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Fallback checks for group buffs (mainly for mercenaries) will still cast each group buff on each target. #237

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AlgarDude opened this issue Oct 2, 2024 · 2 comments
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bug Something isn't working refactor Refactor to improve existing code/features

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@AlgarDude
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In a party with 3 mercs, when buffs are needed, that means you remem and recast 4 times (multiplied by how many group buffs you have).

Making these only check the caster is not a proper fix IMO, as the point of group buff rotation is being able to buff the "group", as sometimes only one or two dudes will die/etc (and they need rebuffs).

The process of "check all the dudes for each missing buff and then cast each missing buff" needs to be changed somehow to casting a buff as soon as one check is found in need of it (which then stops it from being found in need on the next dude in line).

@AlgarDude AlgarDude added the bug Something isn't working label Oct 2, 2024
@AlgarDude
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I plan on toying with some adjustments to GroupBuffCheck to try to overcome this very soon that will leave TargetHasBuff() and SpellStacksOnTarget() unchanged.

@AlgarDude
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My attempts and adjustments have thusfar been unsuccessful.

@AlgarDude AlgarDude added the refactor Refactor to improve existing code/features label Feb 7, 2025
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