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Warrior Fixes for burst on Beta
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Tykku committed Apr 30, 2024
1 parent c98770e commit 9885d8f
Showing 1 changed file with 8 additions and 3 deletions.
11 changes: 8 additions & 3 deletions BasicRotations/Tank/WAR_Beta.cs
Original file line number Diff line number Diff line change
Expand Up @@ -45,7 +45,7 @@ protected override bool AttackAbility(IAction nextGCD, out IAction? act)
&& !Player.WillStatusEndGCD(6, 0, true, StatusID.SurgingTempest)
|| !MythrilTempestPvE.EnoughLevel)
{
if (BerserkPvE.CanUse(out act, onLastAbility: true)) return true;
if (BerserkPvE.CanUse(out act)) return true;
}

// If the player is in a burst status, use Infuriate.
Expand All @@ -64,7 +64,7 @@ protected override bool AttackAbility(IAction nextGCD, out IAction? act)
if (UpheavalPvE.CanUse(out act)) return true;

// If Onslaught can be used and the player is not moving, use it and return true.
if (OnslaughtPvE.CanUse(out act, usedUp: IsBurstStatus) && !IsMoving) return true;
if (OnslaughtPvE.CanUse(out act, usedUp: IsBurstStatus) && !IsMoving && !IsLastAction(true, OnslaughtPvE)) return true;

// If the player's status includes moving forward and a move forward ability can be used, use it and return true.
if (MergedStatus.HasFlag(AutoStatus.MoveForward) && MoveForwardAbility(nextGCD, out act)) return true;
Expand Down Expand Up @@ -137,11 +137,16 @@ protected override bool DefenseAreaAbility(IAction nextGCD, out IAction? act)
#region GCD Logic
protected override bool GeneralGCD(out IAction? act)
{
if (IsLastAction(true, BerserkPvE))
{
if (FellCleavePvE.CanUse(out act, skipStatusProvideCheck: true)) return true;
}

// If the player's Surging Tempest status will not end in the next 3 GCDs, consider using certain abilities.
if (!Player.WillStatusEndGCD(3, 0, true, StatusID.SurgingTempest))
{
// If the player is not moving, is in a burst status, and Primal Rend can be used on a target within a distance of 1, use Primal Rend.
if (!IsMoving && IsBurstStatus && PrimalRendPvE.CanUse(out act, skipAoeCheck: true))
if (!IsMoving && /*IsBurstStatus &&*/ PrimalRendPvE.CanUse(out act, skipAoeCheck: true))
{
if (PrimalRendPvE.Target.Target?.DistanceToPlayer() < 1) return true;
}
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