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Monks
Is there an error? Something missing? Funky grammar? Do not hesitate to leave a comment.
This section is a part of the TCI reference.
Storm, Earth, and Fire is fully supported in the sim. The action
storm_earth_and_fire
will spawn an enemy on the current target of the action (typically, the primary target of the simulator). There is a single buff and a single debuff involved in determining how many pets the actor has out at any given time, and whether a target has a pet on it. The buffstorm_earth_and_fire
has a maximum stack of two, where the stack count indicates the number of pets out. The debuffstorm_earth_and_fire_target
indicates whether the target has a pet on it.
Executing Storm, Earth, and Fire on a target that already has a pet on it will despawn that pet. Executing Storm, Earth, and Fire on a target that does not have a pet on it, when both pets are out, will despawn both pets. If a target dies, while a pet is on it, the pet is automatically despawned.
# Use Storm, Earth, and Fire on the second and third targets (while they are alive)
actions+=/storm_earth_and_fire,target=2,if=debuff.storm_earth_and_fire_target.down
actions+=/storm_earth_and_fire,target=3,if=debuff.storm_earth_and_fire_target.down
There are a total of three available pets to summon (storm, earth, and fire pets). Each time the ability is executed, one of the remaining dormant pets is selected. For this reason, the reporting may show all three pet types in use. This does not mean that all three pets are active at the same time.
The initial_chi (scope: player, default: 5 for WW, 1 for BrM & MW) option sets the amount of chi the monk actor has at the beginning of the combat.
# Set the initial chi of the monk actor to four
initial_chi=4
The goto_throttle (scope: player, default: 60) option sets the percent number of Gift of the Ox orbs that are picked up
# Set the percent of GotO orbs that are picked up to 40.5%
goto_throttle=40.5
The eh_reset_throttle (scope: player, default: 10) option sets the percent amount of time that the player falls below 35% HP. Since Sims go into negative health values, a good chunk of the fight can be below 35%. So we need to throttle the resetting of Expel Harm so that it doesn't always trigger for most of the fight
# Set the percent amount of time spent below 35% HP to 33.3%
eh_reset_throttle=33.3
Regular spells are not mentioned here, you just have to follow the standard names formatting rules.
The stance action has one setting available. 1. The choose option (default: empty) is the stance string to which the stance action will switch to.
# Choose Sturdy Ox stance
actions+=/stance,choose=sturdy_ox
The keg_smash action has one setting available. 1. The boolean dizzying_haze option (default: false) determines whether dizzying haze will be applied or not.
# Execute Keg Smash and apply Dizzying Haze
actions+=/keg_smash,dizzying_haze=1
Regular buffs for this class are not mentioned here, you just have to follow the standard names formatting rules. Also, don't forget that set bonuses are added as buffs to a character. Buffs can be used in conditional expressions for actions, see ActionLists#Buffs_and_debuffs.
Split into buff_tigereye_brew and buff_tigereye_brew_use because they share the same name in game.
Split into elusive_brew_stacks and elusive_brew_activated because they share the same name in game.
Regular spells are not mentioned here, you just have to follow the standard names formatting rules.
The debuff.rising_sun_kick is used to increase Yellow damage attacks for Windwalkers and Mistweavers
# Rising Sun Kick if the Rising Sun Kick debuff has less than 3 seconds remaining on the target
actions+=/rising_sun_kick,if=debuff.rising_sun_kick.remains<3
Stagger is part of the Brewmaster active mitigation. Given how unique it is, there is a custom format for it. 1. Light Stagger - This is any (Stagger tick damage / Current Player HP) that is below 3.5%
# Purify stagger if in Light Stagger or green stagger
actions+=/purifying_brew,if=stagger.light
1. **Moderate Stagger** - This is any (Stagger tick damage / Current Player HP) that is between 3.5% and 6.5%
# Purify stagger if in Moderate Stagger or yellow stagger
actions+=/purifying_brew,if=stagger.moderate
1. **Heavy Stagger** - This is any (Stagger tick damage / Current Player HP) that is over 6.5%
# Purify stagger if in Heavy Stagger or red stagger
actions+=/purifying_brew,if=stagger.heavy
1. **Stagger Percent** - This compares the percent evaluation to the (Stagger tick damage / Current Player HP).
# Purify stagger once stagger percent goes over 2.2%
actions+=/purifying_brew,if=stagger.pct>2.2
1. **Stagger Amount** - This evaluates the current Stagger tick damage
# Purify stagger once stagger tick damage goes over 10,000 damage
actions+=/purifying_brew,if=stagger.amount>10000
1. **Stagger Remains** - This evaluates the remaining amount of damage from stagger
# Purify stagger once there is 50,000 damage remaining on the stagger
actions+=/purifying_brew,if=stagger.remains<50000
We only document here non-obvious entries.
- Features
- Starters guide
- Frequently asked questions
- Common Issues
- Textual configuration interface
- Classes
- Graphical User Interface
- Appendixes
- Developers Corner