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Updated: 11/05/20 06:18 PM
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Compatibility:
Markarth (6.2.5)
Stonethorn (6.1.5)
Greymoor (6.0.5)
Updated:11/05/20 06:18 PM
Created:06/21/20 11:23 AM
Monthly downloads:2,485
Total downloads:6,318
Favorites:9
MD5:
Categories:Raid Mods, DPS, Healers, Tank, Combat Mods
6.2.5
Samurai  Popular! (More than 5000 hits)
Version: 2.12.0
by: Wheels [More]
Note that this is essentially a beta addon, and is still very much a work in progress. There will be problems and missing features.

Required libraries: LibAddonMenu2, LibUnits2 (bundled)

Samur.ai is a combat notification addon, much like RaidNotifier and Code's Combat Alerts.

Boss Timers!
Samur.ai now has the ability to show a timer counting down to when certain trial bosses become targetable. Currently supported on Zhajhassa, Rakkhat, Pinnacle Factotum, Refabrication Committee, Varlariel, Navi, and more. Additional boss(es) to be added soon.
Note: Boss Timers will only function with an English client.

This addon is not meant to replace existing alert addons, but rather includes notifications for attacks that I either would like to appear differently, or feel should have an alert that don't already.

This is being ported from a private addon I made years ago, so there are many alerts that I plan on adding that are still missing, and I'm also willing to take suggestions for other alerts that people would find useful.




Big thanks to andy.s for porting the embedded lib in RaidNotifier to a more friendly to access version!


todo:
- lots of notifications lul
2.12.0:
- Vitality pots and Tri-pots should now also be renamed
- Hopefully stopped master writs from being renamed as well (oops)
- Some more work on Cloudrest notis and such (I promise I'm working on a spawn timer)

2.11.0:
- API bump for Markarth

2.10.0:
- Started work on modules, many planned for the future
- Potion module added, currently supports renaming Heroism potions (more features to come!)

2.9.1:
- Fixed an issue causing the Archcustodian timer to not show on subsequent pulls

2.9.0:
- Some notifications added for HoF, including a "spawn" timer for the Archcustodian

2.8.0:
- Added alert to Asylum for the boss becoming protected

2.7.1:
- api bump to Stonethorn
- Some boss times for a few dungeon bosses (mostly experimental)

2.6.1:
- Minor bug fixes for sunspire alerts

2.6:
- Boss timers no longer require subtitles to be enabled
- Varlariel and Navi boss timers added
- Additional notifications for various bosses
- Prep work for way more

2.3:
- Fixed timer for Rakkhat
- Timer adjustments
- UI should now be repositionable
- Text size significantly increased

2.0:
- Boss timers added
- Minor improvements

1.2:
- Better handling for removing canceled attacks
- Some notis added for KA and CR
- General improvements
Optional Files (0)


Archived Files (12)
File Name
Version
Size
Uploader
Date
2.11.0
19kB
Wheels
11/02/20 09:09 AM
2.10.0
19kB
Wheels
10/26/20 12:18 PM
2.9.1
19kB
Wheels
10/23/20 09:45 PM
2.9.0
19kB
Wheels
10/23/20 11:56 AM
2.8.0
18kB
Wheels
09/07/20 10:00 PM
2.7.1
17kB
Wheels
08/24/20 10:58 AM
2.6.1
17kB
Wheels
08/21/20 06:02 PM
2.6
17kB
Wheels
08/17/20 06:59 PM
2.3
15kB
Wheels
08/06/20 10:04 PM
2.0
14kB
Wheels
08/03/20 04:18 PM
1.2
13kB
Wheels
07/03/20 11:07 PM
1.1
11kB
Wheels
06/21/20 11:23 AM


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Unread 10/02/20, 04:04 PM  
Apox
 
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Originally Posted by Wheels
Originally Posted by Apox
Originally Posted by Wheels
Originally Posted by Apox
do you think itd be possible to track the attack arkasis does in stone garden that applies scalding solution? scalding solution is applied from several sources but one of which is an attack arkasis does that shares an animation with the 1h/shield taunt skill, and can be dodged to avoid the debuff.

theres general rules of when to dodge roll to avoid it but it's not set in stone. I've had him light his dagger and immediately stab me and go off pattern so many times im just frustrated with the fight. I could understand if the pattern was set in stone and the player could reliably dodge roll it every time and know exactly when its incoming, but i dont think you can. this dungeon fight shouldnt require as much hps as trial bosses to complete, where almost all of the damage is on the tank. i dont think even running more health helps because ive heard scalding solution scales off max health
Next time I'm in there I'll do some investigating, if a notification for it can be made reasonably I'll add one. Thanks!
we're headed back in there tonight for more true genius prog and ill use srenndars debug mode to see if his stabby attack has a specific ID associated with it. is there anything else i could do to help out?

edit: went in and turned on srenndars debug mode to check spell IDs, and this is what i came out with



does that help? im not sure if its igneous incision or scalding stab but it seems one of the two applied scalding solution, which i need to dodge
Thank you, I'll take a look at these and see if there's anything I can do.
i appreciate it. we're close to true genius its just frustrating that the only thing i can do as a tank to take less damage just isnt really plausible to do every time since the pattern is never set in stone
Last edited by Apox : 10/02/20 at 04:05 PM.
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Unread 10/02/20, 09:13 AM  
Wheels
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Forum posts: 57
File comments: 76
Uploads: 21
Originally Posted by Apox
Originally Posted by Wheels
Originally Posted by Apox
do you think itd be possible to track the attack arkasis does in stone garden that applies scalding solution? scalding solution is applied from several sources but one of which is an attack arkasis does that shares an animation with the 1h/shield taunt skill, and can be dodged to avoid the debuff.

theres general rules of when to dodge roll to avoid it but it's not set in stone. I've had him light his dagger and immediately stab me and go off pattern so many times im just frustrated with the fight. I could understand if the pattern was set in stone and the player could reliably dodge roll it every time and know exactly when its incoming, but i dont think you can. this dungeon fight shouldnt require as much hps as trial bosses to complete, where almost all of the damage is on the tank. i dont think even running more health helps because ive heard scalding solution scales off max health
Next time I'm in there I'll do some investigating, if a notification for it can be made reasonably I'll add one. Thanks!
we're headed back in there tonight for more true genius prog and ill use srenndars debug mode to see if his stabby attack has a specific ID associated with it. is there anything else i could do to help out?

edit: went in and turned on srenndars debug mode to check spell IDs, and this is what i came out with



does that help? im not sure if its igneous incision or scalding stab but it seems one of the two applied scalding solution, which i need to dodge
Thank you, I'll take a look at these and see if there's anything I can do.
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Unread 10/01/20, 08:33 AM  
Apox
 
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Originally Posted by Wheels
Originally Posted by Apox
do you think itd be possible to track the attack arkasis does in stone garden that applies scalding solution? scalding solution is applied from several sources but one of which is an attack arkasis does that shares an animation with the 1h/shield taunt skill, and can be dodged to avoid the debuff.

theres general rules of when to dodge roll to avoid it but it's not set in stone. I've had him light his dagger and immediately stab me and go off pattern so many times im just frustrated with the fight. I could understand if the pattern was set in stone and the player could reliably dodge roll it every time and know exactly when its incoming, but i dont think you can. this dungeon fight shouldnt require as much hps as trial bosses to complete, where almost all of the damage is on the tank. i dont think even running more health helps because ive heard scalding solution scales off max health
Next time I'm in there I'll do some investigating, if a notification for it can be made reasonably I'll add one. Thanks!
we're headed back in there tonight for more true genius prog and ill use srenndars debug mode to see if his stabby attack has a specific ID associated with it. is there anything else i could do to help out?

edit: went in and turned on srenndars debug mode to check spell IDs, and this is what i came out with



does that help? im not sure if its igneous incision or scalding stab but it seems one of the two applied scalding solution, which i need to dodge
Last edited by Apox : 10/01/20 at 09:41 PM.
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Unread 10/01/20, 07:15 AM  
Wheels
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Forum posts: 57
File comments: 76
Uploads: 21
Originally Posted by Apox
do you think itd be possible to track the attack arkasis does in stone garden that applies scalding solution? scalding solution is applied from several sources but one of which is an attack arkasis does that shares an animation with the 1h/shield taunt skill, and can be dodged to avoid the debuff.

theres general rules of when to dodge roll to avoid it but it's not set in stone. I've had him light his dagger and immediately stab me and go off pattern so many times im just frustrated with the fight. I could understand if the pattern was set in stone and the player could reliably dodge roll it every time and know exactly when its incoming, but i dont think you can. this dungeon fight shouldnt require as much hps as trial bosses to complete, where almost all of the damage is on the tank. i dont think even running more health helps because ive heard scalding solution scales off max health
Next time I'm in there I'll do some investigating, if a notification for it can be made reasonably I'll add one. Thanks!
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Unread 09/30/20, 09:16 PM  
Apox
 
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do you think itd be possible to track the attack arkasis does in stone garden that applies scalding solution? scalding solution is applied from several sources but one of which is an attack arkasis does that shares an animation with the 1h/shield taunt skill, and can be dodged to avoid the debuff.

theres general rules of when to dodge roll to avoid it but it's not set in stone. I've had him light his dagger and immediately stab me and go off pattern so many times im just frustrated with the fight. I could understand if the pattern was set in stone and the player could reliably dodge roll it every time and know exactly when its incoming, but i dont think you can. this dungeon fight shouldnt require as much hps as trial bosses to complete, where almost all of the damage is on the tank. i dont think even running more health helps because ive heard scalding solution scales off max health
Last edited by Apox : 09/30/20 at 09:31 PM.
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Unread 07/09/20, 07:23 AM  
Wheels
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Oh whoops, thought I had included this already, thanks for the reminder!

Originally Posted by Baertram
Hey Wheels,
please add the dependencies to the description so one can install them directly as one reads it, and does not need to check them ingame:
LibAddonMenu-2.0
LibUnits2 (included already)
Thanks
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Unread 07/09/20, 03:45 AM  
Baertram
 
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Hey Wheels,
please add the dependencies to the description so one can install them directly as one reads it, and does not need to check them ingame:
LibAddonMenu-2.0
LibUnits2 (included already)
Thanks
Last edited by Baertram : 07/09/20 at 03:45 AM.
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Unread 06/27/20, 02:46 PM  
Wheels
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Easiest way for users will probably be using esologs, the abilities drop down lists IDs as well

Originally Posted by Apox
cool deal. how do you find IDs for events you want to track?
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Unread 06/27/20, 11:18 AM  
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cool deal. how do you find IDs for events you want to track?
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Unread 06/27/20, 07:58 AM  
Wheels
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I havenít gone through and examined exactly what this tracks vs CCA but I am gradually adding as many heavy attack style attacks as I can, and if people find IDs for attacks they would like added Im happy to put them in. All of the timings for attacks are taken directly from the game so they should be as accurate as possible

Originally Posted by Apox
do you have any examples of alerts that this mod handles differently or that CCA/RN doesnt have? I know personally theres a lot of older dungons and even some newer ones where mobs have heavy attacks that CCA doesnt track and I feel it should. several bosses in nondlc dungeons have heavy attacks thats animation is very desynced from the event itself causing the damage to occur before even half of the animation has happened (ilambris twins, CoH1, last boss blessed crucible) and some bosses like the end boss in FG1 that doesnt clearly telegraph its attack at all

not to mention a ton of trash mobs with wind up attacks that can be hard to keep track of when someone is either learning to tank or in a case like mine, enjoy soloing vet dungeons in a standard dps build.
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Unread 06/26/20, 09:40 PM  
Apox
 
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do you have any examples of alerts that this mod handles differently or that CCA/RN doesnt have? I know personally theres a lot of older dungons and even some newer ones where mobs have heavy attacks that CCA doesnt track and I feel it should. several bosses in nondlc dungeons have heavy attacks thats animation is very desynced from the event itself causing the damage to occur before even half of the animation has happened (ilambris twins, CoH1, last boss blessed crucible) and some bosses like the end boss in FG1 that doesnt clearly telegraph its attack at all

not to mention a ton of trash mobs with wind up attacks that can be hard to keep track of when someone is either learning to tank or in a case like mine, enjoy soloing vet dungeons in a standard dps build.
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