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raidboss: r12s initial triggers and timeline for p1 and p2#964

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r12sp1-initial-triggers-timeline
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raidboss: r12s initial triggers and timeline for p1 and p2#964
Legends0 wants to merge 146 commits intomainfrom
r12sp1-initial-triggers-timeline

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@Legends0 Legends0 commented Jan 19, 2026

These I have been working on. It is very much a work in progress, although I think most of these work. Some of the calls still need to be merged and some probably altered. The Cursed Coil orders could use some more tuning as there are some more situations that could use a trigger for, I'll write-up a rough idea of its timeline for it later.

Currently Cursed Coil and the Act 3 are very much following the common PF strategy at the time (Toxic Friends). I've heard there is an alternate strategy for Cursed Coil but not seen it, and I imagine there must be some alternate strat for Act 3, but the simplest to do for now was just to call out the layout TF is using. I may add a config to the Act 3 later to just default to replacing the directions with cards/intercard calls instead of all 8 positions. EDIT: I suppose you could do some slightly different pattern, but the boxes you go to will be the same since it's not based on character facing but position on the map.

Timeline is based on network log. I will soon be starting on P2 and P1 will start receiving minor adjustments from my end.

EDIT: Should be ready. I may try to work out some P2 adjustments for outputs for replication2 / replication4 based on clone number, but the output will just default to the same.

Some of ideas of things TODO:

  • Mortal Coil calls
  • Cursed Coil Counter/Clock (see timeline for spell ids)
  • Cursed Coil Break direction from counter/clock info
  • Split Scourge/Venomous Scourge add additional trigger for avoid heads, bait heads for tanks/non-tanks (I can probably add something quickly based on the Split Scourge hit for a followup)
  • Replication 1 has an edge case which in theory should never be hit, I also never really paid attention to its output cause I just never modified it to my position needed so my calls were always both intercard locations which seemed correct. It kind of feels late to call, but I don't see how else it can be called sooner other than possibly a heading-based prediction, for which the data may not arrive in a timely manner as well.
  • Double Sobat in P2 can have some weird output if the targetted player quickly changes or quickly moves to a new direction prior to the snapshot but most cases it is accurate. Not sure if this is fixed with using the target's location compared to boss center in the match instead of boss heading.
  • Clean up Replication 2 Initial Tether call, It's kind of helpful to know what you grabbed initially but quite often it would be seen as not true due to snapping and it's probably more relevant to know what you would need to grab which would be based on the clone direction the player was tethered to
  • Tower locations in P2 (I couldn't see a way to collect their location until after the fact when players have debuffs). It would also be helpful to know where that pesky earth tower is, which maybe is in its startsUsing cast that I just never bothered to check. The call outs in general here could be kind of spammy with the Doom (for cleansers), Pyretic, and avoid earth.
  • Replication 4 Initial Tether call adjustment, similar to Replication 2, the output should be adjusted to be configurable for what clone order the player has, maybe for this one output the group and wether it was a card/intercard such as "1st cardinal, get tether"/"1st intercard, get tether"? Players could replace the "card/intercadinal, tether" with stack or defamation based on their strategy.
  • Final AoE set could probably be adjusted as right now they are both alert bigAoes. I haven't actually looked into the damage it does, I think the damage goes up with each cast as there are more actors casting, but I never noticed an issue here.

@Legends0 Legends0 mentioned this pull request Jan 19, 2026
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Legends0 commented Feb 3, 2026

Some additional notes from discord, the replication 1 clones appear to have a fixed pattern of the id. They have npcBaseId 19204. When sorted by id low to high:
Mighty Magic (Dark)
Mighty Magic (Dark)
Winged Scourge
Winged Scourge
Top-tier Slam (Fire)
Top-tier Slam (Fire)
Winged Scourge
Winged Scourge
Mighty Magic (Dark Original)
Winged Scourge (Original)
Top-tier Slam (Original Fire)
Winged Scourge (Original)

So instead of trying to find the fire based on position data, can just calculate its id from one of the originals. This is better both in that it requires less code and doesn't have an extreme edge case of somehow a player getting the fire clone to jump into the perfect location to create a -0.0001 heading.

EDIT: Upon my review of more logs, this is not the case for all pulls, although that may be because there are more patterns to this mechanic.
EDIT 2: Perhaps when N/S are Winged Scourge adds, the above is true, but when East/West are Winged Scourge adds the below is the pattern?
Winged Scourge
Winged Scourge
Top-tier Slam (Fire)
Top-tier Slam (Fire)
Winged Scourge
Winged Scourge
Mighty Magic
Mighty Magic
Winged Scourge (Original)
Top-tier Slam (Original Fire)
Winged Scourge (Original)
Mighty Magic (Original Dark)

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Legends0 commented Feb 3, 2026

Funnily enough, the clones overlap when trying to find the fire actor clones, -5 or -6 for one pattern and -6 or -7 for the other. So no need to determine which pattern it was, can just get ID of fire -6 and it will work for both.

EDIT: This is inconsistent on timing, the mathematical way I have gets the same result 1s faster than the above some how. My guess would be the log entry for one add is available sooner than the other and mine gets the first one available whereas just taking the 6 or 7 does not determine it jumping first or the other jumping second.

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Legends0 commented Feb 3, 2026

I'm going to leave replication 1 as is for now. If we really want to go the route of checking the pattern, matching to the id, we would have to compare the B4D9 sourceId to 2 possible values plus the initial pattern of was the parent n/s or e/w.

Instead of a config, this just looks at the setup the players created and matches it to what the player needs to do. Additional triggers can now be added without config by checking the order in which the clones are setting off abilities.
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Legends0 commented Feb 3, 2026

There was one more thing I realized that is likely going to be desired, and that is for replication 2 and replication 4 to have some user outputString options based on the clone order they are, but that requires a lot more thought/conditionals to put in and structure. Probably something for a future PR.

@Legends0 Legends0 marked this pull request as ready for review February 3, 2026 04:27
@github-actions github-actions bot added the needs-review Awaiting review label Feb 3, 2026
@Legends0 Legends0 changed the title [WIP] raidboss: r12s initial triggers and timeline for p1 [WIP] raidboss: r12s initial triggers and timeline for p1 and p2 Feb 3, 2026
@Legends0 Legends0 changed the title [WIP] raidboss: r12s initial triggers and timeline for p1 and p2 raidboss: r12s initial triggers and timeline for p1 and p2 Feb 3, 2026
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Legends0 commented Feb 3, 2026

Description for Cursed Coil resolution:
1 - Call initial order, debuff and your first mechanic to do.
2a - If Alpha, initial call on where your tower will be
2b - If Beta, count tethers
3a - If Alpha, either a call for soaking tower and get middle (inners), or call to break chains and get to your tower (outers)
3b - If Beta, heads up call that the next tether you will soak its tower or to break chains (and get middle)
4a - If Alpha (inners), break chains and get out
4b - If Beta, continues tether count if havent had call for break chains

There's possibly a suggestion to add a get out for any remaining beta player at the last turn, but the last trigger for non beta 4s is just 'Tether 4'. No current Clockwise/Counterclock or direction to break, so that should be added later.

Initial code was to follow what Looper did in TOP, but that is actually resolved very differently when you don't have a tether to break or start with a tether. The data is still collected for inLine of all the players, but not used in this trigger set as I felt it was superfluous information for this mechanic to know who you were tethered to.

image image

not quite sure how I missed this and it was working, but it is supposed ton be a number...
Using replication 3 tether direction.
@kshman kshman self-requested a review February 6, 2026 03:58
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valarnin commented Feb 6, 2026

Hoping to get time to look at this on Saturday, haven't been able to get the time to focus on one thing for long enough to review it.

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