rotation "暴徒 v2.6:團隊副本與傳奇鑰石,頂尖日誌,SimulationCraft 12.1" # 暴徒,團隊副本與傳奇鑰石。依據:Warcraft Logs 頂尖玩家與 SimulationCraft 動作列表。 # 忽略主圖示:開啟。欄位 1 是巨集:能量刺激 + 狂舞殘殺(不佔 GCD,在佇列視窗);欄位 4 的骰個不停不佔 GCD;欄位 8 的狂舞殘殺是引導技能。 # 狂舞殘殺光環剩餘超過 8% 時什麼都不按:否則下一個按鍵會在最後一擊前打斷引導。 # 連擊點數以 7 點的百分比計:3 = 43%,5 = 71%,6 = 86%(門檻 80 = 6 點以上)。 # v2.6:命運之骰的 3–4 級在快結束時不重擲:讓它自然結束,下一次擲骰通常帶有灌鉛骰子。 # v2.5:能量刺激僅在 1–5 個連擊點數時使用:開怪時先用邪惡攻擊,再按巨集(0 個連擊點數時巨集裡的狂舞殘殺放不出來)。 buff1 Double_Trouble = "雙倍麻煩 [1214934]" buff2 Triple_Threat = "三重威脅 [1214935]" buff3 Jackpot = "中大獎 [1214937]" buff4 Loaded_Dice = "灌鉛骰子 [256171]" buff5 Blade_Flurry_Buff = "劍刃亂舞 [13877]" buff6 Adrenaline_Rush_Buff = "能量刺激 [13750]" buff7 Opportunity = "大好機會 [195627]" buff8 Palmed_Bullets = "掌中子彈 [1265931]" buff9 Fang_Strike = "尖牙打擊 [1301405]" buff10 Killing_Spree_Buff = "狂舞殘殺,引導 [51690]" slot1 Adrenaline_Rush = "能量刺激 + 狂舞殘殺(巨集)" slot2 Blade_Flurry = "劍刃亂舞" slot3 Roll_the_Bones = "命運之骰" slot4 Keep_It_Rolling = "骰個不停" slot5 Preparation = "備戰" slot6 Blade_Rush = "劍刃猛攻" slot7 Between_the_Eyes = "正中眉心" slot8 Killing_Spree = "狂舞殘殺" slot9 Dispatch = "抹殺" slot10 Pistol_Shot = "手槍射擊" slot11 Sinister_Strike = "邪惡攻擊" resource1 PlayerHP resource2 TargetHP resource3 Energy resource4 Combo_Points # === 冷卻技能 === use Adrenaline_Rush when # 能量刺激(巨集裡帶狂舞殘殺):1–5 個連擊點數 Adrenaline_Rush_Buff.down and Combo_Points >= 14 and Combo_Points <= 71 and Killing_Spree_Buff.duration <= 8 # 1–5 個連擊點數:0 點時巨集放不出狂舞殘殺 use Killing_Spree when # 狂舞殘殺:剛開的能量刺激期間、6+ 個連擊點數,先於正中眉心 Adrenaline_Rush_Buff.up and Adrenaline_Rush.cd >= 67 and Combo_Points >= 80 and Killing_Spree_Buff.duration <= 8 # 剛按過能量刺激;備戰之後等新的一次 # === 命運之骰 === # 擲骰機率:1 級 55%,2 級 30%,3 級 10%,4 級 5%;灌鉛骰子(能量刺激之後)提高一級。 # 3–4 級:用骰個不停延長,不重擲;2 級:有灌鉛骰子時隨時重擲,沒有時只在結束前重擲;0–1 級:總是重擲。 # 沒有灌鉛骰子且能量刺激快要冷卻好時不擲:先開能量刺激,再帶著灌鉛骰子擲骰。 use Keep_It_Rolling when # 骰個不停:延長 3–4 級 Triple_Threat.up and Killing_Spree_Buff.duration <= 8 or Jackpot.up and Killing_Spree_Buff.duration <= 8 use Roll_the_Bones when # 命運之骰 Double_Trouble.down and Triple_Threat.down and Jackpot.down and Loaded_Dice.up and Killing_Spree_Buff.duration <= 8 # 0–1 級 + 灌鉛骰子 or Double_Trouble.down and Triple_Threat.down and Jackpot.down and Adrenaline_Rush.cd >= 3 and Killing_Spree_Buff.duration <= 8 # 0–1 級,能量刺激還早 or Double_Trouble.down and Triple_Threat.down and Jackpot.down and Adrenaline_Rush_Buff.up and Killing_Spree_Buff.duration <= 8 # 0–1 級,能量刺激期間 or Double_Trouble.up and Loaded_Dice.up and Killing_Spree_Buff.duration <= 8 # 2 級 + 灌鉛骰子 or Double_Trouble.up and Double_Trouble.duration <= 7 and Adrenaline_Rush.cd >= 3 and Killing_Spree_Buff.duration <= 8 # 2 級快結束,能量刺激還早 use Blade_Flurry when # 劍刃亂舞:2+ 個目標時維持,結束前約 3 秒刷新 aoe == 1 and Blade_Flurry_Buff.down and Killing_Spree_Buff.duration <= 8 or aoe == 1 and Blade_Flurry_Buff.duration <= 30 and Killing_Spree_Buff.duration <= 8 or st == 0 and enemies >= 2 and Blade_Flurry_Buff.down and Killing_Spree_Buff.duration <= 8 or st == 0 and enemies >= 2 and Blade_Flurry_Buff.duration <= 30 and Killing_Spree_Buff.duration <= 8 use Preparation when # 備戰:能量刺激、正中眉心與狂舞殘殺都在冷卻時 Adrenaline_Rush.oncd and Adrenaline_Rush.cd >= 17 and Between_the_Eyes.oncd and Killing_Spree.oncd and Killing_Spree_Buff.duration <= 8 use Blade_Rush when # 劍刃猛攻:在終結技之前(如果點了天賦) aoe == 1 and Killing_Spree_Buff.duration <= 8 or st == 0 and enemies >= 2 and Killing_Spree_Buff.duration <= 8 or Energy <= 80 and Killing_Spree_Buff.duration <= 8 # 單體:能量未滿時 # === 終結技:6+ 個連擊點數 === use Between_the_Eyes when # 正中眉心:總是第一個終結技 Combo_Points >= 80 and Killing_Spree_Buff.duration <= 8 use Dispatch when # 尖牙打擊:免費的滿傷害抹殺,不消耗連擊點數 Fang_Strike.up and Between_the_Eyes.oncd and Killing_Spree_Buff.duration <= 8 use Dispatch when # 抹殺 Combo_Points >= 80 and Killing_Spree_Buff.duration <= 8 # === 產生技能:最多 5 個連擊點數 === use Blade_Flurry when # 劍刃亂舞當作產生技能,3+ 個目標 aoe == 1 and Combo_Points <= 57 and Killing_Spree_Buff.duration <= 8 or st == 0 and enemies >= 3 and Combo_Points <= 57 and Killing_Spree_Buff.duration <= 8 use Pistol_Shot when # 大好機會觸發時的手槍射擊 Opportunity.stacks >= 6 and Combo_Points < 80 and Killing_Spree_Buff.duration <= 8 # 層數已滿 or Opportunity.up and Opportunity.duration <= 17 and Combo_Points < 80 and Killing_Spree_Buff.duration <= 8 # 層數快消失(不到 2 秒) or Opportunity.up and Combo_Points <= 43 and Killing_Spree_Buff.duration <= 8 # 3 個連擊點數以下:都裝得下 use Sinister_Strike when # 邪惡攻擊 Combo_Points < 80 and Killing_Spree_Buff.duration <= 8