Comments (4)
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?
from buddywing.defaultcombat.
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
Sticky Grenade
Assault Plastique
Sabotage Charge
Thermal Detonator
Are on top of my head, that are not applied directly to the target but have a delay, as in delayed damage.
from buddywing.defaultcombat.
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.
from buddywing.defaultcombat.
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.
from buddywing.defaultcombat.
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from buddywing.defaultcombat.