Hekili Priority Helper

Hekili Priority Helper

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Outlaw Fatebound false recommendations at 2+ targets

Closed this issue ยท 3 comments

commented

Before You Begin

  • I confirm I am using the latest version of the addon (outdated versions may have problems that were fixed on the newest release).
  • I confirm I am playing on official Blizzard servers (not private servers).
  • I checked for an existing, open ticket for this issue and was not able to find one.
  • I have updated the issue title to clearly describe the problem.
  • I am reporting an issue with the default specialization priority (not a custom or imported priority).

Specialization

Rogue - Outlaw

Describe the Issue

With Outlaw Fatebound in AoE Situations it prioritizes Dispatch over Vanish-Between the Eyes Combo.
With 2 Stacks of Vanish it isn't recommending it till nearly AR is dropping of.

How to Reproduce

Skill to Fatebound
Talent Dancing Steel - Precise Cuts
Get infight with 2+ Targets
No Vanish recommended, no optimal use of Subterfuge WIndow

What is your information source?

Based on my own Raidbots Quick Sim results

Snapshot (Link)

https://pastebin.com/dDDJ0XL6

Raidbots Sim Report (Link)

https://www.raidbots.com/simbot/report/wNZAMxvPX8uuzYTea2oar9

Additional Information

In the Sim it recommends Vanish nearly after subterfuge ends, hekili doesnt :( it happens as soon as a 2nd target comes into play.

I played Limuthar in Raid exclusively with hekili and wondered why i deal nearly no dmg there, then it came to mind that the adds of the rings trigger this hekili bug/broken rota

Contact Information

No response

commented

In the Sim it recommends Vanish nearly after subterfuge ends, hekili doesnt :(

Does "nearly after Subterfuge ends" mean "before Subterfuge ends"? Or just after? In snapshots, I can't see what buffs have just fallen off, so I'd need to know if that's the case in the snapshot.

There are other issues (warnings) in the snapshot I can look at in the meantime.

commented

tl;dr -- the snapshot matches the sim behavior. Vanish gets used at low combo points when Adrenaline Rush is ready to be used, high combo points otherwise.

Also, none of the recommendations for Vanish factor in anything to do with number of enemies. More details below.

Analysis

        31.  vanish ( cds - 8 )
        The action (vanish) is usable at (0.00 + 0.00).
         - the action is ready before the current recommendation (at +0.00 vs. +10.82).
        List ( cds ) called from ( Outlaw:default:5 ) would PASS at 0.00.
        NONE
         - this entry's criteria FAILS: talent.underhanded_upper_hand.enabled[true] & talent.subterfuge.enabled[true] & buff.adrenaline_rush.up[true] & ! stealthed.all[false] & buff.adrenaline_rush.remains[10.83] < 2 & cooldown.adrenaline_rush.remains[98.23] > 30

Vanish wasn't recommended here because it requires Adrenaline Rush to be down or falling off in less than 2 seconds.

The next several Vanishes weren't chosen because the criteria for the vanish action list weren't met:

! stealthed.all[false] & talent.crackshot.enabled[true] & talent.underhanded_upper_hand.enabled[true] & talent.subterfuge.enabled[true] & ( buff.adrenaline_rush.up[true] & variable.finish_condition[false] & ( ! cooldown.adrenaline_rush.ready[false] | ! set_bonus.tww3_fatebound_2pc[1.00] ) | set_bonus.tww3_fatebound_2pc[1.00] & cooldown.adrenaline_rush.ready[false] & combo_points.current[2.00] <= 2 )

The finish_condition variable here is false (which is mainly because you have low combo points), so that rules out 4 potential Vanish recommendations. There's another Vanish in the cds action list.

        45.  vanish ( cds - 11 )
        The action (vanish) is usable at (0.00 + 0.00).
         - the action is ready before the current recommendation (at +0.00 vs. +8.84).
        List ( cds ) called from ( Outlaw:default:5 ) would PASS at 0.00.
        NONE
         - this entry's criteria FAILS: ! stealthed.all[false] & ( variable.finish_condition[false] | ! talent.crackshot.enabled[true] ) & ( ! talent.underhanded_upper_hand.enabled[true] | ! talent.subterfuge.enabled[true] | ! talent.crackshot.enabled[true] ) & ( buff.adrenaline_rush.up[true] & talent.subterfuge.enabled[true] & talent.underhanded_upper_hand.enabled[true] | ( ( ! talent.subterfuge.enabled[true] | ! talent.underhanded_upper_hand.enabled[true] ) & talent.hidden_opportunity.enabled[false] & ! buff.audacity.up[false] & buff.opportunity.stack[0.00] < buff.opportunity.max_stack[6.00] & variable.ambush_condition[true] | ( ! talent.hidden_opportunity.enabled[false] & ( talent.take_em_by_surprise.enabled[false] | talent.double_jeopardy.enabled[true] ) ) ) )

The other Vanish possibility is also ruled out due to low combo points (finish_condition again), though that would have been bypassed if Crackshot weren't talented.

In your sim, the only usages of Vanish with low combo points seem to occur when Adrenaline Rush is off cooldown. These examples have 1 or 2 combo points.

Image Image

When Adrenaline Rush isn't available, Vanish is being used with high combo points. These have full combo points.

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commented

The Problem is, it holds to Long on 2 vanish charges and doesnt use them, which makes Outlaw cdr useless