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Horns of the Reach (3.1)
Morrowind (3.0)
Updated:08/12/17 05:20 PM
Created:06/30/17 08:49 AM
Monthly downloads:688
Total downloads:969
Favorites:3
MD5:
3.1
Halls of Fabrication (Veteran) Status Panel
Version: 1.2.3
by: code65536 [More]
This addon just provides a status panel for certain bosses in the Veteran version of Halls of Fabrication.


  • Boss #1:
    • Displays the current health percentages of both bosses, so that players don't need to install one of those bulky combat UI overhaul addons in order to keep track of the relative health of the bosses.
  • Boss #2:
    • Displays the severity of the Scalded healing debuff, and if the debuff is active, the time remaining on the debuff.
      • The Scalded healing debuff increases in strength based on how long you were in the steam and can range from 10% to 100% (at which point you cannot be healed at all). This feature will let you know the current strength of the debuff on you.
  • Boss #4:
    • Displays the current health percentages of all three bosses, so that players don't need to install one of those bulky combat UI overhaul addons in order to keep track of the relative health of the bosses.
    • Displays the amount of time that has elapsed since the start of the previous Overload/Overheat channels.
      • The Overload/Overheat channels (aka, the boss 4 tank swap mechanic) happens approximately once every 30s. The exact timing varies slightly (more so if it happens to coincide with a boss stun).
      • The timer is reset to 0s at the start of the swap mechanic. So seeing that the timer has reset means that the swap mechanic is currently underway, which can be helpful for the times when the visual effect is obscured by other ongoing combat effects.
      • Knowing that swaps happen approximately every 30s, players can also watch the timer to know when the bosses are nearing the start of the next swap mechanic.
      • By default, the timer is visible only if you have the tank role selected and/or if you are the group leader. This can be overridden by typing the /hofntimer timer into chat, which will show the timer even if you are not a tank or group leader.
    • Displays the amount of time that has elapsed since the start of the previous trap spawn channel by the Reactor.
      • Traps spawn approximately every 30s, but the timing is variable and can vary in either direction by a few seconds.
      • This should help groups better coordinate when to bring the bosses in for a stun.
      • By default, the timer is visible only if you have the tank role selected and/or if you are the group leader. This can be overridden by typing the /hofntimer timer into chat, which will show the timer even if you are not a tank or group leader.

The display will automatically appear once you are within range of the relevant boss (e.g., once you enter the room), and it will automatically disappear when you leave. The position of the display can be changed by simply dragging it around with your mouse.
  • Version 1.2.3 (2017/08/12)
    • Added a sanity-check heuristic to attempt to fix a rare issue of the timers resetting on the fourth boss due to the game incorrectly triggering an event

  • Version 1.2.2 (2017/07/26)
    • Fixed aesthetic UI bug when transitioning from the first to second boss

  • Version 1.2.1 (2017/07/25)
    • Fixed issue with boss health tracking (regression from 1.2.0)

  • Version 1.2.0 (2017/07/25)
    • Added a timer to track the trap spawn channel for the fourth boss; by default, this timer is enabled only for the tanks and the group leader

  • Version 1.1.1 (2017/07/23)
    • Added health tracking for the first boss
    • Added tracking of the severity of the Scalded effect for the second boss
    • Fixed issue of the swap timer resetting after a combat rez

  • Version 1.0.1 (2017/07/02)
    • Fixed issue of timer not resetting after some wipes
    • Fixed issue of boss panel remaining if leaving boss area via zone change
    • Fixed issue of boss panel appearing outside of the HUD

  • Version 1.0.0 (2017/06/30)
    • Initial version
Optional Files (0)


Archived Files (6)
File Name
Version
Size
Author
Date
1.2.2
5kB
code65536
07/26/17 06:03 AM
1.2.1
5kB
code65536
07/25/17 08:28 PM
1.2.0
5kB
code65536
07/25/17 05:10 PM
1.1.1
5kB
code65536
07/23/17 09:38 PM
1.0.1
4kB
code65536
07/02/17 07:09 AM
1.0.0
3kB
code65536
06/30/17 08:49 AM


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Unread 07/25/17, 10:20 PM  
Dolgubon
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Forum posts: 138
File comments: 235
Uploads: 8
Originally Posted by code65536
Originally Posted by Dolgubon
Originally Posted by code65536
Just had a run today where one of the splits took place 57s after the previous. Not sure what causes the variance in timing, but that variance plus the question of "What would we do differently if we knew a split is coming in the next 10s?" makes me doubt that this would be worth adding.
It's not so much what the tank would do differently. Rather, it's what the group would do differently. If we know that the simulacrum is coming, then the group can hold back ultimates (specifically, the lightning destro ult) for a little bit. That particular ult has a lot of particles and can make it difficult to see the shades. I admit that come Horns of the Reach it probably wouldn't be as useful anymore though.
Fair enough. I'll look into adding this to a future version. I didn't want to delay version 1.2 for it, since I wanted to get that out before tonight's raid.
No problem, I completely understand that, and I've almost certainly done similar things before.
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Unread 07/25/17, 05:18 PM  
code65536
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Forum posts: 16
File comments: 38
Uploads: 9
Originally Posted by Dolgubon
Originally Posted by code65536
Just had a run today where one of the splits took place 57s after the previous. Not sure what causes the variance in timing, but that variance plus the question of "What would we do differently if we knew a split is coming in the next 10s?" makes me doubt that this would be worth adding.
It's not so much what the tank would do differently. Rather, it's what the group would do differently. If we know that the simulacrum is coming, then the group can hold back ultimates (specifically, the lightning destro ult) for a little bit. That particular ult has a lot of particles and can make it difficult to see the shades. I admit that come Horns of the Reach it probably wouldn't be as useful anymore though.
Fair enough. I'll look into adding this to a future version. I didn't want to delay version 1.2 for it, since I wanted to get that out before tonight's raid.
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Unread 07/25/17, 02:55 PM  
Dolgubon
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Forum posts: 138
File comments: 235
Uploads: 8
Originally Posted by code65536
Just had a run today where one of the splits took place 57s after the previous. Not sure what causes the variance in timing, but that variance plus the question of "What would we do differently if we knew a split is coming in the next 10s?" makes me doubt that this would be worth adding.
It's not so much what the tank would do differently. Rather, it's what the group would do differently. If we know that the simulacrum is coming, then the group can hold back ultimates (specifically, the lightning destro ult) for a little bit. That particular ult has a lot of particles and can make it difficult to see the shades. I admit that come Horns of the Reach it probably wouldn't be as useful anymore though.
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Unread 07/25/17, 02:49 PM  
code65536
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Forum posts: 16
File comments: 38
Uploads: 9
Just had a run today where one of the splits took place 57s after the previous. Not sure what causes the variance in timing, but that variance plus the question of "What would we do differently if we knew a split is coming in the next 10s?" makes me doubt that this would be worth adding.
Last edited by code65536 : 07/25/17 at 02:50 PM.
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Unread 07/25/17, 11:19 AM  
code65536
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Forum posts: 16
File comments: 38
Uploads: 9
Yes, it's possible to track the times between the shade mechanic. Here is a selection of the log data from a run that I did a couple of weeks ago:
Code:
"[1500050664] [2200] Pinnacle Factotum^N->Erects-the-Horns-of-War^Fx : Simulacra (90681)",
"[1500050714] [2200] Pinnacle Factotum^N->Erects-the-Horns-of-War^Fx : Simulacra (90681)",
"[1500050759] [2200] Pinnacle Factotum^N->Erects-the-Horns-of-War^Fx : Simulacra (90681)",
"[1500050804] [2200] Pinnacle Factotum^N->Erects-the-Horns-of-War^Fx : Simulacra (90681)",
"[1500050850] [2200] Pinnacle Factotum^N->Erects-the-Horns-of-War^Fx : Simulacra (90681)",
"[1500050906] [2200] Pinnacle Factotum^N->Erects-the-Horns-of-War^Fx : Simulacra (90681)",
"[1500050950] [2200] Pinnacle Factotum^N->Erects-the-Horns-of-War^Fx : Simulacra (90681)",
"[1500050999] [2200] Pinnacle Factotum^N->Erects-the-Horns-of-War^Fx : Simulacra (90681)",
"[1500051044] [2200] Pinnacle Factotum^N->Erects-the-Horns-of-War^Fx : Simulacra (90681)",
"[1500051090] [2200] Pinnacle Factotum^N->Erects-the-Horns-of-War^Fx : Simulacra (90681)",
"[1500051136] [2200] Pinnacle Factotum^N->Erects-the-Horns-of-War^Fx : Simulacra (90681)",
"[1500051180] [2200] Pinnacle Factotum^N->Erects-the-Horns-of-War^Fx : Simulacra (90681)",
"[1500051226] [2200] Pinnacle Factotum^N->Erects-the-Horns-of-War^Fx : Simulacra (90681)",
"[1500051269] [2200] Pinnacle Factotum^N->Erects-the-Horns-of-War^Fx : Simulacra (90681)",
The first field is the standard Unix-style timestamp in seconds.

The time between splits varies from 43 to 50s, averaging 46s. It should be pretty easy to add a timer for this, but I am not sure what groups would do with this information, since as a tank I don't think there is anything that would do differently if I knew that a split was coming soon.
Last edited by code65536 : 07/25/17 at 11:24 AM.
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Unread 07/24/17, 08:38 PM  
Dolgubon
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Forum posts: 138
File comments: 235
Uploads: 8
Second boss timer

Would it also be possible to add an approximate timer for the second boss' shade mechanic? If everyone can see it, that would be ideal, but even if only the tank can see it, it would be helpful.
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