rotation "狂徒 v2.6:团队副本和史诗钥石,顶尖日志,SimulationCraft 12.1" # 狂徒,团队副本和史诗钥石。依据:Warcraft Logs 顶尖玩家和 SimulationCraft 动作列表。 # 忽略主图标:开启。槽位 1 是宏:冲动 + 影舞步(不占 GCD,在法术队列窗口);槽位 4 的时运继延不占 GCD;槽位 8 的影舞步是引导技能。 # 影舞步光环剩余超过 8% 时什么都不按:否则下一个按键会在最后一击前打断引导。 # 连击点按 7 点的百分比计:3 = 43%,5 = 71%,6 = 86%(阈值 80 = 6 点以上)。 # v2.6:命运骨骰的 3–4 级在快结束时不重掷:让它自然结束,下一次掷骰通常带有灌铅骰子。 # v2.5:冲动仅在 1–5 个连击点时使用:开怪时先用影袭,再按宏(0 个连击点时宏里的影舞步放不出来)。 buff1 Double_Trouble = "双重麻烦 [1214934]" buff2 Triple_Threat = "三重威胁 [1214935]" buff3 Jackpot = "头奖 [1214937]" buff4 Loaded_Dice = "灌铅骰子 [256171]" buff5 Blade_Flurry_Buff = "剑刃乱舞 [13877]" buff6 Adrenaline_Rush_Buff = "冲动 [13750]" buff7 Opportunity = "可乘之机 [195627]" buff8 Palmed_Bullets = "袖中飞弹 [1265931]" buff9 Fang_Strike = "尖牙打击 [1301405]" buff10 Killing_Spree_Buff = "影舞步,引导 [51690]" slot1 Adrenaline_Rush = "冲动 + 影舞步(宏)" slot2 Blade_Flurry = "剑刃乱舞" slot3 Roll_the_Bones = "命运骨骰" slot4 Keep_It_Rolling = "时运继延" slot5 Preparation = "伺机待发" slot6 Blade_Rush = "刀锋冲刺" slot7 Between_the_Eyes = "正中眉心" slot8 Killing_Spree = "影舞步" slot9 Dispatch = "斩击" slot10 Pistol_Shot = "手枪射击" slot11 Sinister_Strike = "影袭" resource1 PlayerHP resource2 TargetHP resource3 Energy resource4 Combo_Points # === 冷却技能 === use Adrenaline_Rush when # 冲动(宏里带影舞步):1–5 个连击点 Adrenaline_Rush_Buff.down and Combo_Points >= 14 and Combo_Points <= 71 and Killing_Spree_Buff.duration <= 8 # 1–5 个连击点:0 点时宏放不出影舞步 use Killing_Spree when # 影舞步:刚开的冲动期间、6+ 个连击点,先于正中眉心 Adrenaline_Rush_Buff.up and Adrenaline_Rush.cd >= 67 and Combo_Points >= 80 and Killing_Spree_Buff.duration <= 8 # 刚按过冲动;伺机待发之后等新的一次 # === 命运骨骰 === # 掷骰几率:1 级 55%,2 级 30%,3 级 10%,4 级 5%;灌铅骰子(冲动之后)提高一级。 # 3–4 级:用时运继延延长,不重掷;2 级:有灌铅骰子时随时重掷,没有时只在结束前重掷;0–1 级:总是重掷。 # 没有灌铅骰子且冲动快要冷却好时不掷:先开冲动,再带着灌铅骰子掷骰。 use Keep_It_Rolling when # 时运继延:延长 3–4 级 Triple_Threat.up and Killing_Spree_Buff.duration <= 8 or Jackpot.up and Killing_Spree_Buff.duration <= 8 use Roll_the_Bones when # 命运骨骰 Double_Trouble.down and Triple_Threat.down and Jackpot.down and Loaded_Dice.up and Killing_Spree_Buff.duration <= 8 # 0–1 级 + 灌铅骰子 or Double_Trouble.down and Triple_Threat.down and Jackpot.down and Adrenaline_Rush.cd >= 3 and Killing_Spree_Buff.duration <= 8 # 0–1 级,冲动还早 or Double_Trouble.down and Triple_Threat.down and Jackpot.down and Adrenaline_Rush_Buff.up and Killing_Spree_Buff.duration <= 8 # 0–1 级,冲动期间 or Double_Trouble.up and Loaded_Dice.up and Killing_Spree_Buff.duration <= 8 # 2 级 + 灌铅骰子 or Double_Trouble.up and Double_Trouble.duration <= 7 and Adrenaline_Rush.cd >= 3 and Killing_Spree_Buff.duration <= 8 # 2 级快结束,冲动还早 use Blade_Flurry when # 剑刃乱舞:2+ 个目标时保持,结束前约 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 # 伺机待发:冲动、正中眉心和影舞步都在冷却时 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 # 刀锋冲刺:在终结技之前(如果点了天赋) 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 # 单体:能量未满时 # === 终结技:6+ 个连击点 === use Between_the_Eyes when # 正中眉心:总是第一个终结技 Combo_Points >= 80 and Killing_Spree_Buff.duration <= 8 use Dispatch when # 尖牙打击:免费的满伤害斩击,不消耗连击点 Fang_Strike.up and Between_the_Eyes.oncd and Killing_Spree_Buff.duration <= 8 use Dispatch when # 斩击 Combo_Points >= 80 and Killing_Spree_Buff.duration <= 8 # === 生成技能:最多 5 个连击点 === use Blade_Flurry when # 剑刃乱舞当作生成技能,3+ 个目标 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 # 可乘之机触发时的手枪射击 Opportunity.stacks >= 6 and Combo_Points < 80 and Killing_Spree_Buff.duration <= 8 # 层数已满 or Opportunity.up and Opportunity.duration <= 17 and Combo_Points < 80 and Killing_Spree_Buff.duration <= 8 # 层数快消失(不到 2 秒) or Opportunity.up and Combo_Points <= 43 and Killing_Spree_Buff.duration <= 8 # 3 个连击点及以下:都装得下 use Sinister_Strike when # 影袭 Combo_Points < 80 and Killing_Spree_Buff.duration <= 8