GSE and aimed shot castsequence
gomj9938 opened this issue · 6 comments
Trying to make a MM macro and this:
/castsequence [nochanneling] reset=12 Aimed shot,Arcane shot,Arcane shot
misses the arcane shots about 20 percent of the time and just skips ahead to another Aimed Shot. Is this a bug or is there a workaround?
It does it with multi-shot also. But it gets stuck in an aimed shot loop and sometimes stops firing rapid fire. Here is my export.
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AOE_MM
Talents 1123232
This macro contains 3macro versions. This Sequence was exported from GSE 2.4.04.
- The Default macro is 3
Step Function: PriorityMacro Version 2Pre Macro: Double Tap
KeyPress: Multi-Shot, Misdirection, Bite
Main Sequence: Double Tap, Aimed Shot, Steady Shot, Multi-Shot, Revive Pet, Rapid Fire
KeyRelease: Multi-Shot, Aimed Shot, Bite, Nether Shock
Step Function: PriorityMacro Version 3Pre Macro: Double Tap
KeyPress: Multi-Shot, Misdirection, Bite
Main Sequence: Double Tap, Revive Pet, Steady Shot, Aimed Shot, Rapid Fire, Multi-Shot
KeyRelease: Bite, Nether Shock
Step Function: PriorityPre Macro: Double Tap
KeyPress: Multi-Shot, Misdirection, Bite
Main Sequence: Double Tap, Revive Pet, Steady Shot, Aimed Shot, Rapid Fire, Multi-Shot
KeyRelease: Bite, Nether Shock
/cast [nochanneling] Double Tap
/castsequence [@blanko,exists,nochanneling,combat][@fluffy,exists,nochanneling,combat] reset=6 Revive Pet
/castsequence [mod,nochanneling] Aimed Shot, Arcane Shot
/castsequence [nochanneling] reset=12 Aimed Shot, Arcane Shot, Arcane Shot
/cast [nochanneling] Rapid Fire
/cast [nochanneling] Rapid Fire
/cast [nochanneling] Rapid Fire
/castsequence [nochanneling] Arcane Shot, Steady Shot
key release:
/castsequence [nochanneling] Aimed Shot, Arcane Shot, Arcane Shot
/cast Nether Shock
/cast Monstrous Bite
/cast Spirit Shock
/cast Tendon Rip
/cast Claw
/cast Bite
/cast Smack
/cast [@player,combat] Spirit Mend
Taken some time to track this - the problem is GCD. Your KeyRelease abilities are never firing as they are blocked by the GCD abilities ahead of them. The problem is how you are building your macro.
Each click of your sequence is built of a stack of KeyPress -> SequenceLine -> key release
eg first line of your sequence is /cast [nochanneling] Double Tap - what you are actually sending is:
/petfollow [@target,noexists] -- KeyPressLines
/stopmacro [@target,noexists]
/petattack [@target,exists]
/castsequence reset=target/combat Hunter's Mark, null
/cast Claw
/cast Bite
/cast Smack
/cast [nochanneling] Double Tap -- Current Sequence Line
/castsequence [nochanneling] Aimed Shot, Arcane Shot, Arcane Shot --KeyRelease lines
/cast Nether Shock
/cast Monstrous Bite
/cast Spirit Shock
/cast Tendon Rip
/cast Claw
/cast Bite
/cast Smack
/cast [@player,combat] Spirit Mend
Once 1 GCD ability is found it locks everything underneath it. Even if that ability is on cooldown. This line: /castsequence [nochanneling] Aimed Shot, Arcane Shot, Arcane Shot
The fact that it goes off at all would be an almost impossible statistical anomaly.
The other thing to consider is that /castsequence reset=target/combat Hunter's Mark, null
is buggy and is not guaranteed to work. The null castsequence was broken by Blizzard in Legion. When Classic picked up the current API the broken parts of this came over as well.