I'm sorry for spamming, but I'm just not getting the timers to work correctly for me.
I have a rotation for my Necromancer. Timing is everything for her.
The full rotation is 8 spells, however, these are the first ones:
1: Pyre of Jarob, cast time 2.2, Duration 30s
2: Ignite Synapses, cast time 2.2, Duration 30s
3: Marmat's Swift LifeDraw, cast time 2.3, Duration 12s
4: Mazub's FlashBlaze, cast time 2.2, Duration 12s
Global cooldown for me is 1.5s, this varies for everyone.
Assisting on xtargets takes 0.3s
Now, IF I HAD put a /social in EQ, I would've written it like this:
- Code:
/pause 37,/cast 1
/pause 37,/cast 2
/pause 38,/cast 3
/pause 37,/cast 4
/sit
I had this running for a year or two. It works flawlessly, however, it takes a full 14.9s to run, which is bad. On the good side, DPS is high as heck.
First, my DPS Rotation calls the 8 mapped keys, where each Step is a new mapped key that does:
Mapped Key, Dot Spell- Code:
1. Press the key that actually invokes the spell
2. Reset caster's spell cooldown timer
3. Turn off Virtual Combat Keymap
4. Turn on Combat Keymap again after [MY PROBLEMATIC TIME] seconds (Should be spell cast time + gcd)
5. Reset(cancel) the timer for The particular spell's timer
5. Disable that spell step in the DPS Rotation
6. Enable that spell in the DPS rotation after the DOT duration is out
So, each and every spell does this. I do not map the keys to a spell directly, but to EQ socials, i.e. for the first one:
- Code:
/stand
/pause 37,/cast 1
/sit
So the social itself also keeps a timer. What gets to me is that even when adding a FULL Second in [MY PROBLEMATIC TIME], the spells do not go in sequence, nor do they engage. I need to understand what is causing this lag, so that I can adjust to it. What times are I missing that throw off this scheme?
Simply adding 0.5s to a spell cast is going to reduce dps significantly.
So I need help in understanding exactly how to calculate the correct times in IsBoxer in order to have a spell rotation that is AS optimal as using macros, but without the burden of having to wait for that macro to finish. If I know what boundries are caused by IsBoxer then I can adjust for that, of course.
Factors that may or may not apply (I dont know)* All my spell timers are Reset on assist (not the spell cooldown, of course)
* On assist, I also re-enable all steps. If a spell in-game isn't ready to be cast, to hell with it

* In the DPS Rotation, I have the "do not advance next step until 0.1s" checked under "Advanced"
* The spam key is being hit every 650ms (G-13) while held, ensuring frequent rotation hits
* I typically see lag in EQ at around 50-55ms.
* My necro is on a separate computer, but I have exatcly the same issues on the cleric, which is on the same computer as my melee toons. It's <12ms on gigabit ethernet.
Possibles:
* I have ONE spell cooldown timer for all spells belonging to the necro. (and a diffeent one for druid, encahnter etc) so the characters only affect their own spell cooldowns (as it should be)
IF anyone of you have a successful DPS Rotation that involves DoT spells, please enlighten me as to what I'm doing wrong. I suspect that I'm not dealing with the timers correctly still. Should I perhaps limit the number of timers on each spell to 1? including the global cooldown?
Is it at all possible to get IsBoxer to get this degree of resolution (within .2-.3 seconds) or do I have to deal with whole seconds?