.archmages_greater_incandescence_agi.react)&talent.anticipation.enabled
    actions+=/run_action_list,name=generators_fw_mfd,if=(debuff.find_weakness.up|trinket.proc.any.react|trinket.stacking_proc.any.react|buff.archmages_greater_incandescence_agi.react)&talent.marked_for_death.enabled
    
    actions+=/run_action_list,name=generators_ant,if=talent.anticipation.enabled
    actions+=/run_action_list,name=generators_mfd,if=talent.marked_for_death.enabled
    ###-------------------------------------------------- OPENER ANTICIPATION ---------------------------------------------------------------- ###
    	actions.opener_ant=garrote,if=time<1
    	actions.opener_ant+=/ambush,if=time<2
    	actions.opener_ant+=/wait,sec=0.1,if=combo_points<5
    	actions.opener_ant+=/rupture,if=time<4&combo_points=5&!dot.rupture.ticking
    
    ###-------------------------------------------------- OPENER MFD ---------------------------------------------------------------- ###
    	actions.opener_mfd=premeditation,if=time<1	
    	actions.opener_mfd+=/ambush,if=time<1
    	actions.opener_mfd+=/rupture,if=time<2
    	actions.opener_mfd+=/ambush,if=time<3
    
    ###-------------------------------------------------- DANCE ROTATION ANTICIPATION REFLECTION ---------------------------------------------------------------- ###
    #safe premed
    	actions.dance_rotation_ant_ref=premeditation,if=(combo_points=3&anticipation_charges=3&cooldown.honor_among_thieves.remains>1)|(combo_points<=3&anticipation_charges+combo_points<=5)
    #pot
    	actions.dance_rotation_ant_ref+=/potion,name=draenic_agility,if=buff.bloodlust.react|target.time_to_die<40|(buff.shadow_reflection.up|(!talent.shadow_reflection.enabled&buff.shadow_dance.up))&(trinket.stat.agi.up|trinket.stat.multistrike.up|buff.archmages_greater_incandescence_agi.up)|((buff.shadow_reflection.up|(!talent.shadow_reflection.enabled&buff.shadow_dance.up))&target.time_to_die<136)
    #burst cds
    	actions.dance_rotation_ant_ref+=/shadow_reflection
    	actions.dance_rotation_ant_ref+=/use_item,slot=trinket2
    #racial blood elf
    	actions.dance_rotation_ant_ref+=/Arcane_Torrent,if=energy<90
    #last ambush
    	actions.dance_rotation_ant_ref+=/ambush,if=buff.shadow_dance.remains<=0.1
    
    #wait if only 1gcd is left or only enough energy for 1 ambush
    	actions.dance_rotation_ant_ref+=/wait,sec=buff.shadow_dance.remains-0.1,if=(buff.shadow_dance.remains<=1)|energy+energy.regen*buff.shadow_dance.remains<=49
    
    #safe neutral finisher if 2 GCD left but no room for 2 ambush (5 or more cp are considered not enough room)
    	actions.dance_rotation_ant_ref+=/call_action_list,name=energy_neutral_finishers,if=combo_points=5&buff.shadow_dance.remains>1&buff.shadow_dance.remains<=2
    
    #safe finisher if 2 GCD left but no room for 2 ambush (5 or more cp are considered not enough room) - checks for energy for last ambush  
    	actions.dance_rotation_ant_ref+=/call_action_list,name=finishers,if=(combo_points=5&buff.shadow_dance.remains>1&buff.shadow_dance.remains<=2)&((energy+(energy.regen*buff.shadow_dance.remains))>=50)
    
    #ambush if no FW is there - this will open the Dance essentially. ToDo: Add CP overflow protection?
    	actions.dance_rotation_ant_ref+=/ambush,if=debuff.find_weakness.down
    #ambush if room and time and low rupture and energy
    	actions.dance_rotation_ant_ref+=/ambush,if=(((combo_points+anticipation_charges)<8)|(((combo_points+anticipation_charges)=8)&cooldown.Honor_among_Thieves.remains>1))&(buff.shadow_dance.remains>2)&(dot.rupture.remains<12&dot.rupture.remains>8)&((energy+(energy.regen*buff.shadow_dance.remains))>=72)
    #Finisher if possible
    	actions.dance_rotation_ant_ref+=/call_action_list,name=finishers,if=combo_points=5
    
    #Ambush filler - Watch energy for last GCD, expecting 1 energetic recovery tick
    	actions.dance_rotation_ant_ref+=/ambush,if=((energy+(energy.regen*buff.shadow_dance.remains))>=72)
    
    
    ###-------------------------------------------------- DANCE ROTATION ANTICIPATION DFA (untested)---------------------------------------------------------------- ###
    
    ###-------------------------------------------------- DANCE ROTATION MFD REFLECTION ---------------------------------------------------------------- ###
    #safe premed
    	actions.dance_rotation_mfd_ref=premeditation,if=(combo_points=3&cooldown.honor_among_thieves.remains>1&debuff.find_weakness.up)|(combo_points=0)|(combo_points=1&cooldown.honor_among_thieves.remains>1)|(debuff.find_weakness.up&combo_points<=3)
    #pot
    	actions.dance_rotation_mfd_ref+=/potion,name=draenic_agility,if=buff.bloodlust.react|target.time_to_die<40|(buff.shadow_reflection.up|(!talent.shadow_reflection.enabled&buff.shadow_dance.up))&(trinket.stat.agi.up|trinket.stat.multistrike.up|buff.archmages_greater_incandescence_agi.up)|((buff.shadow_reflection.up|(!talent.shadow_reflection.enabled&buff.shadow_dance.up))&target.time_to_die<136)
    #burst cds
    	actions.dance_rotation_mfd_ref+=/shadow_reflection
    	actions.dance_rotation_mfd_ref+=/use_item,slot=trinket2
    #racial blood elf
    	actions.dance_rotation_mfd_ref+=/Arcane_Torrent,if=energy<90
    #last ambush - add spill protection
    	actions.dance_rotation_mfd_ref+=/ambush,if=buff.shadow_dance.remains<=0.1
    
    #wait if only 1gcd is left or only enough energy for 1 ambush
    	actions.dance_rotation_mfd_ref+=/wait,sec=buff.shadow_dance.remains-0.1,if=(buff.shadow_dance.remains<=1)|energy+energy.regen*buff.shadow_dance.remains<=49
    
    #safe neutral finisher if 2 GCD left but no room for 2 ambush (5 or more cp are considered not enough room)
    	actions.dance_rotation_mfd_ref+=/call_action_list,name=energy_neutral_finishers,if=combo_points=5&buff.shadow_dance.remains>1&buff.shadow_dance.remains<=2
    
    #safe finisher if 2 GCD left but no room for 2 ambush (5 or more cp are considered not enough room) - checks for energy for last ambush  
    	actions.dance_rotation_mfd_ref+=/call_action_list,name=finishers,if=(combo_points=5&buff.shadow_dance.remains>1&buff.shadow_dance.remains<=2)&((energy+(energy.regen*buff.shadow_dance.remains))>=50)
    
    #ambush if no FW is there - this will open the Dance essentially. ToDo: Add CP overflow protection?
    	actions.dance_rotation_mfd_ref+=/ambush,if=debuff.find_weakness.down
    #mfd
    	actions.dance_rotation_mfd_ref+=/marked_for_death,if=combo_points=0
    #Finisher if possible
    	actions.dance_rotation_mfd_ref+=/call_action_list,name=finishers,if=combo_points=5
    
    #Ambush filler - Watch energy for last GCD, expecting 1 energetic recovery tick, watch for HaT Spill
    	actions.dance_rotation_mfd_ref+=/ambush,if=((energy+(energy.regen*buff.shadow_dance.remains))>=72)&!(combo_points=4&cooldown.honor_among_thieves.remains<1)
    
    
    ###-------------------------------------------------- DANCE ROTATION MFD DFA (untested)---------------------------------------------------------------- ###
    
    
    
    ###-------------------------------------------------- VANISH ROTATION ANTICIPATION REFLECTION ---------------------------------------------------------------- ###
    #safe premed
    	actions.vanish_rotation_ant_ref=premeditation,if=(combo_points=3&anticipation_charges=3&cooldown.honor_among_thieves.remains>1)|(combo_points<=3&anticipation_charges+combo_points<=5)
    #emergency premed
    	actions.vanish_rotation_ant_ref+=/premeditation,if=combo_points<=4&buff.vanish.down&buff.subterfuge.remains<1
    #last ambush
    	actions.vanish_rotation_ant_ref+=/ambush,if=buff.subterfuge.remains<=0.1&buff.vanish.down
    #wait if only 1gcd is left or only enough energy for 1 ambush
    	actions.vanish_rotation_ant_ref+=/wait,sec=buff.subterfuge.remains-0.1,if=(buff.subterfuge.remains<=1&buff.vanish.down)|(energy+energy.regen*buff.subterfuge.remains<=69&buff.vanish.down)
    #safe finisher if 2 GCD left but no room for 2 ambush (5 or more cp are considered not enough room)
    	actions.vanish_rotation_ant_ref+=/call_action_list,name=energy_neutral_finishers,if=combo_points=5&buff.subterfuge.remains>1&buff.subterfuge.remains<=2&(buff.vanish.remains<2|buff.vanish.down)
    #safe finisher if 2 GCD left but no room for 2 ambush (5 or more cp are considered not enough room) - checks for energy for last ambush
    	actions.vanish_rotation_ant_ref+=/call_action_list,name=finishers,if=(combo_points=5&buff.subterfuge.remains>1&buff.subterfuge.remains<=2)&(buff.vanish.remains<2|buff.vanish.down)&((energy+energy.regen*buff.subterfuge.remains)>=70)
    #ambush if no FW is there - this will open the Vanish essentially. ToDo: Add CP overflow protection?
    	actions.vanish_rotation_ant_ref+=/ambush,if=debuff.find_weakness.down
    #Finisher if possible
    	actions.vanish_rotation_ant_ref+=/call_action_list,name=finishers,if=combo_points=5
    #Ambush filler - Watch energy for last GCD, expecting 1 energetic recovery tic
    	actions.vanish_rotation_ant_ref+=/ambush,if=((energy+(energy.regen*(buff.vanish.remains+1)))>=112)
    
    
    	actions.vanish_rotation_ant_ref+=/preparation,if=cooldown.vanish.remains>60|target.time_to_die<17
    ###-------------------------------------------------- VANISH ROTATION ANTICIPATION DFA (untested) ---------------------------------------------------------------- ###
    
    ###-------------------------------------------------- VANISH ROTATION MFD REFLECTION  ---------------------------------------------------------------- ###
    
    #safe premed
    	actions.vanish_rotation_mfd_ref=premeditation,if=(combo_points=3&cooldown.honor_among_thieves.remains>1&debuff.find_weakness.up)|(combo_points=0)|(combo_points=1&cooldown.honor_among_thieves.remains>1)|(debuff.find_weakness.up&combo_points<=3)
    #emergency premed
    	actions.vanish_rotation_mfd_ref+=/premeditation,if=combo_points<=4&buff.vanish.down&buff.subterfuge.remains<1
    #last ambush
    	actions.vanish_rotation_mfd_ref+=/ambush,if=buff.subterfuge.remains<=0.1&buff.vanish.down
    #wait if only 1gcd is left or only enough energy for 1 ambush
    	actions.vanish_rotation_mfd_ref+=/wait,sec=buff.subterfuge.remains-0.1,if=(buff.subterfuge.remains<=1&buff.vanish.down)|(energy+energy.regen*buff.subterfuge.remains<=69&buff.vanish.down)
    #safe finisher if 2 GCD left but no room for 2 ambush (5 or more cp are considered not enough room)
    	actions.vanish_rotation_mfd_ref+=/call_action_list,name=energy_neutral_finishers,if=combo_points=5&buff.subterfuge.remains>1&buff.subterfuge.remains<=2&(buff.vanish.remains<2|buff.vanish.down)
    #safe finisher if 2 GCD left but no room for 2 ambush (5 or more cp are considered not enough room) - checks for energy for last ambush
    	actions.vanish_rotation_mfd_ref+=/call_action_list,name=finishers,if=(combo_points=5&buff.subterfuge.remains>1&buff.subterfuge.remains<=2)&(buff.vanish.remains<2|buff.vanish.down)&((energy+energy.regen*buff.subterfuge.remains)>=70)
    #ambush if no FW is there - this will open the Vanish essentially. 
    	actions.vanish_rotation_mfd_ref+=/ambush,if=debuff.find_weakness.down
    #Finisher if possible
    	actions.vanish_rotation_mfd_ref+=/call_action_list,name=finishers,if=combo_points=5
    #Ambush filler - Watch energy for last GCD, expecting 1 energetic recovery tick
    	actions.vanish_rotation_mfd_ref+=/ambush,if=((energy+(energy.regen*(buff.vanish.remains+1)))>=112)&!(combo_points=4&buff.vanish.remains>3)
    
    
    	actions.vanish_rotation_mfd_ref+=/preparation,if=cooldown.vanish.remains>60|target.time_to_die<17
    
    ###-------------------------------------------------- VANISH ROTATION MFD DFA (untested) ---------------------------------------------------------------- ###
    
    
    
    ###-------------------------------------------------- CD CONTROLLER ANTICIPATION ---------------------------------------------------------------- ###
    #Assumes proper energy management
    	actions.cd_controller_ant=shadow_dance
    	actions.cd_controller_ant+=/vanish,if=energy>99&debuff.find_weakness.down&cooldown.shadow_dance.remains>15
    #night elf racial
    	actions.cd_controller_ant+=/shadowmeld,if=energy>60&debuff.find_weakness.down&cooldown.shadow_dance.remains>10&cooldown.vanish.remains>10&combo_points<=3
    	
    #use if target only lives seconds
    	actions.cd_controller_ant+=/vanish,if=target.time_to_die<16
    	actions.cd_controller_ant+=/preparation,if=cooldown.vanish.remains>60|target.time_to_die<17
    #pool for upcoming dance
    	actions.cd_controller_ant+=/call_action_list,name=pool_ant,if=energy+energy.regen*cooldown.shadow_dance.remains<=60
    #pool for availible vanish
    	actions.cd_controller_ant+=/call_action_list,name=pool_ant,if=(energy<99&cooldown.vanish.up)&!debuff.find_weakness.up
    #pool for upcoming vanish, but dont pool if shadow dance comes up too
    	actions.cd_controller_ant+=/call_action_list,name=pool_ant,if=(energy+energy.regen*cooldown.vanish.remains<=79&cooldown.shadow_dance.remains-15>cooldown.vanish.remains)&!debuff.find_weakness.up
    
    ###-------------------------------------------------- CD CONTROLLER MFD ---------------------------------------------------------------- ###
    #Assumes proper energy management
    	actions.cd_controller_mfd=shadow_dance
    	actions.cd_controller_mfd+=/vanish,if=energy>99&debuff.find_weakness.down&cooldown.shadow_dance.remains>15&((combo_points=1&cooldown.honor_among_thieves.remains<1)|(combo_points=2))
    #night elf racial
    	
    	actions.cd_controller_mfd+=/shadowmeld,if=energy>60&debuff.find_weakness.down&cooldown.shadow_dance.remains>10&cooldown.vanish.remains>10&combo_points<=1
    #use if target only lives seconds
    	actions.cd_controller_mfd+=/vanish,if=target.time_to_die<16
    	actions.cd_controller_mfd+=/preparation,if=cooldown.vanish.remains>60|target.time_to_die<17
    #pool for upcoming dance
    	actions.cd_controller_mfd+=/call_action_list,name=pool_mfd,if=energy+energy.regen*cooldown.shadow_dance.remains<=60
    #pool for availible vanish - start early compared to anticipation for optimal vanish
    	actions.cd_controller_mfd+=/call_action_list,name=pool_mfd,if=(energy<99&cooldown.vanish.up)&debuff.find_weakness.remains<5
    #pool for upcoming vanish, but dont pool if shadow dance comes up too
    	actions.cd_controller_mfd+=/call_action_list,name=pool_mfd,if=(energy+energy.regen*cooldown.vanish.remains<=79&cooldown.shadow_dance.remains-15>cooldown.vanish.remains)&debuff.find_weakness.remains<5
    
    ###-------------------------------------------------- POOL ANTICIPATION ---------------------------------------------------------------- ###
    #use Finisher to avoid capping
    	actions.pool_ant=call_action_list,name=finishers,if=combo_points+anticipation_charges>=9&combo_points=5
    #use prep if nothing better to do, but dont delay dance because of it.
    	actions.pool_ant+=/preparation,if=cooldown.vanish.remains>60|target.time_to_die<17&cooldown.shadow_dance.remains>1
    #wait 0.1s increments
    	actions.pool_ant+=/wait,sec=0.1
    
    ###-------------------------------------------------- POOL MFD ---------------------------------------------------------------- ###
    
    #use Finisher to avoid capping
    	actions.pool_mfd=call_action_list,name=finishers,if=combo_points=5
    #use prep if nothing better to do, but dont delay dance because of it.
    	actions.pool_mfd+=/preparation,if=cooldown.vanish.remains>60|target.time_to_die<17&cooldown.shadow_dance.remains>1
    #wait 0.1s increments
    	actions.pool_mfd+=/wait,sec=0.1
    
    ###-------------------------------------------------- GENERATORS FW / PROCS ANTICIPATION---------------------------------------------------------------- ###
    #backstab if room and time and low rupture
    	actions.generators_fw_ant=backstab,if=((combo_points+anticipation_charges)<8)&(dot.rupture.remains<12&dot.rupture.remains>8)
    	actions.generators_fw_ant+=/backstab,if=((combo_points+anticipation_charges)<9)&(dot.rupture.remains<10&dot.rupture.remains>8)
    
    	actions.generators_fw_ant+=/call_action_list,name=finishers,if=combo_points=5
    	
    	actions.generators_fw_ant+=/backstab
    ###-------------------------------------------------- GENERATORS FW / PROCS MFD---------------------------------------------------------------- ###
    
    	actions.generators_fw_mfd+=/call_action_list,name=finishers,if=combo_points=5
    # backstab as generator, but wait if at 4 CP and HaT proc in less than 1s
    	actions.generators_fw_mfd+=/marked_for_death,if=combo_points=0
    	actions.generators_fw_mfd+=/backstab,if=!(combo_points=4&(cooldown.honor_among_thieves.remains<1))
    
    ###-------------------------------------------------- GENERATORS ANTICIPATION ---------------------------------------------------------------- ###
    #use generators trying not to cap and use finishers only if needed while not capping cp
    	actions.generators_ant=call_action_list,name=finishers,if=combo_points=5&combo_points+anticipation_charges>=9
    #maintain SnD and Rupture
    	actions.generators_ant+=/call_action_list,name=energy_neutral_finishers,if=combo_points=5
    #use generator to not cap
    	actions.generators_ant+=/hemorrhage,if=energy>105&!dot.hemorrhage.ticking
    	actions.generators_ant+=/backstab,if=energy>105
    #get rid of energy for Dance T17 bonus
    	actions.generators_ant+=/backstab,if=cooldown.shadow_dance.remains<6
    ###-------------------------------------------------- GENERATORS MFD ---------------------------------------------------------------- ###p
    #use generators trying not to cap and use finishers only if needed while not capping cp
    	actions.generators_mfd=call_action_list,name=finishers,if=combo_points=5
    #use generator to not cap
    	actions.generators_mfd+=/hemorrhage,if=energy>105&!dot.hemorrhage.ticking&!(combo_points=4&cooldown.honor_among_thieves.remains<1)
    	actions.generators_mfd+=/backstab,if=energy>105&!(combo_points=4&cooldown.honor_among_thieves.remains<1)
    #get rid of energy for Dance T17 bonus
    	actions.generators_mfd+=/backstab,if=cooldown.shadow_dance.remains<6&!(combo_points=4&cooldown.honor_among_thieves.remains<1)
    ###-------------------------------------------------- FINISHERS ---------------------------------------------------------------- ###
    #as this list is called by many others, it will include all relevant talent setups in one block.
    
    	actions.finishers=rupture,if=remains<8
    	actions.finishers+=/rupture,if=(buff.shadow_reflection.remains>8&dot.rupture.remains<12)
    #safe DFA
    	actions.finishers+=/death_from_above,if=dot.rupture.remains>20&buff.slice_and_dice.remains>5&debuff.find_weakness.up
    #safe evi
    	actions.finishers+=/eviscerate,if=dot.rupture.remains>20&buff.slice_and_dice.remains>5&(!cooldown.death_from_above.up|!talent.death_from_above.enabled)
    
    	actions.finishers+=/slice_and_dice,if=buff.slice_and_dice.remains<12&(buff.shadow_reflection.remains<8|!talent.shadow_reflection.enabled)
    	actions.finishers+=/slice_and_dice,if=buff.slice_and_dice.remains<2
    	actions.finishers+=/death_from_above,if=talent.death_from_above.enabled
    	actions.finishers+=/eviscerate,if=(!cooldown.death_from_above.up|!talent.death_from_above.enabled)
    
    
    ###-------------------------------------------------- ENERGY NEUTRAL MAINTAINANCE FINISHERS ---------------------------------------------------------------- ###
    	actions.energy_neutral_finishers=rupture,if=remains<8
    	actions.energy_neutral_finishers+=/slice_and_dice,if=buff.slice_and_dice.remains<12&(buff.shadow_reflection.remains<8|!talent.shadow_reflection.enabled)
    	actions.energy_neutral_finishers+=/slice_and_dice,if=buff.slice_and_dice.remains<2
    
    
    ###-------------------------------------------------- SHADOWMELD ---------------------------------------------------------------- ###
    	actions.shadowmeld_rotation=Premeditation
    	actions.shadowmeld_rotation+=/Ambush
    	
    
    
    
    head=poisoners_helmet,id=115572,bonus_id=567
    neck=engineers_grounded_gorget,id=113892,bonus_id=567,enchant=gift_of_multistrike
    shoulders=poisoners_spaulders,id=115574,bonus_id=567
    back=drape_of_the_dark_hunt,id=113971,bonus_id=567,enchant=gift_of_multistrike
    chest=poisoners_tunic,id=115570,bonus_id=567
    wrists=bracers_of_shattered_stalactites,id=113935,bonus_id=567
    hands=poisoners_gloves,id=115571,bonus_id=567
    waist=conductors_multipocket_girdle,id=113964,bonus_id=567
    legs=shattering_smash_leggings,id=113989,bonus_id=567
    feet=treads_of_the_dark_hunt,id=113974,bonus_id=567
    finger1=spellbound_runic_band_of_unrelenting_slaughter,id=118307,enchant=gift_of_multistrike
    finger2=unexploded_explosive_shard,id=113877,bonus_id=567,enchant=gift_of_multistrike
    trinket1=humming_blackiron_trigger,id=113985,bonus_id=567
    trinket2=beating_heart_of_the_mountain,id=113931,bonus_id=567
    main_hand=oregorgers_acidetched_gutripper,id=113874,bonus_id=567,enchant=mark_of_the_frostwolf
    off_hand=oregorgers_acidetched_gutripper,id=113874,bonus_id=567,enchant=mark_of_the_frostwolf
    
    # Gear Summary
    # gear_agility=3964
    # gear_stamina=4694
    # gear_crit_rating=913
    # gear_haste_rating=355
    # gear_mastery_rating=1114
    # gear_armor=1177
    # gear_multistrike_rating=1867
    # gear_versatility_rating=128
    # set_bonus=tier17_2pc=1
    # set_bonus=tier17_4pc=1
    I updated accordingly. I let pool at 0.1s for now, because 0.2s impacts dps by ~80 (0.2%), which is not that much. Maybe the run_action_list change fixed it for you though.
    Last edited by mmoc7df6ba81a8; 2015-04-28 at 06:59 PM.

  4. #1824
    Deleted
    Quote Originally Posted by nihna View Post
    So for the Dance and Vanish lists I should have used run_action list instead, I see.

    Navv, is it possible to increase the range of symbols you use which you assign automatically to the individual lines under Results -> Action Priority List? I seem to run out of symbols and have a bunch of them assigned the dot symbol "."
    Not at the moment, unfortunately. I have been wondering if we should add the possibility to add custom symbols, or allow people to flag abilities as not using symbols.

  5. #1825
    Deleted
    I mainly used it for retracing what happened step by step, and finding out which line exactly caused "that ambush" etc. Speaking of retracing: I found it very useful that the average amount of times a line was used was displayed, however, this does not hold true for run and call lines. I understand that they are not technically abilities, but it would be helpful to see how often one list was called.

  6. #1826
    Deleted
    Quote Originally Posted by nihna View Post
    I mainly used it for retracing what happened step by step, and finding out which line exactly caused "that ambush" etc. Speaking of retracing: I found it very useful that the average amount of times a line was used was displayed, however, this does not hold true for run and call lines. I understand that they are not technically abilities, but it would be helpful to see how often one list was called.
    For call_action_list that count would be nonsensical for anyone with waiting time, as call_action_list does not terminate. For run_action_list it could be added, but the problem here is that the information you see is derived from the same source as "APM" calculations are. Adding run_action_list there would not be a good idea.

  7. #1827
    Quote Originally Posted by nihna View Post
    updated accordingly. I let pool at 0.1s for now, because 0.2s impacts dps by ~80 (0.2%), which is not that much. Maybe the run_action_list change fixed it for you though.
    Sadly still getting the same errors, might be just my end though.

    - - - Updated - - -

    However, I am now getting much closer expectations of stat weights
    Agi > Wdps > AP > Mult > Mastery > Haste > Vers ~= Crit > WOHdps

    Are you looking into adding multi target support currently?

    - - - Updated - - -

    Ah, no it hasn't. It appears that setting the time of day to dictate which bonus night elves get throws the mastery value way back down, which likely means that since the default setting is night, changing to day causes a drop in haste pointing to this being another one of those artificial haste break points.
    Last edited by Ryme; 2015-04-29 at 10:41 AM.
    I am the lucid dream
    Uulwi ifis halahs gag erh'ongg w'ssh


  8. #1828
    Deleted
    Quote Originally Posted by Ryme View Post
    Sadly still getting the same errors, might be just my end though.

    - - - Updated - - -

    However, I am now getting much closer expectations of stat weights
    Agi > Wdps > AP > Mult > Mastery > Haste > Vers ~= Crit > WOHdps

    Are you looking into adding multi target support currently?

    - - - Updated - - -

    Ah, no it hasn't. It appears that setting the time of day to dictate which bonus night elves get throws the mastery value way back down, which likely means that since the default setting is night, changing to day causes a drop in haste pointing to this being another one of those artificial haste break points.
    Maybe somewhere an ambush is lost due to less haste, hard to tell.

    Eventually multi target will be needed, but I think mfd support should be optimized first. Though some basic form of AoE support should not be too hard to implement. Then there is also the case where you want more ST dps by using FoK as generator but still use single target Finishers. Implementing that might become messy, maybe that requires another module to sustain readability...

    Yeah, I focused on ST because that is supposed to be sub's niche.

    Edit: Also I know there are some folk here who also occasionally dabble with Simc, feel free to add stuff if you'd like, just keep the code as clean as possible and add comments to new lines.

    We need:
    -better mfd support
    - AoE support
    - St with AoE support (maybe this should be default, always going for highest damage to boss)
    Last edited by mmoc7df6ba81a8; 2015-04-29 at 02:20 PM.

  9. #1829
    Two target implementation is trivial, 3 and up is more complicated. I'm having a play around with that now since setting up MfD optimisation looks like more than I can chew at the moment.

    - - - Updated - - -

    The headaches are real.

    - - - Updated - - -

    I've gotten 2, 3 and 4 target support working. Also managing to answer several questions that I assume were still lingering about how to manage dance in AoE situations.

    Thanks again for this profile!
    I am the lucid dream
    Uulwi ifis halahs gag erh'ongg w'ssh


  10. #1830
    Deleted
    I am positively surprised that you are so fond of the profile. But sure glad to be of help to you. It's funny how difficult it is to optimally implement the sub spec in simc. I believe the main reason for that is the wait command: It suspends all other actions, you cant spend resources to not cap in the meantime. So I had to construct this mini wait structure in order to always be able to spend excess resources.

  11. #1831
    I won't lie, it's been a love hate relationship. I find it quite difficult to navigate since it has be viewed in plain text and adding specific changes are tough to do without knock on effects, but once I put the time in I'm grasping it better.

    Have you at all tried to implement this kind of design to the other specs? I feel some inspiration to attempt to do this kind of make over to the assassination profile for example, as I've long considered it for an overhaul.

    As to the wait, I suppose you could set each wait command to a condition that calculates your regen over the time it's trying to wait for?
    I am the lucid dream
    Uulwi ifis halahs gag erh'ongg w'ssh


  12. #1832
    Deleted
    Quote Originally Posted by Ryme View Post
    I won't lie, it's been a love hate relationship. I find it quite difficult to navigate since it has be viewed in plain text and adding specific changes are tough to do without knock on effects, but once I put the time in I'm grasping it better.
    I wrote this with the intent to have easier to read/understand what is going on compared to default. What do you mean exactly by difficulty navigating? I can try to improve upon criticism. Or does this stem from the length of the profile? I also sometimes scrolled to the wrong area when I worked on it.

    Quote Originally Posted by Ryme View Post
    Have you at all tried to implement this kind of design to the other specs? I feel some inspiration to attempt to do this kind of make over to the assassination profile for example, as I've long considered it for an overhaul.
    I can see it beeing useful there as well, yes, but I'm not sure how much could be gained there.

    Quote Originally Posted by Ryme View Post
    As to the wait, I suppose you could set each wait command to a condition that calculates your regen over the time it's trying to wait for?
    This could work. The thing is that both energy and CP and energy generate passively - you would have to find out which one caps first and then pool accordingly. *Should* be doable.

  13. #1833
    Quote Originally Posted by nihna View Post
    I wrote this with the intent to have easier to read/understand what is going on compared to default. What do you mean exactly by difficulty navigating? I can try to improve upon criticism. Or does this stem from the length of the profile? I also sometimes scrolled to the wrong area when I worked on it.
    It's readable, you can follow it pretty well and understand what's going on at each point of your rotation. Modification, however, is a little trickier since everything is so tightly tuned around everything else. One of the hardships I had was attempting to modify how the dance rotation was handled with multiple adds since it's so tightly tuned for a single purpose.

    Additionally, since the length of the profile is as it is, debugging becomes a lot harder. I can see your pain in the sample breakdown not having enough symbols. These aren't things I think need to be looked at tbh, I think the majority of it stems from not having much experience in an APL designed the way this one is.
    I am the lucid dream
    Uulwi ifis halahs gag erh'ongg w'ssh


  14. #1834
    How exactly were you handling the multi-target rotations? I wasnt at my pc today yet, only had paper/pen/phone but I've been thinking through some stuff since I plan to dive into it tommorow and expected the aoe part to be separate, something like this(warning: mad paint skills)

  15. #1835
    Deleted
    So you propose using a meaningless talent choice as a switcher between priority aoe and general AoE? While I think this is crafty, it's also unintuitive for new readers of the profile. I think there other options which are equally potent but easier to read and comprehend. For example you could put a "super master" over the master that can switch from prio AoE to AoE.

    Also I think the default list should be the prio single target list as that is sub's niche.

  16. #1836
    Basically yeah, my main point was having completely separated action lists for ST/aoe/prio(inluding separate cd-control, cd-rot etc.)and a Master that would call the ST(the current master)if theres one target, the prio target one if there is more targets and the aoe one if there is more targets and some additional trigger(the talent thing was just an idea, its probably much better to just add # in front of one of the lists as I think you suggested)

  17. #1837
    I just added conditional actions based on number of targets to the existing lists. I considered running a super master as nihna said, but it would mean the size of the profile would become enormous as very hard to navigate once all talents were accounted for.

    I'm actually working on remaking assassination in this image right now, so I'll leave the multi target stuff to you guys as I don't want to tread on toes anywhere. Here's where I got to, it's all a bit messy as I didn't expect to share yet:

    Code:
    rogue="1.6"
    level=100
    race=night_elf
    role=attack
    position=back
    talents=2000032
    glyphs=energy/hemorrhaging_veins/vanish
    spec=subtlety
    
    
    # Executed before combat begins. Accepts non-harmful actions only.
    
    
    
    
    actions.precombat=flask,type=greater_draenic_agility_flask
    actions.precombat+=/food,type=salty_squid_roll
    actions.precombat+=/apply_poison,lethal=deadly
    # Snapshot raid buffed stats before combat begfns and pre-potting is done.
    actions.precombat+=/snapshot_stats
    actions.precombat+=/potion,name=draenic_agility
    actions.precombat+=/stealth
    actions.precombat+=/marked_for_death
    actions.precombat+=/premeditation,if=!talent.marked_for_death.enabled
    actions.precombat+=/slice_and_dice
    actions.precombat+=/premeditation
    # Proxy Honor Among Thieves action. Generates Combo Points at a mean rate of 2.2 seconds. Comment out to disable (and use the real Honor Among Thieves).
    actions.precombat+=/honor_among_thieves,cooldown=2.2,cooldown_stddev=0.1
    
    ###-------------------------------------------------- MASTER---------------------------------------------------------------- ###
    
    actions=run_action_list,name=opener_ant,if=time<4&!dot.rupture.ticking&talent.anticipation.enabled
    actions+=/run_action_list,name=opener_mfd,if=time<3.1&talent.marked_for_death.enabled
    
    actions+=/run_action_list,name=dance_rotation_ant_ref,if=buff.shadow_dance.up&talent.anticipation.enabled&talent.shadow_reflection.enabled
    #actions+=runl_action_list,name=dance_rotation_ant_dfa,if=buff.shadow_dance.up&talent.anticipation.enabled&talent.death_from_above.enabled
    actions+=/run_action_list,name=dance_rotation_mfd_ref,if=buff.shadow_dance.up&talent.marked_for_death.enabled&talent.shadow_reflection.enabled
    #actions+=/run_action_list,name=dance_rotation_mfd_dfa,if=buff.shadow_dance.up&talent.marked_for_death.enabled&talent.death_from_above.enabled
    
    actions+=/run_action_list,name=vanish_rotation_ant_ref,if=(buff.vanish.up|buff.subterfuge.up)&talent.anticipation.enabled&talent.shadow_reflection.enabled
    #actions+=/run_action_list,name=vanish_rotation_ant_dfa,if=(buff.vanish.up|buff.subterfuge.up)&talent.anticipation.enabled&talent.death_from_above.enabled
    actions+=/run_action_list,name=vanish_rotation_mfd_ref,if=(buff.vanish.up|buff.subterfuge.up)&talent.marked_for_death.enabled&talent.shadow_reflection.enabled
    #actions+=/run_action_list,name=vanish_rotation_mfd_dfa,if=(buff.vanish.up|buff.subterfuge.up)&talent.marked_for_death.enabled&talent.death_from_above.enabled
    
    actions+=/run_action_list,name=shadowmeld_rotation,if=buff.shadowmeld.up
    
    actions+=/call_action_list,name=cd_controller_ant,if=talent.anticipation.enabled
    actions+=/call_action_list,name=cd_controller_mfd,if=talent.marked_for_death.enabled
    
    actions+=/run_action_list,name=generators_fw_ant,if=(debuff.find_weakness.up|trinket.proc.any.react|trinket.stacking_proc.any.react|buff.archmages_greater_incandescence_agi.react)&talent.anticipation.enabled
    actions+=/run_action_list,name=generators_fw_mfd,if=(debuff.find_weakness.up|trinket.proc.any.react|trinket.stacking_proc.any.react|buff.archmages_greater_incandescence_agi.react)&talent.marked_for_death.enabled
    
    actions+=/run_action_list,name=generators_ant,if=talent.anticipation.enabled
    actions+=/run_action_list,name=generators_mfd,if=talent.marked_for_death.enabled
    ###-------------------------------------------------- OPENER ANTICIPATION ---------------------------------------------------------------- ###
    	actions.opener_ant=garrote,if=time<1
    	actions.opener_ant+=/ambush,if=time<2&active_enemies=1
    	actions.opener_ant+=/fan_of_knives,if=time<2&active_enemies>2
    	actions.opener_ant+=/wait,sec=0.1,if=combo_points<5
    	actions.opener_ant+=/rupture,if=time<4&combo_points=5&!dot.rupture.ticking
    
    ###-------------------------------------------------- OPENER MFD ---------------------------------------------------------------- ###
    	actions.opener_mfd=premeditation,if=time<1	
    	actions.opener_mfd+=/ambush,if=time<1
    	actions.opener_mfd+=/rupture,if=time<2
    	actions.opener_mfd+=/ambush,if=time<3
    
    ###-------------------------------------------------- DANCE ROTATION ANTICIPATION REFLECTION ---------------------------------------------------------------- ###
    #safe premed
    	actions.dance_rotation_ant_ref=premeditation,if=(combo_points=3&anticipation_charges=3&cooldown.honor_among_thieves.remains>1)|(combo_points<=3&anticipation_charges+combo_points<=5)
    #pot
    	actions.dance_rotation_ant_ref+=/potion,name=draenic_agility,if=buff.bloodlust.react|target.time_to_die<40|(buff.shadow_reflection.up|(!talent.shadow_reflection.enabled&buff.shadow_dance.up))&(trinket.stat.agi.up|trinket.stat.multistrike.up|buff.archmages_greater_incandescence_agi.up)|((buff.shadow_reflection.up|(!talent.shadow_reflection.enabled&buff.shadow_dance.up))&target.time_to_die<136)
    #burst cds
    	actions.dance_rotation_ant_ref+=/shadow_reflection
    	actions.dance_rotation_ant_ref+=/use_item,slot=trinket2
    #racial blood elf
    	actions.dance_rotation_ant_ref+=/Arcane_Torrent,if=energy<90
    #last ambush
    	actions.dance_rotation_ant_ref+=/ambush,if=buff.shadow_dance.remains<=0.1
    
    #wait if only 1gcd is left or only enough energy for 1 ambush
    	actions.dance_rotation_ant_ref+=/wait,sec=buff.shadow_dance.remains-0.1,if=(buff.shadow_dance.remains<=1)|energy+energy.regen*buff.shadow_dance.remains<=49
    
    #safe neutral finisher if 2 GCD left but no room for 2 ambush (5 or more cp are considered not enough room)
    	actions.dance_rotation_ant_ref+=/call_action_list,name=energy_neutral_finishers,if=combo_points=5&buff.shadow_dance.remains>1&buff.shadow_dance.remains<=2
    
    #safe finisher if 2 GCD left but no room for 2 ambush (5 or more cp are considered not enough room) - checks for energy for last ambush  
    	actions.dance_rotation_ant_ref+=/call_action_list,name=finishers,if=(combo_points=5&buff.shadow_dance.remains>1&buff.shadow_dance.remains<=2)&((energy+(energy.regen*buff.shadow_dance.remains))>=50)
    
    #ambush if no FW is there - this will open the Dance essentially. ToDo: Add CP overflow protection?
    	actions.dance_rotation_ant_ref+=/ambush,if=debuff.find_weakness.down
    #ambush/fok if room and time and low rupture and energy
    	actions.dance_rotation_ant_ref+=/fan_of_knives,if=(((combo_points+anticipation_charges)<(10-active_enemies))|(((combo_points+anticipation_charges)=(10-active_enemies))&cooldown.Honor_among_Thieves.remains>1))&(buff.shadow_dance.remains>2)&(dot.rupture.remains<12&dot.rupture.remains>8)&((energy+(energy.regen*buff.shadow_dance.remains))>=72)&active_enemies>=4
    	actions.dance_rotation_ant_ref+=/ambush,if=(((combo_points+anticipation_charges)<8)|(((combo_points+anticipation_charges)=8)&cooldown.Honor_among_Thieves.remains>1))&(buff.shadow_dance.remains>2)&(dot.rupture.remains<12&dot.rupture.remains>8)&((energy+(energy.regen*buff.shadow_dance.remains))>=72)&active_enemies=1
    #Finisher if possible
    	actions.dance_rotation_ant_ref+=/call_action_list,name=finishers,if=combo_points=5
    
    #Ambush filler - Watch energy for last GCD, expecting 1 energetic recovery tick
    	actions.dance_rotation_ant_ref+=/fan_of_knives,if=((energy+(energy.regen*buff.shadow_dance.remains))>=72)&active_enemies>=5
    	actions.dance_rotation_ant_ref+=/ambush,if=((energy+(energy.regen*buff.shadow_dance.remains))>=72)
    
    
    ###-------------------------------------------------- DANCE ROTATION ANTICIPATION DFA (untested)---------------------------------------------------------------- ###
    
    ###-------------------------------------------------- DANCE ROTATION MFD REFLECTION ---------------------------------------------------------------- ###
    #safe premed
    	actions.dance_rotation_mfd_ref=premeditation,if=(combo_points=3&cooldown.honor_among_thieves.remains>1&debuff.find_weakness.up)|(combo_points=0)|(combo_points=1&cooldown.honor_among_thieves.remains>1)|(debuff.find_weakness.up&combo_points<=3)
    #pot
    	actions.dance_rotation_mfd_ref+=/potion,name=draenic_agility,if=buff.bloodlust.react|target.time_to_die<40|(buff.shadow_reflection.up|(!talent.shadow_reflection.enabled&buff.shadow_dance.up))&(trinket.stat.agi.up|trinket.stat.multistrike.up|buff.archmages_greater_incandescence_agi.up)|((buff.shadow_reflection.up|(!talent.shadow_reflection.enabled&buff.shadow_dance.up))&target.time_to_die<136)
    #burst cds
    	actions.dance_rotation_mfd_ref+=/shadow_reflection
    	actions.dance_rotation_mfd_ref+=/use_item,slot=trinket2
    #racial blood elf
    	actions.dance_rotation_mfd_ref+=/Arcane_Torrent,if=energy<90
    #last ambush - add spill protection
    	actions.dance_rotation_mfd_ref+=/ambush,if=buff.shadow_dance.remains<=0.1
    
    #wait if only 1gcd is left or only enough energy for 1 ambush
    	actions.dance_rotation_mfd_ref+=/wait,sec=buff.shadow_dance.remains-0.1,if=(buff.shadow_dance.remains<=1)|energy+energy.regen*buff.shadow_dance.remains<=49
    
    #safe neutral finisher if 2 GCD left but no room for 2 ambush (5 or more cp are considered not enough room)
    	actions.dance_rotation_mfd_ref+=/call_action_list,name=energy_neutral_finishers,if=combo_points=5&buff.shadow_dance.remains>1&buff.shadow_dance.remains<=2
    
    #safe finisher if 2 GCD left but no room for 2 ambush (5 or more cp are considered not enough room) - checks for energy for last ambush  
    	actions.dance_rotation_mfd_ref+=/call_action_list,name=finishers,if=(combo_points=5&buff.shadow_dance.remains>1&buff.shadow_dance.remains<=2)&((energy+(energy.regen*buff.shadow_dance.remains))>=50)
    
    #ambush if no FW is there - this will open the Dance essentially. ToDo: Add CP overflow protection?
    	actions.dance_rotation_mfd_ref+=/ambush,if=debuff.find_weakness.down
    #mfd
    	actions.dance_rotation_mfd_ref+=/marked_for_death,if=combo_points=0
    #Finisher if possible
    	actions.dance_rotation_mfd_ref+=/call_action_list,name=finishers,if=combo_points=5
    
    #Ambush filler - Watch energy for last GCD, expecting 1 energetic recovery tick, watch for HaT Spill
    	actions.dance_rotation_mfd_ref+=/ambush,if=((energy+(energy.regen*buff.shadow_dance.remains))>=72)&!(combo_points=4&cooldown.honor_among_thieves.remains<1)
    
    
    ###-------------------------------------------------- DANCE ROTATION MFD DFA (untested)---------------------------------------------------------------- ###
    
    
    
    ###-------------------------------------------------- VANISH ROTATION ANTICIPATION REFLECTION ---------------------------------------------------------------- ###
    #safe premed
    	actions.vanish_rotation_ant_ref=premeditation,if=(combo_points=3&anticipation_charges=3&cooldown.honor_among_thieves.remains>1)|(combo_points<=3&anticipation_charges+combo_points<=5)
    #emergency premed
    	actions.vanish_rotation_ant_ref+=/premeditation,if=combo_points<=4&buff.vanish.down&buff.subterfuge.remains<1
    #last ambush
    	actions.vanish_rotation_ant_ref+=/ambush,if=buff.subterfuge.remains<=0.1&buff.vanish.down
    #wait if only 1gcd is left or only enough energy for 1 ambush
    	actions.vanish_rotation_ant_ref+=/wait,sec=buff.subterfuge.remains-0.1,if=(buff.subterfuge.remains<=1&buff.vanish.down)|(energy+energy.regen*buff.subterfuge.remains<=69&buff.vanish.down)
    #safe finisher if 2 GCD left but no room for 2 ambush (5 or more cp are considered not enough room)
    	actions.vanish_rotation_ant_ref+=/call_action_list,name=energy_neutral_finishers,if=combo_points=5&buff.subterfuge.remains>1&buff.subterfuge.remains<=2&(buff.vanish.remains<2|buff.vanish.down)
    #safe finisher if 2 GCD left but no room for 2 ambush (5 or more cp are considered not enough room) - checks for energy for last ambush
    	actions.vanish_rotation_ant_ref+=/call_action_list,name=finishers,if=(combo_points=5&buff.subterfuge.remains>1&buff.subterfuge.remains<=2)&(buff.vanish.remains<2|buff.vanish.down)&((energy+energy.regen*buff.subterfuge.remains)>=70)
    #ambush if no FW is there - this will open the Vanish essentially. ToDo: Add CP overflow protection?
    	actions.vanish_rotation_ant_ref+=/ambush,if=debuff.find_weakness.down
    #Finisher if possible
    	actions.vanish_rotation_ant_ref+=/call_action_list,name=finishers,if=combo_points=5
    #Ambush filler - Watch energy for last GCD, expecting 1 energetic recovery tic
    	actions.vanish_rotation_ant_ref+=/ambush,if=((energy+(energy.regen*(buff.vanish.remains+1)))>=112)
    
    
    	actions.vanish_rotation_ant_ref+=/preparation,if=cooldown.vanish.remains>60|target.time_to_die<17
    ###-------------------------------------------------- VANISH ROTATION ANTICIPATION DFA (untested) ---------------------------------------------------------------- ###
    
    ###-------------------------------------------------- VANISH ROTATION MFD REFLECTION  ---------------------------------------------------------------- ###
    
    #safe premed
    	actions.vanish_rotation_mfd_ref=premeditation,if=(combo_points=3&cooldown.honor_among_thieves.remains>1&debuff.find_weakness.up)|(combo_points=0)|(combo_points=1&cooldown.honor_among_thieves.remains>1)|(debuff.find_weakness.up&combo_points<=3)
    #emergency premed
    	actions.vanish_rotation_mfd_ref+=/premeditation,if=combo_points<=4&buff.vanish.down&buff.subterfuge.remains<1
    #last ambush
    	actions.vanish_rotation_mfd_ref+=/ambush,if=buff.subterfuge.remains<=0.1&buff.vanish.down
    #wait if only 1gcd is left or only enough energy for 1 ambush
    	actions.vanish_rotation_mfd_ref+=/wait,sec=buff.subterfuge.remains-0.1,if=(buff.subterfuge.remains<=1&buff.vanish.down)|(energy+energy.regen*buff.subterfuge.remains<=69&buff.vanish.down)
    #safe finisher if 2 GCD left but no room for 2 ambush (5 or more cp are considered not enough room)
    	actions.vanish_rotation_mfd_ref+=/call_action_list,name=energy_neutral_finishers,if=combo_points=5&buff.subterfuge.remains>1&buff.subterfuge.remains<=2&(buff.vanish.remains<2|buff.vanish.down)
    #safe finisher if 2 GCD left but no room for 2 ambush (5 or more cp are considered not enough room) - checks for energy for last ambush
    	actions.vanish_rotation_mfd_ref+=/call_action_list,name=finishers,if=(combo_points=5&buff.subterfuge.remains>1&buff.subterfuge.remains<=2)&(buff.vanish.remains<2|buff.vanish.down)&((energy+energy.regen*buff.subterfuge.remains)>=70)
    #ambush if no FW is there - this will open the Vanish essentially. 
    	actions.vanish_rotation_mfd_ref+=/ambush,if=debuff.find_weakness.down
    #Finisher if possible
    	actions.vanish_rotation_mfd_ref+=/call_action_list,name=finishers,if=combo_points=5
    #Ambush filler - Watch energy for last GCD, expecting 1 energetic recovery tick
    	actions.vanish_rotation_mfd_ref+=/ambush,if=((energy+(energy.regen*(buff.vanish.remains+1)))>=112)&!(combo_points=4&buff.vanish.remains>3)
    
    
    	actions.vanish_rotation_mfd_ref+=/preparation,if=cooldown.vanish.remains>60|target.time_to_die<17
    
    ###-------------------------------------------------- VANISH ROTATION MFD DFA (untested) ---------------------------------------------------------------- ###
    
    
    
    ###-------------------------------------------------- CD CONTROLLER ANTICIPATION ---------------------------------------------------------------- ###
    #Assumes proper energy management
    	actions.cd_controller_ant=shadow_dance
    	actions.cd_controller_ant+=/vanish,if=energy>99&debuff.find_weakness.down&cooldown.shadow_dance.remains>15
    #night elf racial
    	actions.cd_controller_ant+=/shadowmeld,if=energy>60&debuff.find_weakness.down&cooldown.shadow_dance.remains>10&cooldown.vanish.remains>10&combo_points<=3
    	
    #use if target only lives seconds
    	actions.cd_controller_ant+=/vanish,if=target.time_to_die<16
    	actions.cd_controller_ant+=/preparation,if=cooldown.vanish.remains>60|target.time_to_die<17
    #pool for upcoming dance
    	actions.cd_controller_ant+=/call_action_list,name=pool_ant,if=energy+energy.regen*cooldown.shadow_dance.remains<=60
    #pool for availible vanish
    	actions.cd_controller_ant+=/call_action_list,name=pool_ant,if=(energy<99&cooldown.vanish.up)&!debuff.find_weakness.up
    #pool for upcoming vanish, but dont pool if shadow dance comes up too
    	actions.cd_controller_ant+=/call_action_list,name=pool_ant,if=(energy+energy.regen*cooldown.vanish.remains<=79&cooldown.shadow_dance.remains-15>cooldown.vanish.remains)&!debuff.find_weakness.up
    
    ###-------------------------------------------------- CD CONTROLLER MFD ---------------------------------------------------------------- ###
    #Assumes proper energy management
    	actions.cd_controller_mfd=shadow_dance
    	actions.cd_controller_mfd+=/vanish,if=energy>99&debuff.find_weakness.down&cooldown.shadow_dance.remains>15&((combo_points=1&cooldown.honor_among_thieves.remains<1)|(combo_points=2))
    #night elf racial
    	
    	actions.cd_controller_mfd+=/shadowmeld,if=energy>60&debuff.find_weakness.down&cooldown.shadow_dance.remains>10&cooldown.vanish.remains>10&combo_points<=1
    #use if target only lives seconds
    	actions.cd_controller_mfd+=/vanish,if=target.time_to_die<16
    	actions.cd_controller_mfd+=/preparation,if=cooldown.vanish.remains>60|target.time_to_die<17
    #pool for upcoming dance
    	actions.cd_controller_mfd+=/call_action_list,name=pool_mfd,if=energy+energy.regen*cooldown.shadow_dance.remains<=60
    #pool for availible vanish - start early compared to anticipation for optimal vanish
    	actions.cd_controller_mfd+=/call_action_list,name=pool_mfd,if=(energy<99&cooldown.vanish.up)&debuff.find_weakness.remains<5
    #pool for upcoming vanish, but dont pool if shadow dance comes up too
    	actions.cd_controller_mfd+=/call_action_list,name=pool_mfd,if=(energy+energy.regen*cooldown.vanish.remains<=79&cooldown.shadow_dance.remains-15>cooldown.vanish.remains)&debuff.find_weakness.remains<5
    
    ###-------------------------------------------------- POOL ANTICIPATION ---------------------------------------------------------------- ###
    #use Finisher to avoid capping
    	actions.pool_ant=call_action_list,name=finishers,if=combo_points+anticipation_charges>=9&combo_points=5
    #use prep if nothing better to do, but dont delay dance because of it.
    	actions.pool_ant+=/preparation,if=cooldown.vanish.remains>60|target.time_to_die<17&cooldown.shadow_dance.remains>1
    #wait 0.1s increments
    	actions.pool_ant+=/wait,sec=0.1
    
    ###-------------------------------------------------- POOL MFD ---------------------------------------------------------------- ###
    
    #use Finisher to avoid capping
    	actions.pool_mfd=call_action_list,name=finishers,if=combo_points=5
    #use prep if nothing better to do, but dont delay dance because of it.
    	actions.pool_mfd+=/preparation,if=cooldown.vanish.remains>60|target.time_to_die<17&cooldown.shadow_dance.remains>1
    #wait 0.1s increments
    	actions.pool_mfd+=/wait,sec=0.1
    
    ###-------------------------------------------------- GENERATORS FW / PROCS ANTICIPATION---------------------------------------------------------------- ###
    #fok/backstab if room and time and low rupture
    	actions.generators_fw_ant=fan_of_knives,if=((combo_points+anticipation_charges)<(10-active_enemies))&(dot.rupture.remains<12&dot.rupture.remains>8)&active_enemies>2
    	actions.generators_fw_ant+=/fan_of_knives,if=((combo_points+anticipation_charges)<(11-active_enemies))&(dot.rupture.remains<10&dot.rupture.remains>8)&active_enemies>2
    
    	actions.generators_fw_ant=backstab,if=((combo_points+anticipation_charges)<8)&(dot.rupture.remains<12&dot.rupture.remains>8)&active_enemies=1
    	actions.generators_fw_ant+=/backstab,if=((combo_points+anticipation_charges)<9)&(dot.rupture.remains<10&dot.rupture.remains>8)&active_enemies=1
    
    	actions.generators_fw_ant+=/call_action_list,name=finishers,if=combo_points=5
    	
    	actions.generators_fw_ant+=/fan_of_knives,if=active_enemies>2
    	actions.generators_fw_ant+=/backstab
    ###-------------------------------------------------- GENERATORS FW / PROCS MFD---------------------------------------------------------------- ###
    
    	actions.generators_fw_mfd+=/call_action_list,name=finishers,if=combo_points=5
    # backstab as generator, but wait if at 4 CP and HaT proc in less than 1s
    	actions.generators_fw_mfd+=/marked_for_death,if=combo_points=0
    	actions.generators_fw_mfd+=/backstab,if=!(combo_points=4&(cooldown.honor_among_thieves.remains<1))
    
    ###-------------------------------------------------- GENERATORS ANTICIPATION ---------------------------------------------------------------- ###
    #use generators trying not to cap and use finishers only if needed while not capping cp
    	actions.generators_ant=call_action_list,name=finishers,if=combo_points=5&combo_points+anticipation_charges>=9
    #maintain SnD and Rupture
    	actions.generators_ant+=/call_action_list,name=energy_neutral_finishers,if=combo_points=5
    #use generator to not cap
    	actions.generators_ant+=/fan_of_knives,if=active_enemies>2
    	actions.generators_ant+=/hemorrhage,if=energy>105&!dot.hemorrhage.ticking
    	actions.generators_ant+=/backstab,if=energy>105
    #get rid of energy for Dance T17 bonus
    	actions.generators_ant+=/backstab,if=cooldown.shadow_dance.remains<6
    ###-------------------------------------------------- GENERATORS MFD ---------------------------------------------------------------- ###p
    #use generators trying not to cap and use finishers only if needed while not capping cp
    	actions.generators_mfd=call_action_list,name=finishers,if=combo_points=5
    #use generator to not cap
    	actions.generators_mfd+=/hemorrhage,if=energy>105&!dot.hemorrhage.ticking&!(combo_points=4&cooldown.honor_among_thieves.remains<1)
    	actions.generators_mfd+=/backstab,if=energy>105&!(combo_points=4&cooldown.honor_among_thieves.remains<1)
    #get rid of energy for Dance T17 bonus
    	actions.generators_mfd+=/backstab,if=cooldown.shadow_dance.remains<6&!(combo_points=4&cooldown.honor_among_thieves.remains<1)
    ###-------------------------------------------------- FINISHERS ---------------------------------------------------------------- ###
    #as this list is called by many others, it will include all relevant talent setups in one block.
    
    	actions.finishers=rupture,cycle_targets=1,if=remains<8
    	actions.finishers+=/rupture,cycle_targets=1,if=(buff.shadow_reflection.remains>8&dot.rupture.remains<12)
    #safe DFA
    	actions.finishers+=/death_from_above,if=dot.rupture.remains>20&buff.slice_and_dice.remains>5&debuff.find_weakness.up
    #safe evi
    	actions.finishers+=/eviscerate,if=dot.rupture.remains>20&buff.slice_and_dice.remains>5&(!cooldown.death_from_above.up|!talent.death_from_above.enabled)
    
    	actions.finishers+=/slice_and_dice,if=buff.slice_and_dice.remains<12&(buff.shadow_reflection.remains<8|!talent.shadow_reflection.enabled)
    	actions.finishers+=/slice_and_dice,if=buff.slice_and_dice.remains<2
    	actions.finishers+=/crimson_tempest,if=(active_enemies>=3&debuff.find_weakness.down)|active_enemies>=4&(cooldown.death_from_above.remains>0|!talent.death_from_above.enabled)
    	actions.finishers+=/death_from_above,if=talent.death_from_above.enabled
    	actions.finishers+=/eviscerate,if=(!cooldown.death_from_above.up|!talent.death_from_above.enabled)
    
    
    ###-------------------------------------------------- ENERGY NEUTRAL MAINTAINANCE FINISHERS ---------------------------------------------------------------- ###
    	actions.energy_neutral_finishers=rupture,cycle_targets=1,if=remains<8
    	actions.energy_neutral_finishers+=/slice_and_dice,if=buff.slice_and_dice.remains<12&(buff.shadow_reflection.remains<8|!talent.shadow_reflection.enabled)
    	actions.energy_neutral_finishers+=/slice_and_dice,if=buff.slice_and_dice.remains<2
    
    
    ###-------------------------------------------------- SHADOWMELD ---------------------------------------------------------------- ###
    	actions.shadowmeld_rotation=Premeditation
    	actions.shadowmeld_rotation+=/Ambush
    	
    
    
    
    head=poisoners_helmet,id=115572,bonus_id=567
    neck=engineers_grounded_gorget,id=113892,bonus_id=567,enchant=gift_of_multistrike
    shoulders=poisoners_spaulders,id=115574,bonus_id=567
    back=drape_of_the_dark_hunt,id=113971,bonus_id=567,enchant=gift_of_multistrike
    chest=poisoners_tunic,id=115570,bonus_id=567
    wrists=bracers_of_shattered_stalactites,id=113935,bonus_id=567
    hands=poisoners_gloves,id=115571,bonus_id=567
    waist=conductors_multipocket_girdle,id=113964,bonus_id=567
    legs=shattering_smash_leggings,id=113989,bonus_id=567
    feet=treads_of_the_dark_hunt,id=113974,bonus_id=567
    finger1=spellbound_runic_band_of_unrelenting_slaughter,id=118307,enchant=gift_of_multistrike
    finger2=unexploded_explosive_shard,id=113877,bonus_id=567,enchant=gift_of_multistrike
    trinket1=humming_blackiron_trigger,id=113985,bonus_id=567
    trinket2=beating_heart_of_the_mountain,id=113931,bonus_id=567
    main_hand=oregorgers_acidetched_gutripper,id=113874,bonus_id=567,enchant=mark_of_the_frostwolf
    off_hand=oregorgers_acidetched_gutripper,id=113874,bonus_id=567,enchant=mark_of_the_frostwolf
    
    # Gear Summary
    # gear_agility=3964
    # gear_stamina=4694
    # gear_crit_rating=913
    # gear_haste_rating=355
    # gear_mastery_rating=1114
    # gear_armor=1177
    # gear_multistrike_rating=1867
    # gear_versatility_rating=128
    # set_bonus=tier17_2pc=1
    # set_bonus=tier17_4pc=1
    - - - Updated - - -

    And here's assassination, which is pretty unpolished and has a couple superfluous lines but it's about 600 dps better than what we have currently.

    I'm out of time now, but if someone wants to take a look and see if they can add extra talent scope or multi targets be my absolute guest!
    Code:
    rogue="Rogue_Assassination_2.0"
    level=100
    race=blood_elf
    role=attack
    position=back
    talents=3000032
    glyphs=vendetta/energy/disappearance
    spec=assassination
    
    actions.precombat=flask,type=greater_draenic_agility_flask
    actions.precombat+=/food,type=sleeper_sushi
    actions.precombat+=/apply_poison,lethal=deadly
    # Snapshot raid buffed stats before combat begins and pre-potting is done.
    actions.precombat+=/snapshot_stats
    actions.precombat+=/potion,name=draenic_agility
    actions.precombat+=/stealth
    actions.precombat+=/marked_for_death
    
    #----------------------------------------------------------------- MASTER ----------------------------------------------------------------#
    actions=run_action_list,name=opener_ant,if=(time<5.5|combo_points<5)&talent.anticipation.enabled
    
    actions+=/run_action_list,name=reflection_rotation_ant_ref,if=buff.shadow_reflection.up&talent.anticipation.enabled&talent.shadow_reflection.enabled
    
    actions+=/run_action_list,name=vanish_rotation_ant_ref,if=buff.vanish.up&talent.anticipation.enabled&talent.shadow_reflection.enabled
    
    actions+=/call_action_list,name=cd_controller_ant,if=talent.anticipation.enabled
    
    actions+=/run_action_list,name=generators_ant_env,if=talent.anticipation.enabled&buff.envenom.up
    actions+=/run_action_list,name=generators_ant,if=talent.anticipation.enabled
    
    #-----------------------------------------------------------------------------------------------------------------------------------------#
    #-------------------------------------------------------------- OPENER -------------------------------------------------------------------#
    	actions.opener_ant=mutilate,if=time<1
    	actions.opener_ant+=/rupture,if=time<2
    	actions.opener_ant+=/dispatch
    	actions.opener_ant+=/mutilate
    
    #------------------------------------------------------------------------------------------------------------------------------------------#
    #------------------------------------------------------------- REFLECTION ROTATION --------------------------------------------------------#
    #safe premed
    	actions.reflection_rotation_ant_ref=premeditation,if=(combo_points=3&anticipation_charges=3)|(combo_points<=3&anticipation_charges+combo_points<=5)
    #pot
    	actions.reflection_rotation_ant_ref+=/potion,name=draenic_agility,if=buff.bloodlust.react|target.time_to_die<40|(buff.shadow_reflection.up|(!talent.shadow_reflection.enabled&buff.vendetta.up))&(trinket.stat.agi.up|trinket.stat.multistrike.up|trinket.stat.crit.up|buff.archmages_greater_incandescence_agi.up)|((buff.shadow_reflection.up|(!talent.shadow_reflection.enabled&buff.vendetta.up))&target.time_to_die<136)
    #burst cds
    	actions.reflection_rotation_ant_ref+=/vendetta
    	actions.reflection_rotation_ant_ref+=/use_item,slot=trinket2
    #racial blood elf
    	actions.reflection_rotation_ant_ref+=/Arcane_Torrent,if=energy<90
    #Follow Standard rotation for now
    	actions.reflection_rotation_ant_ref+=/run_action_list,name=generators_ant,if=talent.anticipation.enabled
    
    #-----------------------------------------------------------------------------------------------------------------------------------------#
    #----------------------------------------------------------- VANISH ROTATION -------------------------------------------------------------#
    #Nothing special, cheap combo point
    	actions.vanish_rotation_ant_ref=mutilate
    
    #-----------------------------------------------------------------------------------------------------------------------------------------#
    #------------------------------------------------------------- CD CONTROL ----------------------------------------------------------------#
    #Assumes proper energy management (sort of... I got lazy)
    	actions.cd_controller_ant=shadow_reflection,if=energy>35
    	actions.cd_controller_ant+=/vanish,if=energy>13&!buff.stealth.up&combo_points+anticipation_charges<7&buff.blindside.down
    	
    #Prep
    	actions.cd_controller_ant+=/preparation,if=cooldown.vanish.remains>25
    #pool for upcoming vendetta
    	actions.cd_controller_ant+=/call_action_list,name=pool_ant,if=energy+energy.regen*cooldown.vendetta.remains<=105
    
    #-----------------------------------------------------------------------------------------------------------------------------------------#
    #----------------------------------------------------------- POOL ANTICIPATION -----------------------------------------------------------#
    #use Finisher to avoid capping
    	actions.pool_ant=call_action_list,name=finishers,if=combo_points+anticipation_charges>=7&combo_points=5
    #use prep if nothing better to do, but dont delay vendetta because of it.
    	actions.pool_ant+=/preparation,if=cooldown.vanish.remains>25|target.time_to_die<17&cooldown.vendetta.remains>1
    #wait 0.1s increments
    	actions.pool_ant+=/wait,sec=0.1
    
    #-----------------------------------------------------------------------------------------------------------------------------------------#
    #------------------------------------------------------------- POOL ENVENOM --------------------------------------------------------------#
    #Not currently in use, can't seem to implement this in a way that doesn't produce negative returns
    #use prep if nothing better to do, but dont delay dendetta because of it.
    	actions.pool_ant_env=preparation,if=cooldown.vanish.remains>25|target.time_to_die<17&cooldown.vendetta.remains>1
    #wait 0.1s increments
    	actions.pool_ant_env+=/wait,sec=0.2
    
    #-----------------------------------------------------------------------------------------------------------------------------------------#
    #------------------------------------------------------------- GENERATORS ----------------------------------------------------------------#
    #use generators to build to 5, just want to get up envenom asap
    	actions.generators_ant=call_action_list,name=finishers,if=combo_points=5
    
    #maintain Rupture
    	actions.generators_ant+=/call_action_list,name=energy_neutral_finishers,if=combo_points=5
    
    
    #use generator to not cap
    	actions.generators_ant+=/dispatch
    	actions.generators_ant+=/mutilate
    
    #-----------------------------------------------------------------------------------------------------------------------------------------#
    #-------------------------------------------------------- GENERATORS ENVENOM -------------------------------------------------------------#
    #use generators up to maximum to get more use of envenom
    	actions.generators_ant_env=call_action_list,name=finishers,if=combo_points=5&combo_points+anticipation_charges>=7
    
    #maintain Rupture
    	actions.generators_ant_env+=/call_action_list,name=energy_neutral_finishers,if=combo_points=5
    #use generator to not cap
    	actions.generators_ant_env+=/dispatch
    	actions.generators_ant_env+=/mutilate
    
    #-----------------------------------------------------------------------------------------------------------------------------------------#
    
    #-----------------------------------------------------------------------------------------------------------------------------------------#
    #------------------------------------------------------------- FINISHERS -----------------------------------------------------------------#
    #Maintain
    	actions.energy_neutral_finishers=rupture,if=ticks_remain<3
    
    #General
    	actions.finishers=rupture,if=ticks_remain<3
    	actions.finishers+=/pool_resource,for_next=1,extra_amount=50
    	actions.finishers+=/death_from_above
    
    	actions.finishers+=/crimson_tempest,if=active_enemies>=4&remains<8
    
    #Low Health envenom (dont want to envenom if we're about to pool for cds)
    	actions.finishers+=/pool_resource,for_next=1,extra_amount=66
    	actions.finishers+=/envenom,if=target.health.pct<35&energy+energy.regen*cooldown.vendetta.remains>=105
    
    #Normal Envenom (dont want to envenom if we're about to pool for cds)
    	actions.finishers+=/pool_resource,for_next=1,extra_amount=55
    	actions.finishers+=/envenom,if=energy+energy.regen*cooldown.vendetta.remains>=105
    
    #-----------------------------------------------------------------------------------------------------------------------------------------#
    
    head=poisoners_helmet,id=115572,bonus_id=567
    neck=darklight_necklace,id=113865,bonus_id=567,enchant=gift_of_mastery
    shoulders=poisoners_spaulders,id=115574,bonus_id=567
    back=drape_of_the_dark_hunt,id=113971,bonus_id=567,enchant=gift_of_mastery
    chest=poisoners_tunic,id=115570,bonus_id=567
    wrists=bracers_of_shattered_stalactites,id=113935,bonus_id=567
    hands=cannonball_loaders_grips,id=113949,bonus_id=567
    waist=conductors_multipocket_girdle,id=113964,bonus_id=567
    legs=poisoners_legguards,id=115573,bonus_id=567
    feet=furnace_tenders_treads,id=113895,bonus_id=567
    finger1=spellbound_runic_band_of_unrelenting_slaughter,id=118307,enchant=gift_of_mastery
    finger2=unexploded_explosive_shard,id=113877,bonus_id=567,enchant=gift_of_mastery
    trinket1=humming_blackiron_trigger,id=113985,bonus_id=567
    trinket2=beating_heart_of_the_mountain,id=113931,bonus_id=567
    main_hand=oregorgers_acidetched_gutripper,id=113874,bonus_id=567,enchant=mark_of_the_thunderlord
    off_hand=oregorgers_acidetched_gutripper,id=113874,bonus_id=567,enchant=mark_of_the_thunderlord
    Last edited by Ryme; 2015-05-01 at 01:54 PM. Reason: she's not ready yet
    I am the lucid dream
    Uulwi ifis halahs gag erh'ongg w'ssh


  18. #1838
    Deleted
    I am like Ryme also concerned with the length of the profile. Right now we have the options of implementing 2 different setups:

    Single Target
    prio Single Target
    max dps


    or

    prio single target
    max dps.

    I believe we don't need a pure single target profile, as sub's niche is prioritizing one target so that should be the default. And if you want to have pure single target numbers, you just set the number of enemies to 1, which probably most people do anyways.
    And for several targets you have the choice of prio single target vs max dps.

    I called it max dps instead of AoE, because for a certain amount of enemies you rather cleave rupture than AoE, so I think this term unites them the best.

    @Ryme: I'm glad you are so eager on spreading this "system" to other specs, maybe it will become the standard for simc profiles that require heavy resource management. Also I'm interested in your paint skills for the assa chart xD.

    Also I took a quick look at the profile you posted. It seems it goes for max dps right now. I believe the difference between max dps and prio single target will be the threshold when to switch from backstab to FoK, when from Ambush to FoK (if ever), when from Ambush to FoK during SR (doubt it), and the use of Finishers, No Rupture spread and no CT.

    Edit: This might start to get complicated without pictures, I like having them for such projects, therefore I will make an updated one.

    Edit2:

    Here it is. I thought about intertwining some modules to have them work for both, but that makes it more messy and would probably only work for pool and maybe CD-Control. So yeah, unless somebody sees what I don't see this might get huge.
    Last edited by mmoc7df6ba81a8; 2015-05-01 at 03:07 PM.

  19. #1839
    The data for stone of fire in the OP, is it taken after the crafted items got boosted their ilvl increases?

    I just made one of these, and it would be replaceing a normal warforged Scales of Doom. The graphic in the OP makes the gains look very minimal

  20. #1840
    Yes, these are taken after the ilvl inflation.
    I am the lucid dream
    Uulwi ifis halahs gag erh'ongg w'ssh


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