Sure.
Let's divide BL's ca into different kinds:
a) primals
b) advantages
c) regular damaging CAs, e.g. quick swipe
4) non-CAs, e.g. vine net (snare)
Normally, my BL will cast b, c, d, in the order defined in CA tab ---- no problem at this point
Now, suppose I have already have 6 savagery and primals up, and forget about Freeze. My optimal casting sequence will be something like:
primal 1
2 second interval
primal 2
2 second interval
primal 3
2 second interval
primal 4
2 second interval
primal 5
2 second interval
primal 6
where in those 2 second intervals, the casting order defined in the CA tab should still be applied except (d), non-damaging CAs, which should not be cast. The reason for casting CAs during primal dump is to 1) maintain savagery and 2) gain addition damage thanks to feral rampage 3) maintain buffs. Note that primal 2-6 should not be regulated by the savagery 6 condition as the point for doing primal dump is for purely gaining the feral rampage buff. At this point, doing a chaintab makes perfect sense.
However, THE PROBLEM is that anything defined in the chaintab will not be cast when the chain is not active. Say, if I define the chaintab as follows:
primal 1
quick swipe [optional][ID]
feral rending [optional]
primal 2
The BL will no longer cast quick swipe and feral rending that are in the CA tab. My previous suggestion was to give a [NotHoldingForChainTab] tag to chaintab, so that the BL will cast stuff that are defined for chaintab. The CAs in the 2sec interval would be hardcoded. It could be more efficient if the CAs are priority based, which means, IMO, there should be a different priority-based casting order for primal dump.
In this thread, I was suggesting adding a [Dump Primal] tag. There should be a start condition that activate [Dump Primal], say, when primal 1 is cast; there should also be an end condition, say, cast of primal 6; and an expire condition, say expiration of feral rampage and savagery level below 3. Suppose I have following ca:
Hawk Eye [maintain]
Glacous Roar
feral rending
primal 1 [sav 6]
quick swipe
primal 2 [Dump Primal]
primal 3 [Dump Primal]
primal 4 [Dump Primal]
primal 5 [Dump Primal]
primal 6 [Dump Primal]
Rush
Vine Net
Evade
When I don't have enough savagery nor primal 1 up, I should cast things in this order (suppose everything is up)
Hawk Eye
Glacous Roar (if encounter) or feral rending (if not encounter)
quick swipe
Rush
Vine Net
Evade
but when I actually hit primal1, which activate the Dump Primal tag, the things to be cast is like this:
Hawk Eye (if expired), Glacous Roar (if encounter) or feral rending (if not encounter)
quick swipe (if up)
primal 2
Hawk Eye (if expired), Glacous Roar (if encounter) or feral rending (if not encounter)
quick swipe (if up)
primal 3
Hawk Eye (if expired), Glacous Roar (if encounter) or feral rending (if not encounter)
quick swipe (if up)
primal 4
Hawk Eye (if expired), Glacous Roar (if encounter) or feral rending (if not encounter)
quick swipe (if up)
primal 5
Hawk Eye (if expired), Glacous Roar (if encounter) or feral rending (if not encounter)
quick swipe (if up)
primal 6
It seems I miss obvious point because everyone rejects what I try to say. But I re-evaluated for many times and still can't figure out why this doesn't make sense to you guys.
I really feel like we're going around in circles here. I still have no idea what you're after, or how it would help anything. If you want, try giving me an actual example, using real BL abilities, just label them such as:
Kick (CA)
Punch (Advantage)
Slam (Primal)
(I realize a BL doesn't have kick/punch/slam, but I couldn't think of names off the top of my head).
Using an actual example may let me see what's the issue.