First update, added recast buffering!

Update 1
  • Added functionality for recast buffering events. This simulates users wanting to refresh DoTs/Buffs prior to them falling off, allowing higher uptime.
  • Began moving code to modularness to allow users to script their own priorities.

Hopefully this will eventually give us some insight as to when its best to recast things.

Here are some stuff I need from others though:
  • How autoattacks work, what their potency is, and if/how they are affected by skill speed
  • If someone could test the different delays from when you start an action and when the buff/DoT is actually applied