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Defensive should be used to mitigate damage on certain debuffs? #16
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Need a little more info to make this into something we can actually implement. I'm not quite sure how we'd use what skill combination to avoid damage (bear in mind I'm not an active player anymore) @Markeeen Can you weigh in a bit here perhaps? |
Hmm Maybe something along the lines Spell.Buff("Energy Shield", ret => Me.HealthPercent <= 60 || !Me.HasDebuff "Sticky Grenade" || !Me.HasDebuff "Volatile Substance" ) <-- (something like this ?) Question would be, does Buddywing read those as debuffs imo? We would need to compile a list of all "debuffs" from the different class that could be mitigated and deal significant amount of damage (the list ain't that long imo). Explosive Probe Are on top of my head, that are not applied directly to the target but have a delay, as in delayed damage. |
Could we also track the seconds that a debuff is applied? Also. Volatile Substance only does the damage once the target also has a poison applied to them, i.e Backstab or Poison Dart. After a tick of the poison it explodes with Volatile Substance. So we might need something like Spell.Buff("Undying Rage", ret => ret.Debuffs.Any(db => db.Name == "Volatile Substance") &&
ret.Debuffs.Any(db => db.Name == "Acid Blade" && db.TimeApplied >= TimeSpan.FromSeconds(1)) I don't think the debuff is called Acid Blade, but once the operative uses backstab, after 1 tick of that poison, it procs Volatile Substance to explode. |
Would probably work best to set up a list of debuffs you want this to work on, then create a bool to check if any of those debuffs are on you. |
For example, PT sticky bomb explodes after a certain amount of seconds on the target.
Volatile Substance being applied to the user but then say a backstab or poison is applied will proc it. Meaning shroud / Mad dash / Undying rage could be used to mitigate that damage.
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