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@Legends0 Legends0 commented Aug 3, 2024

The first tower is generally the hardest to get the angles correct due to the greatest distance of the knockback and closeness to the center of the knockback origin. The first tower dodge is also most significant for melee uptime. This trigger defaults to dodging the first two towers.

A 15s delay will dodge all three towers. This is very tight and if missing the first tower, it will almost guarantee missing the next two towers. A 12s delay dodges the first two towers. This is lenient, but too late and you likely will end up with a damage down from Murderous Mist. A 9s delay will dodge only the first tower. Lateness on this could more easily lead to a death or missed tower due to angle of knockback.

Since missed tower soaks result in a stacking raidwide DoT debuff. I think defaulting to 12s is the safest as it seems most likely to recover.

Any tower explosions that are dodged require moving to the next tower. Sprint is unnecessary for first two, but may be helpful for longer casts. If the middle tower is dodged, you likely need some sort of jump/teleport ability to avoid getting hit by murderous mist as you only have 2s to get in position rather than the 3s between tower explosions.

Another thing to note, the explosion knockback happens before the tower animation disappears, and so players would need to still learn the timing when using this strategy since they should move before the tower disappears for more time to move to the next tower. A move trigger could be beneficial for this, but could unnecessarily add noise.

There was discussion over whether this should be a user trigger or not. It may take on in PF as it grants melee uptime, and removes a tight position requirement for the first tower without too strict of timing.

The first tower is generally the hardest to get the angles correct due to the greatest distance of the knockback and closeness to the center of the knockback origin. The first tower dodge is also most significant for melee uptime. This trigger defaults to dodging the first two towers.

A 15s delay will dodge all three towers. This is very tight and if missing the first tower, it will almost guarantee missing the next two towers.
A 12s delay dodges the first two towers. This is lenient, but too late and you likely will end up with a damage down from Murderous Mist.
A 9s delay will dodge only the first tower. Lateness on this could more easily lead to a death or missed tower due to angle of knockback.

Since missed tower soaks result in a stacking raidwide DoT debuff. I think defaulting to 12s is the safest as it seems most likely to recover.

Any tower explosions that are dodged require moving to the next tower. Sprint is unnecessary for first two, but may be helpful for longer casts. If the middle tower is dodged, you likely need some sort of jump/teleport ability to avoid getting hit by murderous mist as you only have 2s to get in position rather than the 3s between tower explosions.

Another thing to note, the explosion knockback happens before the tower animation disappears, and so players would need to still learn the timing when using this strategy since they should move before the tower disappears for more time to move to the next tower. A move trigger could be beneficial for this, but could unnecessarily add noise.

There was discussion over whether this should be a user trigger or not. It may take on in PF as it grants melee uptime, and removes a tight position requirement for the first tower without too strict of timing.
@github-actions github-actions bot added raidboss /ui/raidboss module needs-review Awaiting review labels Aug 3, 2024
@xiashtra
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xiashtra commented Aug 4, 2024

There was discussion over whether this should be a user trigger or not. It may take on in PF as it grants melee uptime, and removes a tight position requirement for the first tower without too strict of timing.

I feel that this should be an optional trigger using the existing trigger config support. I haven't seen any PF groups using knockback prevent for these towers on NA so far.

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Legends0 commented Aug 4, 2024

There was discussion over whether this should be a user trigger or not. It may take on in PF as it grants melee uptime, and removes a tight position requirement for the first tower without too strict of timing.

I feel that this should be an optional trigger using the existing trigger config support. I haven't seen any PF groups using knockback prevent for these towers on NA so far.

Sounds good, easy to have another pr to remove the disabled by default if it gains popularity later.

@Legends0 Legends0 changed the title raidboss: r3s Barbarous Barrage Knockback raidboss: r3s Barbarous Barrage Uptime Knockback Aug 4, 2024
@xiashtra
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xiashtra commented Aug 4, 2024

I was thinking if you did something like this

{
id: 'classicalConcepts2ActualNoFlip',
comment: {
en: `Only calls final position immediately in chosen pair order with no flip.
For example, for BPOG, the blue X (crosses) will be far west.
<a href="https://overlayplugin.github.io/cactbot/resources/images/06ew_raid_p12s_classic2_noflip.webp" target="_blank">Visual</a>`,
de: `Nennt die endgültige Position nur sofort in der gewählten Paarreihenfolge ohne Flip.
Bei BPOG beispielsweise befindet sich das blaue X (Kreuze) weit westlich.
<a href="https://overlayplugin.github.io/cactbot/resources/images/06ew_raid_p12s_classic2_noflip.webp" target="_blank">Visual</a>`,
fr:
`Afficher la position finale uniquement dans l\'ordre des paires choisies, sans inversion.
Par exemple, pour le BPOG, le X bleu (croix) sera loin à l\'ouest.
<a href="https://overlayplugin.github.io/cactbot/resources/images/06ew_raid_p12s_classic2_noflip.webp" target="_blank">Visual</a>`,
cn: `只报自己图案的最终位置,没有位置变换。例如,对于 BPOG 打法,蓝 X 是第一列(西面最远)。
<a href="https://overlayplugin.github.io/cactbot/resources/images/06ew_raid_p12s_classic2_noflip.webp" target="_blank">Visual</a>`,
ko: `선택한 도형 순서에 따른 최종 위치만 알립니다. 예시에서 파보빨초를 기준으로 파랑 X는 1열이 됩니다.
<a href="https://overlayplugin.github.io/cactbot/resources/images/06ew_raid_p12s_classic2_noflip.webp" target="_blank">Visual</a>`,
},
name: {
en: 'Classical Concepts 2: Actual only & no inversion',
de: 'Classical Concepts 2: Nur tatsächlich & keine Umkehrung',
fr: 'Classical Concepts 2 : Actuel uniquement & pas d\'inversion',
cn: '经典概念2: 实际位置 (没有位置变换)',
ko: '원소 이데아 2: 반전 없이 실제 위치만 알림',
},
type: 'checkbox',
default: false,
},
we could add a comment explaining the timing of the callout that would appear in the user-facing configuration page.

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Legends0 commented Aug 4, 2024

we could add a comment explaining the timing of the callout that would appear in the user-facing configuration page.

I forgot that existed now. I implemented an example. Wording to be determined. I won't get around to testing with this configuration this week.

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At least for the two tower KB, it seems to be working the same as I had before the config.

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Sorry for the super-log delay in getting around to this. The config UI stuff looks good, and the trigger fires as expected with logs. I'm not using this particular strat so I can't really offer a substantive opinion on timing, but if it feels right to you, I think it's fine to merge as it can always be adjusted later if needed.

@wexxlee wexxlee merged commit f8c6c07 into main Aug 24, 2024
@wexxlee wexxlee deleted the Legends0-patch-1 branch August 24, 2024 08:02
@github-actions github-actions bot removed the needs-review Awaiting review label Aug 24, 2024
github-actions bot pushed a commit that referenced this pull request Aug 24, 2024
The first tower is generally the hardest to get the angles correct due
to the greatest distance of the knockback and closeness to the center of
the knockback origin. The first tower dodge is also most significant for
melee uptime. This trigger defaults to dodging the first two towers.

A 15s delay will dodge all three towers. This is very tight and if
missing the first tower, it will almost guarantee missing the next two
towers. A 12s delay dodges the first two towers. This is lenient, but
too late and you likely will end up with a damage down from Murderous
Mist. A 9s delay will dodge only the first tower. Lateness on this could
more easily lead to a death or missed tower due to angle of knockback.

Since missed tower soaks result in a stacking raidwide DoT debuff. I
think defaulting to 12s is the safest as it seems most likely to
recover.

Any tower explosions that are dodged require moving to the next tower.
Sprint is unnecessary for first two, but may be helpful for longer
casts. If the middle tower is dodged, you likely need some sort of
jump/teleport ability to avoid getting hit by murderous mist as you only
have 2s to get in position rather than the 3s between tower explosions.

Another thing to note, the explosion knockback happens before the tower
animation disappears, and so players would need to still learn the
timing when using this strategy since they should move before the tower
disappears for more time to move to the next tower. A move trigger could
be beneficial for this, but could unnecessarily add noise.

There was discussion over whether this should be a user trigger or not.
It may take on in PF as it grants melee uptime, and removes a tight
position requirement for the first tower without too strict of timing. f8c6c07
github-actions bot pushed a commit that referenced this pull request Aug 24, 2024
The first tower is generally the hardest to get the angles correct due
to the greatest distance of the knockback and closeness to the center of
the knockback origin. The first tower dodge is also most significant for
melee uptime. This trigger defaults to dodging the first two towers.

A 15s delay will dodge all three towers. This is very tight and if
missing the first tower, it will almost guarantee missing the next two
towers. A 12s delay dodges the first two towers. This is lenient, but
too late and you likely will end up with a damage down from Murderous
Mist. A 9s delay will dodge only the first tower. Lateness on this could
more easily lead to a death or missed tower due to angle of knockback.

Since missed tower soaks result in a stacking raidwide DoT debuff. I
think defaulting to 12s is the safest as it seems most likely to
recover.

Any tower explosions that are dodged require moving to the next tower.
Sprint is unnecessary for first two, but may be helpful for longer
casts. If the middle tower is dodged, you likely need some sort of
jump/teleport ability to avoid getting hit by murderous mist as you only
have 2s to get in position rather than the 3s between tower explosions.

Another thing to note, the explosion knockback happens before the tower
animation disappears, and so players would need to still learn the
timing when using this strategy since they should move before the tower
disappears for more time to move to the next tower. A move trigger could
be beneficial for this, but could unnecessarily add noise.

There was discussion over whether this should be a user trigger or not.
It may take on in PF as it grants melee uptime, and removes a tight
position requirement for the first tower without too strict of timing. f8c6c07
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4 participants