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rogue_outlaw.simc
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# This default action priority list is automatically created based on your character.
# It is a attempt to provide you with a action list that is both simple and practicable,
# while resulting in a meaningful and good simulation. It may not result in the absolutely highest possible dps.
# Feel free to edit, adapt and improve it to your own needs.
# SimulationCraft is always looking for updates and improvements to the default action lists.
# Executed before combat begins. Accepts non-harmful actions only.
actions.precombat=apply_poison,nonlethal=none,lethal=instant
# Snapshot raid buffed stats before combat begins and pre-potting is done.
actions.precombat+=/snapshot_stats
actions.precombat+=/variable,name=double_coup,value=double_coup
actions.precombat+=/use_item,name=imperfect_ascendancy_serum
actions.precombat+=/stealth,precombat_seconds=2
# Builds with Keep it Rolling+Loaded Dice prepull Adrenaline Rush before Roll the Bones to consume Loaded Dice immediately instead of on the next pandemic roll.
actions.precombat+=/adrenaline_rush,precombat_seconds=1,if=talent.improved_adrenaline_rush&talent.keep_it_rolling&talent.loaded_dice
actions.precombat+=/roll_the_bones,precombat_seconds=1
actions.precombat+=/adrenaline_rush,precombat_seconds=0,if=talent.improved_adrenaline_rush
# Executed every time the actor is available.
# Restealth if possible (no vulnerable enemies in combat).
actions=stealth
# Interrupt on cooldown to allow simming interactions with that.
actions+=/kick
actions+=/variable,name=ambush_condition,value=(talent.hidden_opportunity|combo_points.deficit>=2+talent.improved_ambush+buff.broadside.up)&energy>=50
# Use finishers if at -1 from max combo points, or -2 in Stealth with Crackshot. With the hero trees, Hidden Opportunity builds also finish at -2 if Audacity or Opportunity is active.
actions+=/variable,name=finish_condition,value=combo_points>=cp_max_spend-1-(stealthed.all&talent.crackshot|(talent.hand_of_fate|talent.flawless_form)&talent.hidden_opportunity&(buff.audacity.up|buff.opportunity.up))
actions+=/call_action_list,name=cds
# High priority stealth list, will fall through if no conditions are met.
actions+=/call_action_list,name=stealth,if=stealthed.all
actions+=/run_action_list,name=finish,if=variable.finish_condition
actions+=/call_action_list,name=build
actions+=/arcane_torrent,if=energy.base_deficit>=15+energy.regen
actions+=/arcane_pulse
actions+=/lights_judgment
actions+=/bag_of_tricks
# Builders High priority Ambush for Hidden Opportunity builds.
actions.build=ambush,if=talent.hidden_opportunity&buff.audacity.up
# With Audacity + Hidden Opportunity + Fan the Hammer, consume Opportunity to proc Audacity any time Ambush is not available.
actions.build+=/pistol_shot,if=talent.fan_the_hammer&talent.audacity&talent.hidden_opportunity&buff.opportunity.up&!buff.audacity.up
# With Fan the Hammer, consume Opportunity as a higher priority if at max stacks or if it will expire.
actions.build+=/pistol_shot,if=talent.fan_the_hammer&buff.opportunity.up&(buff.opportunity.stack>=buff.opportunity.max_stack|buff.opportunity.remains<2)
# With Fan the Hammer, consume Opportunity if it will not overcap CPs, or with 1 CP at minimum.
actions.build+=/pistol_shot,if=talent.fan_the_hammer&buff.opportunity.up&(combo_points.deficit>=(1+(talent.quick_draw+buff.broadside.up)*(talent.fan_the_hammer.rank+1))|combo_points<=talent.ruthlessness)
# If not using Fan the Hammer, then consume Opportunity based on energy, when it will exactly cap CPs, or when using Quick Draw.
actions.build+=/pistol_shot,if=!talent.fan_the_hammer&buff.opportunity.up&(energy.base_deficit>energy.regen*1.5|combo_points.deficit<=1+buff.broadside.up|talent.quick_draw.enabled|talent.audacity.enabled&!buff.audacity.up)
# Fallback pooling just so Sinister Strike is never casted if Ambush is available for Hidden Opportunity builds.
actions.build+=/pool_resource,for_next=1
actions.build+=/ambush,if=talent.hidden_opportunity
actions.build+=/sinister_strike
# Cooldowns Maintain Adrenaline Rush. Recast while already active if using Improved ADR and at low CPs.
actions.cds=adrenaline_rush,if=!buff.adrenaline_rush.up&(!variable.finish_condition|!talent.improved_adrenaline_rush)|talent.improved_adrenaline_rush&combo_points<=2
# Enable the possibility to chain cast Coup de Grace if the bug option is enabled, as a higher priority than other cooldowns except Adrenaline Rush
actions.cds+=/coup_de_grace,if=variable.double_coup&prev_gcd.1.coup_de_grace
# Sprint to further benefit from Scroll of Momentum trinket.
actions.cds+=/sprint,if=(trinket.1.is.scroll_of_momentum|trinket.2.is.scroll_of_momentum)&buff.full_momentum.up
# Maintain Blade Flurry on 2+ targets.
actions.cds+=/blade_flurry,if=spell_targets>=2&buff.blade_flurry.remains<gcd
# With Deft Maneuvers, use Blade Flurry on cooldown at 5+ targets, or at 3-4 targets if missing combo points equal to the amount it would grant.
actions.cds+=/blade_flurry,if=talent.deft_maneuvers&!variable.finish_condition&(spell_targets>=3&combo_points.deficit=spell_targets+buff.broadside.up|spell_targets>=5)
# With a natural 5 buff roll, use Keep it Rolling when you obtain the remaining buff from Count the Odds and all buffs are within 30s remaining.
actions.cds+=/keep_it_rolling,if=rtb_buffs.normal>=5&rtb_buffs=6&rtb_buffs.max_remains<=30
# Without a natural 5 buff roll, use Keep it Rolling at any 4+ buffs.
actions.cds+=/keep_it_rolling,if=rtb_buffs>=4&rtb_buffs.normal<=2
# Without a natural 5 buff roll, use Keep it Rolling at 3 buffs if you have the combination of Ruthless Precision + Broadside + True Bearing.
actions.cds+=/keep_it_rolling,if=rtb_buffs>=3&rtb_buffs.normal<=2&buff.broadside.up&buff.ruthless_precision.up&buff.true_bearing.up
# Variable that counts how many buffs are ahead of RtB's pandemic range, which is only possible by using KIR.
actions.cds+=/variable,name=buffs_above_pandemic,value=(buff.broadside.remains>39)+(buff.ruthless_precision.remains>39)+(buff.true_bearing.remains>39)+(buff.grand_melee.remains>39)+(buff.buried_treasure.remains>39)+(buff.skull_and_crossbones.remains>39)
# Maintain Roll the Bones: cast without any buffs.
actions.cds+=/roll_the_bones,if=rtb_buffs=0
# With TWW2 set, recast Roll the Bones if we will roll away between 0-1 buffs. If KIR was recently used on a natural 5 buff, then wait until all buffs are below around 41s remaining.
actions.cds+=/roll_the_bones,if=set_bonus.tww2_4pc&rtb_buffs.will_lose<=1&(variable.buffs_above_pandemic<5|rtb_buffs.max_remains<42)
# With TWW2 set, recast Roll the Bones with at most 2 buffs active regardless of duration. Supercharger builds will also roll if we will lose between 0-4 buffs, but KIR Supercharger builds wait until they are all below 11s remaining.
actions.cds+=/roll_the_bones,if=set_bonus.tww2_4pc&(rtb_buffs<=2|(rtb_buffs.max_remains<11|!talent.keep_it_rolling)&rtb_buffs.will_lose<5&talent.supercharger)
# Without TWW2 set or Sleight of Hand, recast Roll the Bones to override 1 buff into 2 buffs with Loaded Dice, or reroll any 2 buffs with Loaded Dice+Supercharger. Hidden Opportunity builds can also reroll 2 buffs with Loaded Dice to try for BS/RP/TB.
actions.cds+=/roll_the_bones,if=!set_bonus.tww2_4pc&(rtb_buffs.will_lose<=buff.loaded_dice.up|talent.supercharger&buff.loaded_dice.up&rtb_buffs<=2|talent.hidden_opportunity&buff.loaded_dice.up&rtb_buffs<=2&!buff.broadside.up&!buff.ruthless_precision.up&!buff.true_bearing.up)
actions.cds+=/ghostly_strike,if=combo_points<cp_max_spend
# Trinkets that should not be used during stealth and have higher priority than entering stealth.
actions.cds+=/use_item,name=imperfect_ascendancy_serum,if=!stealthed.all|fight_remains<=22
actions.cds+=/use_item,name=mad_queens_mandate,if=!stealthed.all|fight_remains<=5
# Killing Spree has higher priority than entering stealth.
actions.cds+=/killing_spree,if=variable.finish_condition&!stealthed.all
# Builds with Crackshot, Underhanded Upper Hand and Subterfuge use Vanish while Adrenaline Rush is active, the finisher condition is met, and not already in stealth. Trickster builds also consume Coup de Grace before Vanishing if it is ready.
actions.cds+=/call_action_list,name=vanish_usage,if=!stealthed.all&talent.crackshot&talent.underhanded_upper_hand&talent.subterfuge&buff.escalating_blade.stack<4&buff.adrenaline_rush.up&variable.finish_condition
actions.cds+=/call_action_list,name=vanish_usage_off_meta,if=!stealthed.all&(!talent.underhanded_upper_hand|!talent.crackshot|!talent.subterfuge)
# Generic catch-all for Shadowmeld. Technically, usage in DungeonSlice or DungeonRoute sims could mirror Vanish usage on packs.
actions.cds+=/shadowmeld,if=variable.finish_condition&!cooldown.vanish.ready
# Use Blade Rush at minimal energy outside of stealth.
actions.cds+=/blade_rush,if=energy.base_time_to_max>4&!stealthed.all
actions.cds+=/potion,if=buff.bloodlust.react|fight_remains<30|buff.adrenaline_rush.up
actions.cds+=/blood_fury
actions.cds+=/berserking
actions.cds+=/fireblood
actions.cds+=/ancestral_call
# Default conditions for usable items.
actions.cds+=/use_items,slots=trinket1,if=buff.between_the_eyes.up|trinket.1.has_stat.any_dps|fight_remains<=20
actions.cds+=/use_items,slots=trinket2,if=buff.between_the_eyes.up|trinket.2.has_stat.any_dps|fight_remains<=20
# Finishers
actions.finish=coup_de_grace
# Use Between the Eyes outside of Stealth to maintain the buff, or with Ruthless Precision active, or to proc Greenskins Wickers if not active. Trickster builds can also send BtE on cooldown.
actions.finish+=/between_the_eyes,if=(buff.ruthless_precision.up|buff.between_the_eyes.remains<4|!talent.mean_streak)&(!buff.greenskins_wickers.up|!talent.greenskins_wickers)
actions.finish+=/cold_blood
actions.finish+=/dispatch
# Stealth
actions.stealth=cold_blood,if=variable.finish_condition
# Ensure Crackshot BtE is not skipped because of low energy.
actions.stealth+=/pool_resource,for_next=1
# High priority Between the Eyes for Crackshot, except not directly out of Shadowmeld.
actions.stealth+=/between_the_eyes,if=variable.finish_condition&talent.crackshot&(!buff.shadowmeld.up|stealthed.rogue)
actions.stealth+=/dispatch,if=variable.finish_condition
# 2 Fan the Hammer Crackshot builds can consume Opportunity in stealth with max stacks, Broadside, and 1 CP, or with Greenskins active.
actions.stealth+=/pistol_shot,if=talent.crackshot&talent.fan_the_hammer.rank>=2&buff.opportunity.stack>=6&(buff.broadside.up&combo_points<=1|buff.greenskins_wickers.up)
actions.stealth+=/ambush,if=talent.hidden_opportunity
# Vanish usage for builds using Underhanded Upper Hand, Crackshot and Subterfuge. Without Killing Spree, attempt to hold Vanish for when BtE is on cooldown and Ruthless Precision is active. Also with Keep it Rolling, hold Vanish if we haven't done the first roll after KIR yet.
actions.vanish_usage=vanish,if=!talent.killing_spree&!cooldown.between_the_eyes.ready&buff.ruthless_precision.remains>4&(cooldown.keep_it_rolling.remains>150&rtb_buffs.normal>0|!talent.keep_it_rolling)
# Vanish to prevent Adrenaline Rush downtime.
actions.vanish_usage+=/vanish,if=buff.adrenaline_rush.remains<3&cooldown.adrenaline_rush.remains>10
# Supercharger builds that do not use Killing Spree should Vanish if Supercharger is active.
actions.vanish_usage+=/vanish,if=!talent.killing_spree&buff.supercharge_1.up
# Builds with Killing Spree can freely Vanish if KS is not up soon.
actions.vanish_usage+=/vanish,if=cooldown.killing_spree.remains>15
# Vanish if about to cap on charges or sim duration is ending.
actions.vanish_usage+=/vanish,if=cooldown.vanish.full_recharge_time<15|fight_remains<8
# Vanish usage for builds lacking one of the mandatory talents Crackshot, Underhanded Upper Hand or Subterfuge. APL support for these builds is considered limited.
actions.vanish_usage_off_meta=vanish,if=talent.underhanded_upper_hand&talent.subterfuge&!talent.crackshot&buff.adrenaline_rush.up&(variable.ambush_condition|!talent.hidden_opportunity)&(!cooldown.between_the_eyes.ready&buff.ruthless_precision.up|buff.ruthless_precision.down|buff.adrenaline_rush.remains<3)
actions.vanish_usage_off_meta+=/vanish,if=!talent.underhanded_upper_hand&talent.crackshot&variable.finish_condition
actions.vanish_usage_off_meta+=/vanish,if=!talent.underhanded_upper_hand&!talent.crackshot&talent.hidden_opportunity&!buff.audacity.up&buff.opportunity.stack<buff.opportunity.max_stack&variable.ambush_condition
actions.vanish_usage_off_meta+=/vanish,if=!talent.underhanded_upper_hand&!talent.crackshot&!talent.hidden_opportunity&talent.fateful_ending&(!buff.fatebound_lucky_coin.up&(buff.fatebound_coin_tails.stack>=5|buff.fatebound_coin_heads.stack>=5)|buff.fatebound_lucky_coin.up&!cooldown.between_the_eyes.ready)
actions.vanish_usage_off_meta+=/vanish,if=!talent.underhanded_upper_hand&!talent.crackshot&!talent.hidden_opportunity&!talent.fateful_ending&talent.take_em_by_surprise&!buff.take_em_by_surprise.up