-
Notifications
You must be signed in to change notification settings - Fork 75
raidboss: r10s call move or stay after alley-oop hits #974
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
base: main
Are you sure you want to change the base?
raidboss: r10s call move or stay after alley-oop hits #974
Conversation
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.
|
@jacob-keller Thanks for your contribution! 🌵🚀 |
|
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. |
|
(except it's actually r10s) |
| // 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!(); |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
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.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
True.
xiashtra
left a comment
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
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.
|
Yep, I plan to improve that tomorrow |
1 similar comment
|
Yep, I plan to improve that tomorrow |
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. |
| // During snaking and the arena split it is always move since the | ||
| // baits are too close. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
| // 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.
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.