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@jacob-keller jacob-keller commented Jan 24, 2026

During r10s, Deep Blue uses Double-dip Alleyoop or Reverse Alleyoop which
is a 2-part hit mechanic where you need to spread out and then move or
stay to dodge a followup aoe. The duration for the current protean =>
move/stay is only 3 seconds. Add a followup callout after the first hit
resolves indicating when it is safe to move, or functions as a reminder
to stay put.

During r9s, Deep Blue uses Double-dip Alleyoop or Reverse Alleyoop which
is a 2-part hit mechanic where you need to spread out and then move or
stay to dodge a followup aoe. The duration for the current protean =>
move/stay is only 3 seconds. Add a followup callout after the first hit
resolves indicating when it is safe to move, or functions as a reminder
to stay put.
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cactbotbot commented Jan 24, 2026

@jacob-keller Thanks for your contribution! 🌵🚀

@jacob-keller jacob-keller changed the title r9s: call move or stay after alley-oop hits raidboss: r9s call move or stay after alley-oop hits Jan 24, 2026
@jacob-keller
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Someone in my raid group requested this after our session today. I'm also open to alternative suggestions like a longer duration for the protean => move callout.

@valarnin
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(except it's actually r10s)

Comment on lines 547 to 550
// During snaking and the arena split it is always move since the
// baits are too close.
if (data.phase === 'snaking' || data.phase === 'arenaSplit')
return output.move!();
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During arena split, always move is conditional on how it's baited. For the current common PF strat, if it's Reverse, melee always need to move, but range would stay.

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True.

@xiashtra xiashtra changed the title raidboss: r9s call move or stay after alley-oop hits raidboss: r10s call move or stay after alley-oop hits Jan 24, 2026
@github-actions github-actions bot added needs-review Awaiting review and removed needs-review Awaiting review labels Jan 24, 2026
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This needs to be re-worked before it's ready for merge. Calling move always for Reverse Alley-oop during arena split will be wrong for all 4 near-side players and the 2 far-side range players.

@github-actions github-actions bot removed the needs-review Awaiting review label Jan 25, 2026
@jacob-keller
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Yep, I plan to improve that tomorrow

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@jacob-keller
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Yep, I plan to improve that tomorrow

@github-actions github-actions bot added the needs-review Awaiting review label Jan 25, 2026
@jacob-keller
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This needs to be re-worked before it's ready for merge. Calling move always for Reverse Alley-oop during arena split will be wrong for all 4 near-side players and the 2 far-side range players.

I fix this to not make a second call during arena split, and instead conditionally extend the duration for arena split to 8 seconds for now. Hopefully thats good enough as it matches the handling we have for the mech with just the basic "reverse or double dip" callout.

@jacob-keller jacob-keller requested a review from xiashtra January 25, 2026 21:00
Comment on lines +548 to +549
// During snaking and the arena split it is always move since the
// baits are too close.
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Suggested change
// During snaking and the arena split it is always move since the
// baits are too close.
// During snaking it is always move since the baits are too close

This comment is wrong for arena split.

@github-actions github-actions bot removed the needs-review Awaiting review label Jan 26, 2026
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4 participants