I went ahead and switched rake back to largely be how it was before. It was having bad interactions with soul charm due to its constantly buffing nature and seeing as it was largely DPS neutral I just went ahead and moved back to the simpler logic rather than trying to specifically fix the soul charm logic (the whole point of the change was to merge the ratio and > mangle lines together, if I'm then going to have to resplit everything to account for a trinket there's no point, lol).raffy wrote:@ShmooDude
I'll try to test some of these changes in Catus soon.
Code: Select all
actions.doc+=/rake,if=action.rake.tick_damage>action.mangle_cat.hit_damage&$(rake_ratio)>=0.99&buff.king_of_the_jungle.down
actions.doc+=/rake,if=action.rake.tick_damage*(1+action.rake.crit_pct_current)>action.ravage.hit_damage*(1+action.ravage.crit_pct_current)&$(rake_ratio)>=0.99&buff.king_of_the_jungle.up
actions.doc+=/rake,if=target.time_to_die-dot.rake.remains>3&dot.rake.remains<6&buff.dream_of_cenarius.up&$(rake_ratio)>=0.99
actions.doc+=/rake,if=target.time_to_die-dot.rake.remains>3&$(rake_ratio)>1.12
actions.doc+=/rake,if=target.time_to_die-dot.rake.remains>3&dot.rake.remains<3
actions.doc+=/rake,if=buff.rune_of_reorigination.up&dot.rake.remains<9&(buff.rune_of_reorigination.remains<=1.5)