Stylez6956 posted:
1. The ability to use Stamina-to-Health spells when your health drops to a critical point. Also an advanced option to set what is the critical health point and what level of Stam-to-health is to be used would be great.
1. The ability to use Stamina-to-Health spells when your health drops to a critical point. Also an advanced option to set what is the critical health point and what level of Stam-to-health is to be used would be great.
It already does. Rather than having a set 'level', which would always be too high in some circumstances and too low in other circumstances, it decides which healing spell to use based on the following algorithm (for magic mode):
-if (health<15%) & (regularhealamt * StaminaToHealthMultiplier >= hpneeded) & (regularhealamt * StaminaToHealthMultiplier >= s2hreturn) then use stam to health
-else if (health<15%) & (regularhealamt * ManaToHealthMultiplier >= hpneeded) & (regularhealamt * ManaToHealthMultiplier >= m2hreturn) then use mana to health
-else if (health<15%) & healselfavailable then use heal self spell
-else if (health<15%) & healthfoodavailable then use health food
-else if UseKitsInMagicMode & kitavailable & (kitsuccesschance >= MinimumHealKitSuccessChance) then use healing kit
-else if (regularhealamt * StaminaToHealthMultiplier >= hpneeded) & (regularhealamt * StaminaToHealthMultiplier >= s2hreturn) then use stam to health
-else if (regularhealamt * ManaToHealthMultiplier >= hpneeded) & (regularhealamt * ManaToHealthMultiplier >= m2hreturn) then use mana to health
-else if healselfavailable then use heal self spell
-else if healthfoodavailable then use health food
-else do nothing and display warning message about not being able to recharge
The default advanced values are:
StaminaToHealthMultiplier: 1.9
ManaToHealthMultiplier: 2.8
MinimumHealKitSuccessChance: 95%
UseKitsInMagicMode: true
Essentially the idea is that when you cast stamina to health, it is expected that eventually you will have to cast revitalize to regain that stamina as well. Similarly when casting mana to health you will have to cast both stam to mana and revit again to regain that mana. So, S2H and M2H are not used unless they are approximately 2 or 3 times better than a normal heal, respectively.
Note also that the average heal with heal self 8 is 135 points. This significantly increases the circumstances wherein heal 8 is more efficient than S2H, and almost eliminates the usefulness of M2H on most characters. With the default multipliers, once you know heal 8, S2H will only trigger with over 256hp needed and M2H with over 378hp needed.
Additionally, with the formula above, mana to health tends to only trigger when you are at both low health and low stamina. This makes mana to health casts very rare.
For safety, no (recharge) spell is used if the scarabs for it are not available.
I have worked hard to ensure that this formula gives a good balance of efficiency and safety. I am welcome to comments though, as always, and of course you can always tweak the input constants under advanced settings to your liking.
Stylez6956 posted:
4. This request may take a lot of work from you so maybe somehow the community could help, but it be nice if there was an already built in monster list with what they are prone too. Having to add select every monster I come in contact and then having to go to the wiki (which is not always right) to see what they are prone has caused me death a few times. Just nice to have it already come with the program if it could be done.
4. This request may take a lot of work from you so maybe somehow the community could help, but it be nice if there was an already built in monster list with what they are prone too. Having to add select every monster I come in contact and then having to go to the wiki (which is not always right) to see what they are prone has caused me death a few times. Just nice to have it already come with the program if it could be done.
This is already the case by default, with 'auto' damage set. If you have multiple element rend weapons/wands in your items list, VTank should select the appropriate element type for the monster it is attacking. If it doesn't, it is either a bug or the DB is incomplete.
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****Virindi Plugins FAQ**** http://www.virindi.net/wiki/index.php/Virindi_Plugins_FAQ
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