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Wolfhunter (4.1)
Updated:09/08/18 06:38 AM
Created:11/25/17 01:40 PM
Monthly downloads:1,407
Total downloads:8,549
Favorites:21
MD5:
4.1
Code's Combat Alerts  Popular! (More than 5000 hits)
Version: 1.2.1
by: code65536 [More]
Note: This addon is a continuation of and replaces the Perfect Roll addon. It is recommended that you uninstall the old Perfect Roll addon if you still have it installed.



Code's Combat Alerts provides notifications and alerts for a selection of PvE mechanics.



What this addon works for:

Taking Aim
  • Although the visual cue for this mechanic is glaringly obvious and difficult to miss, the cue is designed to aid in the interrupt of Taking Aim. If the enemy could not be interrupted, timing a dodge roll is difficult because the ability has an extremely long windup of 9 seconds (5s in Halls), and the secondary visual cue--the enemy lowering their bow to aim and the intensification of the orange glow--still happens far too long before the actual cast, which means that dodge rolls based on that secondary visual cue would still happen too early.
  • This addon will sound an audible alert to signal the need to dodge 1.6s before the actual cast, and players should time their dodge on that cue.
  • If the enemy is interrupted or killed before the 1.6s remaining mark, there will be no alert of any sort; i.e., there is no alert of the start of a Taking Aim cast. Most Taking Aims are interrupted, so there is no point in adding unnecessary noise; the alert is sounded only in those exceptional cases where an interrupt still had not happened with only 1.6s remaining.

Various Dodge Roll Mechanics
  • This addon will sound an audible alert to signal the need to dodge specific mechanics. Most dodgeable attacks will not generate an alert. The goal of this addon is to fill the gaps in specific cases where the game's visual cues are insufficient or difficult to use. Things like Nerien'eth's and Voriak's "skull attacks" in Crypt of Hearts II and Maelstrom or Skoria's fireball in City of Ash II all have good, well-designed visual cues, and I see little reason to have alerts for them.
  • Spindleclutch I: Web Blast and Arachnophobia
  • Spindleclutch II: Enervating Seal
  • Fungal Grotto II: Shadow Bolt
  • Dragonstar Arena: Lethal Arrow (if it is not interrupted quickly enough)
  • Falkreath Hold: Fiery Blast (if not targeting the tank)

Maelstrom Arena
  • Alert for the spawn of Webspinners in stage 6
  • Dodge alert for Ball Lightning in stage 7

Maw of Lorkhaj
  • Status display, visible only to players with the tank role, to show the degree of the Armor Weakened debuff from the Hulks' Thunderous Smash ability during the Rakkhat encounter in Veteran Maw of Lorkhaj
    • You can drag this status display around with your mouse to reposition it.
    • This tracks all players who have the debuff and the degree of each of those player's debuff, so a main tank can see when their tanking partner has been hit with two smashes.

Scalecaller Peak
  • Audible alert for Pestilent Breath cones
  • Alert for Inferno's Hold that identifies who the target will be (although Zaan does look in the direction of her intended victim, it is sometimes impossible to discern who that is when players are stacked closely together)

Fang Lair
  • Dodge alert for Clash of Bones (to help with the slightly unusual timing of dodging these attacks)
  • Timer that counts down to when the Cadaverous Senche-Tiger will do its Death Grip mechanic (if the senche has been put down, the timer will count down to when it will reawaken, because Death Grip is the first thing that it will do immediately upon reawakening)
    • You can drag this timer around with your mouse to reposition it.
    • This timer counts down to when the senche initially fears its victim, which is the point at which the victim loses control of their character. The actual interruptible Death Grip mechanic follows about a second later.
    • Additionally, at the start of the initial fear, an alert will be displayed that identifies the victim.

March of Sacrifices
  • Dodge alert for a number of trash mob heavy attacks that are capable of 1-shotting players through block
  • Dodge alert for Trapping Bolt (if it is not interrupted quickly enough)
  • Dodge alert for Fiery Remnant
  • Dodge alert for Slaughtering Strike
  • Dodge alert for Fetid Globule (its long animation complicates the timing of this dodge)
  • Status alert for the start of the Electric Water and Venomous Spores mechanics

Moon Hunter Keep
  • Dodge alert for a number of trash mob heavy attacks that are capable of 1-shotting players through block
  • Alert for when it's time to switch taunt on Ary and Zel; this switch shortly precedes their AoE Pounce ability, which will be alerted as well

What this addon doesn't work for:

Mechanics found in trials are generally covered by Raid Notifier and other trial-specific addons.
  • Version 1.2.1 (2018/09/08)
    • Added alert for Dire Lunge, Ravaging Blow, and Fetid Globule in March of Sacrifices

  • Version 1.2.0 (2018/08/23)
    • Added a number of alerts for Moon Hunter Keep
    • Added alert for Fiery Blast in Falkreath Hold
    • Added alert for Slaughtering Strike in March of Sacrifices
    • A number of alerts are now suppressed for players with the tank role who are blocking at the time
    • Fixed issue with the display of ability names on non-English clients

  • Version 1.1.1 (2018/08/13)
    • Added alert for the spawn of Webspinners in Maelstrom Arena

  • Version 1.1.0 (2018/08/08)
    • Added status display, visible only to players with the tank role, to show the number of Rakkhat's Hulk smashes in Veteran Maw of Lorkhaj

  • Version 1.0.4 (2018/08/08)
    • Added alert for Death Grip that identifies the victim; this alert is sent when the victim is initially feared, giving players an extra second to react

  • Version 1.0.3 (2018/08/07)
    • The Death Grip timer will now be color-highlighted at the 5-second mark

  • Version 1.0.2 (2018/08/07)
    • Minor internal changes

  • Version 1.0.1 (2018/08/06)
    • Suppressed the Fiery Remnant alert if hard mode is not active in March of Sacrifices

  • Version 1.0.0 (2018/08/06)
    • Public release
    • Added alert for Trapping Bolt in March of Sacrifices
    • Fixed issue where alerts for Balorgh's ambient mechanics were not working during the hunt

  • Version 0.5.1 (2018/08/03) (Limited-Release Preview)
    • Adjusted the formatting of the alert banner

  • Version 0.5.0 (2018/08/02) (Limited-Release Preview)
    • Removed block alerts due to lackluster playtest results
    • Suppressed the Lethal Arrow alert if the player is blocking at the time

  • Version 0.4.0 (2018/08/01) (Limited-Release Preview)
    • Added alerts for Balorgh's Thunder Stomp and Venomous Slam in March of Sacrifices

  • Version 0.3.2 (2018/08/01) (Limited-Release Preview)
    • Added timer for the Cadaverous Senche-Tiger's Death Grip in Fang Lair

  • Version 0.2.0 (2018/08/01) (Limited-Release Preview)
    • Added block alerts

  • Version 0.1.0 (2018/08/01) (Limited-Release Preview)
    • Initial version

  • Version 1.1.1 (2018/07/14) (Perfect Roll)
    • Added tracking for Lethal Arrow, Ball Lightning, and Clash of Bones

  • Version 1.0.0 (2017/11/25) (Perfect Roll)
    • Initial version
Optional Files (0)


Archived Files (10)
File Name
Version
Size
Author
Date
1.2.0
8kB
code65536
08/23/18 01:05 PM
1.1.1
7kB
code65536
08/13/18 08:33 AM
1.1.0
7kB
code65536
08/08/18 10:12 AM
1.0.4
6kB
code65536
08/07/18 10:27 PM
1.0.3
6kB
code65536
08/07/18 09:11 PM
1.0.2
6kB
code65536
08/07/18 11:04 AM
1.0.1
6kB
code65536
08/06/18 08:48 PM
1.0.0
6kB
code65536
08/06/18 07:53 PM
1.1.1
3kB
code65536
07/14/18 04:49 PM
1.0.0
2kB
code65536
11/25/17 01:40 PM


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Unread 08/23/18, 06:27 AM  
hydroseven

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Re: Re: Extra dodges notice

Originally Posted by code65536
Originally Posted by hydroseven
Any chance you could had a audio cue for Fang Lair's last boss beetles ? ( I understand the game gives a visual cue but adding audio would be very useful when there's a lot going on in HM last phase)
I personally think that the visual cues are quite ample. The boss has the heavy attack telegraph, and there is a very hard to miss circle at your feet that specifically helps you time the dodge roll. Even when the boss unexpectedly targets me with that ability (like when the tank goes down), I've never found it difficult to notice and react. Because I feel that the existing cues are sufficient (and the timing is quite generous), I have no plans to add this.

Originally Posted by hydroseven
Also would you consider adding Falkreath Hold Last Boss heavy attack audio Q aswell ?
I'll add that at to some future version. The heavy attack animation is more subtle and hard to see when there are a lot of adds obstructing your view. I'll make sure the notification is suppressed if the victim is already blocking.
Thank you very much !!!

Also if it's in any way possible , I think the heavy attack of the boss shadow during hunt phase in MoS would be great to have. I have been caught many times because when I am walking toward the traps they attack me from behind and it's a one shot...Having a sound to dodge these would be quite useful.

In any way thanks a lot for your work
Last edited by hydroseven : 08/23/18 at 06:33 AM.
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Unread 08/22/18, 08:13 AM  
code65536
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File comments: 78
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Originally Posted by Tonyleila
Another request can you fix the Alerts showing ^f ^m ^ns etc behind the text?

Hmm, thanks for that report. Almost all of the text used in the alerts come from the game itself. E.g., the addon doesn't say "Electric Water", it instead asks the game what the name of the electric water ability is, and then displays that name. This is so that the names are localized, if there are localized versions of those names for other languages. Apparently, according to your screenshot, ZOS added gender-identification tags to these names ("^f" means female and "^n" means neutral, for example) in the non-English versions of the game. This is a bit surprising since these tags aren't found in the English version (and I didn't know that we cared about the gender of electric water).

I'll make sure these tags are filtered out in a future version.
Last edited by code65536 : 08/22/18 at 08:15 AM.
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Unread 08/22/18, 07:48 AM  
Tonyleila
 
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Another request can you fix the Alerts showing ^f ^m ^ns etc behind the text?



Originally Posted by code65536
I want to limit the scope of this addon and avoid unnecessary noise. Thus, my criteria to adding dodge notifications are that (1) the in-game tell for that ability is difficult to see/hear and that (2) the ability is one of consequence (e.g., something that can 1-shot you). Both criteria must be met before I consider adding it to the addon. Glancing over the list from Bandits, the vast majority are things that do not meet this criteria. If there are specific abilities that you think meet this criteria, I'll consider them on a case-by-case basis.
Yah there are lots of them in the list that meet your criteria, hard to filter them out now... For the ones that don't maybe you coud create its own category and add ingame options that are disable by default so that you can choose what things you want to see. Or maybe you coud make ingame options where I can create and save my own timers to hide/add specific alerts with a white/blacklist.
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Unread 08/21/18, 09:58 PM  
code65536
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File comments: 78
Uploads: 13
Re: Extra dodges notice

Originally Posted by hydroseven
Any chance you could had a audio cue for Fang Lair's last boss beetles ? ( I understand the game gives a visual cue but adding audio would be very useful when there's a lot going on in HM last phase)
I personally think that the visual cues are quite ample. The boss has the heavy attack telegraph, and there is a very hard to miss circle at your feet that specifically helps you time the dodge roll. Even when the boss unexpectedly targets me with that ability (like when the tank goes down), I've never found it difficult to notice and react. Because I feel that the existing cues are sufficient (and the timing is quite generous), I have no plans to add this.

Originally Posted by hydroseven
Also would you consider adding Falkreath Hold Last Boss heavy attack audio Q aswell ?
I'll add that at to some future version. The heavy attack animation is more subtle and hard to see when there are a lot of adds obstructing your view. I'll make sure the notification is suppressed if the victim is already blocking.
Last edited by code65536 : 08/21/18 at 09:58 PM.
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Unread 08/21/18, 09:52 PM  
code65536
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Uploads: 13
Originally Posted by Tonyleila
Love this addon but I use Bandits UI and it has a lot more alerts, I want to tell ppl to get this addon so they don't have to use a whole UI for alerts, so maybe coud you add the IDs I edited over from Bandits?

Note that this are all spell that are not in raid notifier and most of them have a more specific timer then "long" and "short" so maybe you have to adjust this in your addon.

https://pastebin.com/wG2cNe2L
I want to limit the scope of this addon and avoid unnecessary noise. Thus, my criteria to adding dodge notifications are that (1) the in-game tell for that ability is difficult to see/hear and that (2) the ability is one of consequence (e.g., something that can 1-shot you). Both criteria must be met before I consider adding it to the addon. Glancing over the list from Bandits, the vast majority are things that do not meet this criteria. If there are specific abilities that you think meet this criteria, I'll consider them on a case-by-case basis.

[Also, the "long" and "short" designation in my addon's data file refer to how the addon behaves when it detects that an ability is being cast. Abilities marked as "short" are notified immediately when detected. Abilities marked as "long" are abilities are notified later, closer to when the ability actually fires, so that players don't dodge too early, and there is additional logic to cancel the notification if the attacker is interrupted, stunned, or killed. Timing for notifications are calculated from in-game data and are not hard-coded in (the numbers in my list are option flags, not timings).]
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Unread 08/21/18, 11:03 AM  
hydroseven

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Extra dodges notice

Hi ,

Great addon , Very useful in Fang Lair !!

Any chance you could had a audio cue for Fang Lair's last boss beetles ? ( I understand the game gives a visual cue but adding audio would be very useful when there's a lot going on in HM last phase)

Also would you consider adding Falkreath Hold Last Boss heavy attack audio Q aswell ?


Thanks again for the great work
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Unread 08/21/18, 10:03 AM  
Tonyleila
 
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Love this addon but I use Bandits UI and it has a lot more alerts, I want to tell ppl to get this addon so they don't have to use a whole UI for alerts, so maybe coud you add the IDs I edited over from Bandits?

Note that this are all spell that are not in raid notifier and most of them have a more specific timer then "long" and "short" so maybe you have to adjust this in your addon.

https://pastebin.com/wG2cNe2L
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Unread 08/07/18, 09:36 PM  
emotep

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Originally Posted by code65536
Originally Posted by emotep
A countdown might work better for Clash of Bones.

"Dodge Roll in 3... 2... 1..."
The addon's dodge roll alerts will sound the dodge notification 1.6 seconds before the attack lands, which is early enough for the player to react, but not so early that the attack lands after the player's dodge immunity has worn off.

Clash of Bones has a windup time of 2.25 seconds. The addon is basically waiting 0.65s before alerting you. A countdown makes no sense here.
Ok. I had two hit me within a about a 2 second window at the end, and I was just thinking of possible ways the addon could have helped me to survive it.

Nice addon btw, thanks for making it.
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Unread 08/07/18, 06:02 PM  
code65536
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Originally Posted by emotep
A countdown might work better for Clash of Bones.

"Dodge Roll in 3... 2... 1..."
The addon's dodge roll alerts will sound the dodge notification 1.6 seconds before the attack lands, which is early enough for the player to react, but not so early that the attack lands after the player's dodge immunity has worn off.

Clash of Bones has a windup time of 2.25 seconds. The addon is basically waiting 0.65s before alerting you. A countdown makes no sense here.
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Unread 08/07/18, 05:54 PM  
emotep

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A countdown might work better for Clash of Bones.

"Dodge Roll in 3... 2... 1..."
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Unread 08/04/18, 08:10 PM  
MK32

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Re: Re: Re: Re: vMA final boss skulls not registering

Originally Posted by code65536
Originally Posted by MK32
Originally Posted by code65536
Originally Posted by MK32
Thanks for the addon. The VMA final boss skulls are not registering. However, Quick shot, and the lightning ball from the wamasu work fine.
This is intended. I did not include the final boss's skull attack because it's already well-telegraphed and easy to dodge. When you see the blue swirls around your body, he's about to fire it off and you can dodge it; you don't even need to have your eyes on the boss.

In contrast, the Wamasu's attack is notified because the tell on it is more ambiguous and sometimes not visible (particularly when it initially spawns and is rendered halfway below the ground), and the Taking Aim is notified because the timing is difficult to judge visually and is very easy to dodge too early.
Thanks. Would be nice to have an option for the final boss skulls both upstairs and down because often you are not facing the boss.

As I just noted, you don't need to even look at the boss. There is already an in-game notification that the projectile is coming, in the form of the blue swirls around your body that grow in intensity.
How hard is it to add? I might try to add the notify to the LUA code myself. It would make it a lot easier for vma. Most of the time with the lag the effects don't even show up anyway.
Last edited by MK32 : 08/04/18 at 08:31 PM.
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Unread 08/03/18, 12:23 AM  
code65536
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Re: Re: Re: vMA final boss skulls not registering

Originally Posted by MK32
Originally Posted by code65536
Originally Posted by MK32
Thanks for the addon. The VMA final boss skulls are not registering. However, Quick shot, and the lightning ball from the wamasu work fine.
This is intended. I did not include the final boss's skull attack because it's already well-telegraphed and easy to dodge. When you see the blue swirls around your body, he's about to fire it off and you can dodge it; you don't even need to have your eyes on the boss.

In contrast, the Wamasu's attack is notified because the tell on it is more ambiguous and sometimes not visible (particularly when it initially spawns and is rendered halfway below the ground), and the Taking Aim is notified because the timing is difficult to judge visually and is very easy to dodge too early.
Thanks. Would be nice to have an option for the final boss skulls both upstairs and down because often you are not facing the boss.
As I just noted, you don't need to even look at the boss. There is already an in-game notification that the projectile is coming, in the form of the blue swirls around your body that grow in intensity.
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Unread 08/01/18, 04:15 PM  
MK32

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Re: Re: vMA final boss skulls not registering

Originally Posted by code65536
Originally Posted by MK32
Thanks for the addon. The VMA final boss skulls are not registering. However, Quick shot, and the lightning ball from the wamasu work fine.
This is intended. I did not include the final boss's skull attack because it's already well-telegraphed and easy to dodge. When you see the blue swirls around your body, he's about to fire it off and you can dodge it; you don't even need to have your eyes on the boss.

In contrast, the Wamasu's attack is notified because the tell on it is more ambiguous and sometimes not visible (particularly when it initially spawns and is rendered halfway below the ground), and the Taking Aim is notified because the timing is difficult to judge visually and is very easy to dodge too early.
Thanks. Would be nice to have an option for the final boss skulls both upstairs and down because often you are not facing the boss.
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Unread 07/31/18, 08:30 AM  
code65536
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Forum posts: 16
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Uploads: 13
Re: vMA final boss skulls not registering

Originally Posted by MK32
Thanks for the addon. The VMA final boss skulls are not registering. However, Quick shot, and the lightning ball from the wamasu work fine.
This is intended. I did not include the final boss's skull attack because it's already well-telegraphed and easy to dodge. When you see the blue swirls around your body, he's about to fire it off and you can dodge it; you don't even need to have your eyes on the boss.

In contrast, the Wamasu's attack is notified because the tell on it is more ambiguous and sometimes not visible (particularly when it initially spawns and is rendered halfway below the ground), and the Taking Aim is notified because the timing is difficult to judge visually and is very easy to dodge too early.
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Unread 07/25/18, 05:38 PM  
MK32

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vMA final boss skulls not registering

Thanks for the addon. The VMA final boss skulls are not registering. However, Quick shot, and the lightning ball from the wamasu work fine.
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