It should be semi-easy to implement in 2.1.0, given that one can now ask for remaining duration and debuffs on enemies.
I.e.: When Ogre #2 dies, cycle through Ogres and check whether one is polyd and whether the remaining duration fits the expectation. If so, keep the bar, if not, discard it.
Of course, that could add to some MAJOR churn in tight battles with lots of DoTs (and then AEing some down), but it would make it - if I understand it right - possible to perfectly know which bars to discard/keep.
I just wanted to thank all people involve in this project, really a superb mod.
I have a couple of requests,
1) Rogue, Slice n Dice
The mod use to hanlde it differently in the past, but in new versions the slice n dice timmer is disappearing when the mob dies like if it was a mob debuff, when in reallity its a self buff that doesnt disappear with the mobs death. The request is, if possible, to be handle like Frostnova is manage, just a plain timmer that doesnt track mobs but a timmer when the buff expires.
2) Mage, Invisibility
The latest version when you click invisibiity kicks up the 20sec timmer, when in there is 5sec delay or channel spell for the invisibility to kick in. So maybe, if possible, 5sec timmer for the channeling, and 20sec timmer that starts as the channeling ends.
Chronometer isn't working. It doesn't show any bars, if i try 'test' it shows following error: 'Interface\Addons\Chronometer\Core\Chronometer.lua:278: attempt to index field 'bars'(a nil value)'. So what can I do? I have no idea of programing ace based addons. I already tried to update, but its the same error. If it i sof any importance: I play a warlock on german realm.
Feature request: I'd like chronometer to be able to watch other classe's stuns and cc spells as well. For example I can see the poly timer with my mage but not the sap timer of the rogue in my dungeon group. Natur could handle that. Any thoughts on it?
that's because NECB waits for a poly dispelled event before removing the bar as chronomiter dosn't
Not ONLY this one. NECB checks for a 'fade', 'dispell' and 'died' message to remove a Debuff in general (polymorph is an exception: internal keyword 'fragile')!
BUT if your current target is not dead NECB will never remove the Debuff's bar, that's the magic behind my system. It will even catch a 'Unit has died' event and compares that with your current target or checks if you have lost your target shortly after the event.
Another check prevents polymorph bars to disappear if the mob dies: NECB never clears Poly or banish bars (and some others) on mob deathes, because at first this Debuff has to fade before a mob can die. This system works very well but results in staying bars if you sheep and kill a lvl1 mob with one hit ;-)
You see, I use several routines for this 'simple' job to display accurate bars.
And of course as some people have noticed NECB uses of a very complete core system that's a synergy of different methods (Combatlog and Unit(De)Buff system + more API commands to detect ranks, player levels etc.) to achive a maximum of accuracy. With patch 2.1.0 even more is possible and all ways the new API has to offer will be used by my little jewel with the next patch.
On the other hand, NECB is a heavyweight Addon because of all the checks and combined methods.
With the "self" option turned off, I was still getting a Slice and Dice timer for my Rogue each time I used it.
Also, (not that I wanted the timer to show, but since it was anyway) this mod does not take into account 2 piece tier 4 for SnD, which increases the base duration of Slice and Dice by 3 seconds, or 4.35 seconds talented.
The detection of FI is very flaky. I'm not sure but it seems like Chrono detects the first FI in any combat but not any subsequent ones (actually I think it is even less, but the only ones it does detect are the first ones).