Johnny C. Lam [05-08-14 - 17:25]
diff --git a/OvaleSimulationCraft.lua b/OvaleSimulationCraft.lua
index aaacde9..dfdc70f 100644
--- a/OvaleSimulationCraft.lua
+++ b/OvaleSimulationCraft.lua
@@ -787,7 +787,7 @@ do
["^cooldown_react$"] = function(simc, actionName) return format("Spell(%s)", actionName) end,
["^crit_damage$"] = function(simc, actionName) return format("target.CritDamage(%s)", actionName) end,
-- TODO: Melee/Ranged/Spell crit chance depending on type of attack, or at least class of player.
- ["^crit_pct_current$"] = function(simc, actionName) return format("SpellCritChance(%s)", actionName) end,
+ ["^crit_pct_current$"] = function(simc, actionName) return format("SpellCritChance()", actionName) end,
["^crit_tick_damage$"] = function(simc, actionName)
local symbol = format("%s_debuff", actionName)
tinsert(simc.symbols, symbol)
@@ -803,7 +803,7 @@ do
tinsert(simc.symbols, symbol)
return format("TalentPoints(%s)", symbol)
end,
- ["^gcd$"] = function(simc, actionName) return format("GCD(%s)", actionName) end,
+ ["^gcd$"] = function(simc, actionName) return format("GCD()", actionName) end,
["^hit_damage$"] = function(simc, actionName) return format("target.Damage(%s)", actionName) end,
["^in_flight$"] = function(simc, actionName) return format("InFlightToTarget(%s)", actionName) end,
["^in_flight_to_target$"] = function(simc, actionName) return format("InFlightToTarget(%s)", actionName) end,
diff --git a/scripts/ovale_rogue.lua b/scripts/ovale_rogue.lua
index b2c5546..2b8f144 100644
--- a/scripts/ovale_rogue.lua
+++ b/scripts/ovale_rogue.lua
@@ -483,7 +483,7 @@ AddFunction SubtletyDefaultActions
if ComboPoints() <= 4 Spell(premeditation usable=1)
#pool_resource,for_next=1
#ambush,if=combo_points<5|(talent.anticipation.enabled&anticipation_charges<3)|(buff.sleight_of_hand.up&buff.sleight_of_hand.remains<=gcd)
- if ComboPoints() < 5 or { TalentPoints(anticipation_talent) and BuffStacks(anticipation_buff) < 3 } or { BuffPresent(sleight_of_hand_buff) and BuffRemains(sleight_of_hand_buff) <= GCD(ambush) } wait Spell(ambush usable=1)
+ if ComboPoints() < 5 or { TalentPoints(anticipation_talent) and BuffStacks(anticipation_buff) < 3 } or { BuffPresent(sleight_of_hand_buff) and BuffRemains(sleight_of_hand_buff) <= GCD() } wait Spell(ambush usable=1)
#marked_for_death,if=talent.marked_for_death.enabled&combo_points=0
if TalentPoints(marked_for_death_talent) and ComboPoints() == 0 Spell(marked_for_death)
#run_action_list,name=generator,if=talent.anticipation.enabled&anticipation_charges<4&buff.slice_and_dice.up&dot.rupture.remains>2&(buff.slice_and_dice.remains<6|dot.rupture.remains<4)
@@ -504,7 +504,7 @@ AddFunction SubtletyDefaultAoeActions
if ComboPoints() <= 4 Spell(premeditation usable=1)
#pool_resource,for_next=1
#ambush,if=combo_points<5|(talent.anticipation.enabled&anticipation_charges<3)|(buff.sleight_of_hand.up&buff.sleight_of_hand.remains<=gcd)
- if ComboPoints() < 5 or { TalentPoints(anticipation_talent) and BuffStacks(anticipation_buff) < 3 } or { BuffPresent(sleight_of_hand_buff) and BuffRemains(sleight_of_hand_buff) <= GCD(ambush) } wait Spell(ambush usable=1)
+ if ComboPoints() < 5 or { TalentPoints(anticipation_talent) and BuffStacks(anticipation_buff) < 3 } or { BuffPresent(sleight_of_hand_buff) and BuffRemains(sleight_of_hand_buff) <= GCD() } wait Spell(ambush usable=1)
#marked_for_death,if=talent.marked_for_death.enabled&combo_points=0
if TalentPoints(marked_for_death_talent) and ComboPoints() == 0 Spell(marked_for_death)
#run_action_list,name=generator,if=talent.anticipation.enabled&anticipation_charges<4&buff.slice_and_dice.up&dot.rupture.remains>2&(buff.slice_and_dice.remains<6|dot.rupture.remains<4)
@@ -521,7 +521,7 @@ AddFunction SubtletyDefaultShortCdActions
{
unless { Energy() < 60 and Spell(arcane_torrent_energy) }
or { ComboPoints() <= 4 and Spell(premeditation usable=1) }
- or { { ComboPoints() < 5 or { TalentPoints(anticipation_talent) and BuffStacks(anticipation_buff) < 3 } or { BuffPresent(sleight_of_hand_buff) and BuffRemains(sleight_of_hand_buff) <= GCD(ambush) } } and Spell(ambush usable=1) }
+ or { { ComboPoints() < 5 or { TalentPoints(anticipation_talent) and BuffStacks(anticipation_buff) < 3 } or { BuffPresent(sleight_of_hand_buff) and BuffRemains(sleight_of_hand_buff) <= GCD() } } and Spell(ambush usable=1) }
{
#pool_resource,for_next=1,extra_amount=75
#shadow_dance,if=energy>=75&buff.stealth.down&buff.vanish.down&debuff.find_weakness.down