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You can define the delay as the second parameter. Example: sendKey(n, 1).
If you read the functions help, you will see the parameters you can give it. Once in the very first line and 2nd more detailed in the “Parameters”-Section on the bottom. Additionally you have examples to show you how those functions could be used.Yes, was mentioned here with workaround from Miqo-Dev:
https://miqobot.com/forum/forums/topic/shadowbringers-5-0-issues-feedback/page/39/#post-23230That said, even if it’s very niche use and you’re not really “supposed” to use the expensive crafting options anyways, i would love an option to pre-solve a recipe with “added stats” from buff-food or teas. Just an option to add X amounts of points for any of the 3 crafting stats for a given recipe, let miqo work and go do a trial roulette in the mean time.
I don’t know if that was exactly what you meant it for, but yeah this!
For example: I do have a scenario for Expert-Recipes, where I take Buff food and Tea. Then start crafting to give miqo the maximum amount of stats to work with. However, the first iteration of this is eating up the buff foods time.
Pre-Solving a craft (given the stats or just the stat increases as argument) would be awesome in this case. I could add this line, before buff food gets eaten, and then I don’t sit down and awkwardly doing nothing for around 1,5-2min.
I also suggested saving already solved crafts in another thread, but mainly for the reason stated above. A scenario function of pre-solving would be awesome (and I guess is far less complex and doesn’t have this (de-)compression issue)– Start
– Use 100% HQ Boost when it becomes available
– +30% HQ (skip if GP aren’t high enough)
– Use when 100% Quality:
— Skip Skills if GP aren’t high enough
— Bountiful Harvest II
– Finish
(Min GP: 0, Max GP: -)I hope that shows what I wanted a little bit better^^
All right, we will consider implementing these suggestions.
However, we will probably require a better example than the current Dragonsung tools grind. Both upgrade stages take only a few hours to complete, so spending a week of development on something like this seems to be an overkill. Miqobot is already well-equipped for this kind of grind, so increasing efficiency by a small margin would probably not change much.We will keep your feedback for future reference.
Thank you very much.– “we will probably require a better example”
– “increasing efficiency by a small margin would probably not change much”
– “spending a week of development on something like this seems to be an overkill”So at first, the things I mentioned I would qualify as really good QoL-Updates. Miqo is working like a charm as I said and those things I mentioned I think will smoothen the experience.
I am not able to provide an example where I would say, that this is a must have feature. Maybe if you want to collect HQ-Mats, then it would increase the efficiency at least decent (if you can combine your yield skills with the “+X% HQ”-bonus from gathering points). But in the long run, you can gather a lot of materials just fine with how miqobot works now.
I was just mentioning the dragonsung tools grind, as I was using the whole package (navigation grid, gathering rotation and gathering by name) there for the first time in a non-testing way.
At the moment you can already adjust to a lot of things and even solve some of the “problems” I mentioned above.
For example I could create 4-6 Rotations, needing 100, 200, 300, etc. GP and then add them via “addGatherRotationIfGP()”. This way I can use “Bountiful Harvest II” on every hit for example. I still would have the thing where miqo tries to continue the rotation without gathering point sometimes, but that shouldn’t happen to often in this case, as the GP get drained all the time.So yeah, I would like to see those. But I don’t consider them more than QoL 🙂
Thank you for the detailed response!
Especially on the gathering part I might didn’t explained well, what I meant. So I tried to do it a little bit clearer.
2.1 Attack Mode Options in Assist Mode (Auto/Single/AoE)
A setting to disable AoE rotations is planned, but it’s not a trivial one.
The only solution you have at the moment is to remove AoE abilities from your hotbar, and Miqobot will have no choice but to perform a single target rotation. But if the fight requires constantly switching AoE on and off, then of course it will not suffice.There is another workaround.
You can create two hotbar manipulation macros. One will remove AoE abilities from your hotbar and the other will quickly put them back./hotbar remove 9 1 /hotbar remove 9 2 /hotbar remove 9 3
/hotbar action "Quick Nock" 9 1 /hotbar action "Rain of Death" 9 2 /hotbar action "Shadowbite" 9 3
This example assumes that you’re playing Bard and your AoE abilities are placed on hotbar 9 in slots 1 / 2 / 3 respectively. Please adjust them to your own hotbar setup.
We understand that this is an extremely unnatural solution, but it’s the only one we can suggest at the moment.
We sincerely apologize for inconvenience.Thank you for this suggestion, I actually didn’t think of that. I tried solving it, via using an AoE-Hotbar which I can toggle, but this seems to not work, as miqo kinda remembers the skills. So I will go with your workaround for now, thanks.
3.2 In Gathering tab allow multiple rotations to be assigned to items
Yes, we consider implementing this option, but we haven’t discovered any cases where it would significantly improve efficiency.
A single rotation usually consumes about 500-600 GP on average. The current hardcap is a little below 900 GP, therefore it is impossible to use two rotations in a row. If you require different items from a single node, it is still more efficient to focus spending GP on one item at a time.In the Dragonsung example you mentioned, HQ items are in much more demand than hidden items. Even if you spend GP on quality only, you will complete the hidden items batch long before the HQ batch.
In my specific case rotations consist of only “+30% HQ” and have an “Boost to 100% HQ”-Skill (after 5 “hit onces”) in them. Which btw also increases the time, because miqo will still try to perform the rotation, even if the gathering point is already finished. The other rotation would be “Bountiful Harvest II” but use it on every attempt, if you have the GP. So thats more a 300-400 GP use in general. As sometimes the hidden items just doesn’t show up for me, I actually got a really close call, collecting my 180th item just before I had all 510 HQ items.
I kinda mixed the other suggestions into that “would be more efficient aswell”, cause I thought of an “gathering count” option, where you can tell miqo, how many items of a specific item you want. So you don’t need to touch miqo again, til she’s finished. And when hidden items appear, she would try to get the most out of it. Then stops caring about them, when the amount is reached.
Anyway, the critical factor I see here is the “max GP” function in the rotations, more to that in the point 3.43.3 Allowing Gathering-Rotations to react to a variety of conditions
Yes, additional conditions for gathering rotations are planned for implementation.
Or use the skill (sorry for not knowing the english names) where you can increase the HQ-Probability to 100%, when you collected 4 times in a row, when its possible. And react to HQ-Probability being 100% etc.
Deep Vigor and Brunt Force are already supported.
Please use the “HQ Boost to 100%” entry in the Rotations Designer.Actually it doesn’t work that well. I need to say “hit once” five times, before I can use the 100% HQ Boost in the rotation. It’s not activating when it is placed in the wrong place, also I would need to either stop using GP skills like “+30% HQ” or “Bountiful Harvest II” cause of the max GP Problem mentioned in the next point 3.4 or using them but risking that it doesn’t activate 70% of the time, cause of GP-Shortage.
I think it would be better, if you can just tell that it should activate once it’s ready.3.4 Allow rotations to do actions for each gathering hit
This feature is also available.
Please use the “Hit Once” entry in the Rotations Designer.Sadly this isn’t what I meant. Because if you say “hit once” in an rotation. You need to adjust this rotation to the number of gathering attempts you guess can happen. You cannot say, “Use those skill on every gathering attempt (one hit) if you have the GP”. Well you actually can, but that would look like this (if I am not mistaken, but I tested and didn’t find another way):
– Start
– Bountiful Harvest II
– Hit Once
– Bountiful Harvest II
– Hit Once
– Bountiful Harvest II
– Hit Once
– Bountiful Harvest II
– Hit Once
– …
– FinishEvery Bountiful Harvest II will increase the min and max GP by 100 GP. And therefore also the activation condition. And as I mentioned above, if you have more “hit once” in there, miqo will try to also do those, even if the gathering point is already finished.
What I had in mind was around that:– Start
– Use 100% HQ Boost when it becomes available
– Use on each Gathering attempt:
— Skip Skills if GP aren’t high enough
— Bountiful Harvest II
– Finish
(Min GP: 0, Max GP: -)or that with even more conditions:
– Start
– Use 100% HQ Boost when it becomes available
– +30% HQ (skip if GP aren’t high enough)
– Use when 100% Quality:
— Skip Skills if GP aren’t high enough
— Bountiful Harvest II
– Finish
(Min GP: 0, Max GP: -)I hope that shows what I wanted a little bit better^^
I exported the grid (The Churning Mists, around X:26, Y:26), gathering preset and HQ-rotation (also translated the items names to english), I was using, so you can see it, if you need to.If I didn’t noticed something, where you can actually decrease the min GP yourself in the rotation, please tell me.
4.2 Extend movement options by “jump” and “precise movement”
This will require a new navigation system which has been in development for some time now.
But it is classified as low priority on our side as well, so we focus on implementing other features first.As for solving jumping puzzles, the demand remains rather low.
If you have discovered new facts that we should consider in the long run, we kindly invite you to share your opinion: Kugane TowerI think it is especially low priority now, that you will be able to fly in the older areas. I kept that in mind, cause I thought it would be weird to not jump above a little fence or hill, but to run around to use the gates, if you are moving. Nothing too heavy.
The point with the jumping puzzles was completely a nice side effect and not meant to be an argument for this feature. As in, you can let players create grids for every future jumping puzzle they come up with etc. But as I said, this was just meant to be a nice side effect.
- This reply was modified 4 years, 4 months ago by Nekro.
- This reply was modified 4 years, 4 months ago by Nekro.
- This reply was modified 4 years, 4 months ago by Nekro.
Attachments:
You must be logged in to view attached files.Ah I see, too bad. I don’t have too much of a problem keeping them open, but one thing I could imagine how it could still work would be:
Reading and saving the hotkey bar as a cache file. As the buttons still work, even if those hotbars aren’t loaded into memory it seems. Not sure if this is worth the change, as cache handling is not always the easiest topic, but if such an option would exist, I would use it. As I rarely change those hotbars, when I want to hide them. I just dump the skills onto it and forget about them 🙂Also: It seems I cannot edit the original post anymore, so I cannot put that bit of information into the 6.1 point above :/
- This reply was modified 4 years, 4 months ago by Nekro. Reason: wording
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