turned the healbot one off later this night, but didnt rly pay attention then if we were getting the right 'group x is next' messages tho, as we were sorta killing him for the first time :)
anyway thx for the info
like the mod very much, altho the guild decided to do a different consumable rotation :(
(throwing half the mod overboard :D)
That is afaik the most efficent consumable rotation there is, where you maximize the effect of all consumables and put all cooldowns to good use. I could be wrong too, so feel free to suggest a different rotation :)
This is actually something I've been interested in lately too. My guild has decided to go with a different order. And that is basically this:
GSPP
1) Whipper Root Tuber or Night Dragon's Breath (if needed)
2) Bandage + GSPP
3) nothing
4) Bandage
5) GSPP + Healthstone if needed
6) Bandage (+ Healthstone if needed and not used yet)
7) nothing (+ Healthstone if needed and not used yet)
8) nothing
Anyway, from my research I've seen only these 2 orders proposed. So it would be great to have an option to switch between these two :). As it is, it's easy enough to edit the code, so each time I get an update from your latest code I paste in my ordering changes, but others may be interested in this too.
Here's what I'm using:
-- timing -------------------2:10--------------------2:40------------------3:10------------3:40--------4:10-------------4:40--------------------5:10-----------5:25---------5:40
-- after 5 minutes doom comes every 15seconds
local consumableslist = {L["noconsumable"],L["shadowpotandbandage"],L["noconsumable"],L["bandage"],L["wrtorhs"],L["shadowpotandbandage"],L["noconsumable"],L["noconsumable"],L["noconsumable"]}
Thanks.
Also, as far as my problems with not PMing people that I was having earlier, I'm pretty sure (yet haven't had a chance to test recently) it's because I had my RaidWarning plugin in BigWigs set to announce but not to send PMs. :( So thanks, cuz what you said spurred me to check that.
er, that's an old copy of what i paste in for the ordering, sorry. here's what i've actually got:
-- timing -------------------2:10--------------------2:40------------------3:10------------3:40--------4:10-------------4:40--------------------5:10-----------5:25---------5:40
-- after 5 minutes doom comes every 15seconds
local consumableslist = {L["noconsumable"],L["shadowpotandbandage"],L["noconsumable"],L["bandage"],L["shadowpot"],L["wrtorhs"],L["noconsumable"],L["noconsumable"],L["noconsumable"]}
Reading that thread, seems pretty good this method, would be great if we could have 2 options on the Loatheb Tactical.
GSPP
1) Whipper Root Tuber or Night Dragon's Breath (if needed)
2) Bandage + GSPP
3) nothing
4) Bandage
5) GSPP + Healthstone if needed
6) Bandage (+ Healthstone if needed and not used yet)
7) nothing (+ Healthstone if needed and not used yet)
8) nothing
but there is a mistake on 5), u took a gspp on 2) so 2min which would be after 6). As the EJ thread say would be:
The following sequence as suggested by others will take in effect as soon as i can commit again to the SVN. I compared it with my version and the Peak Damage in Worst Case is lower and it gives you more freedom to do dps near the end of the fight.
I won't add syncing of different sequences to the module nor implement different strategies. IF you want to deviate from the current strategy you can allways manually change the code.
For now wait till i can commit again :) Or grabthe attached file in this post. I commented out the old sequence for those that still want to use it
-- Note that below list goes out from the most worst case scenario. Excluded here is :
-- * Improved Healthstones = 1440 HP
-- * IceBlock (Mage)
-- * Divine Shield (Paladin)
-- * Judgement of Light (Alliance)
-- * Major Trolls Blood
local consumableslist = { -- Worst Case
L["noconsumable"], -- 2:10 2550dmg - 1950 absorb = 600 dmg = - 600 HP -- Optional use a NDB or WRT here
L["shadowpotandbandage"], -- 2:40 2550dmg = -3150 HP
L["noconsumable"], -- 3:10 2550dmg - 1950 absorb - 2000 bandage = -1400 dmg = -1750 HP
L["bandage"], -- 3:40 2550dmg = -4300 HP
L["healthstone"], -- 4:10 2550dmg - 2000 bandage = 550 dmg = -4850 HP
L["shadowpotandbandage"], -- 4:40 2550dmg - 1200 stone = 1350 dmg = -6200 HP -- Peak 6200
L["noconsumable"], -- 5:10 2550dmg - 1950 absorb - 2000 bandage = -1400 dmg = -4800 HP
L["noconsumable"], -- 5:25 2550dmg = -7350 HP
L["noconsumable"] -- 5:40 2550dmg = -9900 HP
}
Honestly, thanks a lot for being so open with suggestions and changes etc. This is getting to be a very nice, polished mod.
I have one other concern though after tonight's raid. I noticed that the calls for consumables happen like 15 seconds after the actual Impending Dooms occur. Is this by design? This seems to be not quite optimal since that leaves people only 7 seconds (15 minus the 8 seconds required for the bandage) to make a quick decision on whether they can bandage or if they have to get a spore soon (before the next impending doom). As a result, some people are missing the spore because they have to bandage, or vice versa. If, however, the alerts for the consumables occurred right at the time of the impending doom it would give people 30 seconds to make the right decision there, so better chance of successful execution.
Everything else is working awesome so far as I can tell. Thanks again.
Honestly, thanks a lot for being so open with suggestions and changes etc. This is getting to be a very nice, polished mod.
I have one other concern though after tonight's raid. I noticed that the calls for consumables happen like 15 seconds after the actual Impending Dooms occur. Is this by design? This seems to be not quite optimal since that leaves people only 7 seconds (15 minus the 8 seconds required for the bandage) to make a quick decision on whether they can bandage or if they have to get a spore soon (before the next impending doom). As a result, some people are missing the spore because they have to bandage, or vice versa. If, however, the alerts for the consumables occurred right at the time of the impending doom it would give people 30 seconds to make the right decision there, so better chance of successful execution.
Everything else is working awesome so far as I can tell. Thanks again.
As soon as you get afflicted by Loatheb Doom, that is when you get the debuff, 11 seconds after you get the debuff you get the warning. That means 11 seconds minus 10 seconds (that is how long the debuff lasts till it does damage) is 1 second and some lag after the debuff has done damage it sends out the warnings. I'll advice you to update your bigwigs in case it is 15 seconds after the damage has been done, see below timeline how the warnings should be.
I just wanted to say thanks for this mod, really simplifies a lot the loatheb fight. I also like the new setup with the new version, hope to see it soon working for 2.01.
Again thanks for creating this mod and keeping it up to date.
This is actually something I've been interested in lately too. My guild has decided to go with a different order. And that is basically this:
GSPP
1) Whipper Root Tuber or Night Dragon's Breath (if needed)
2) Bandage + GSPP
3) nothing
4) Bandage
5) GSPP + Healthstone if needed
6) Bandage (+ Healthstone if needed and not used yet)
7) nothing (+ Healthstone if needed and not used yet)
8) nothing
This order was proposed by Arawethion on the Elitist Jerks forums (http://forums.elitistjerks.com/viewtopic.php?id=8891&p=3 scroll down near the bottom to see his defense of this method, which I tend to agree with)
Anyway, from my research I've seen only these 2 orders proposed. So it would be great to have an option to switch between these two :). As it is, it's easy enough to edit the code, so each time I get an update from your latest code I paste in my ordering changes, but others may be interested in this too.
Here's what I'm using:
-- timing -------------------2:10--------------------2:40------------------3:10------------3:40--------4:10-------------4:40--------------------5:10-----------5:25---------5:40
-- after 5 minutes doom comes every 15seconds
local consumableslist = {L["noconsumable"],L["shadowpotandbandage"],L["noconsumable"],L["bandage"],L["wrtorhs"],L["shadowpotandbandage"],L["noconsumable"],L["noconsumable"],L["noconsumable"]}
Thanks.
Also, as far as my problems with not PMing people that I was having earlier, I'm pretty sure (yet haven't had a chance to test recently) it's because I had my RaidWarning plugin in BigWigs set to announce but not to send PMs. :( So thanks, cuz what you said spurred me to check that.
-- timing -------------------2:10--------------------2:40------------------3:10------------3:40--------4:10-------------4:40--------------------5:10-----------5:25---------5:40
-- after 5 minutes doom comes every 15seconds
local consumableslist = {L["noconsumable"],L["shadowpotandbandage"],L["noconsumable"],L["bandage"],L["shadowpot"],L["wrtorhs"],L["noconsumable"],L["noconsumable"],L["noconsumable"]}
But that could be fixed up some probably.
(with ofc the most used ones already in memory :D)
but there is a mistake on 5), u took a gspp on 2) so 2min which would be after 6). As the EJ thread say would be:
1) WRT/NDB if needed
2) GSPP + Bandage
3) Nothing
4) Bandage
5) Healthstone
6) GSPP + Bandage
7) Nothing
I won't add syncing of different sequences to the module nor implement different strategies. IF you want to deviate from the current strategy you can allways manually change the code.
For now wait till i can commit again :) Or grabthe attached file in this post. I commented out the old sequence for those that still want to use it
I have one other concern though after tonight's raid. I noticed that the calls for consumables happen like 15 seconds after the actual Impending Dooms occur. Is this by design? This seems to be not quite optimal since that leaves people only 7 seconds (15 minus the 8 seconds required for the bandage) to make a quick decision on whether they can bandage or if they have to get a spore soon (before the next impending doom). As a result, some people are missing the spore because they have to bandage, or vice versa. If, however, the alerts for the consumables occurred right at the time of the impending doom it would give people 30 seconds to make the right decision there, so better chance of successful execution.
Everything else is working awesome so far as I can tell. Thanks again.
As soon as you get afflicted by Loatheb Doom, that is when you get the debuff, 11 seconds after you get the debuff you get the warning. That means 11 seconds minus 10 seconds (that is how long the debuff lasts till it does damage) is 1 second and some lag after the debuff has done damage it sends out the warnings. I'll advice you to update your bigwigs in case it is 15 seconds after the damage has been done, see below timeline how the warnings should be.
-- Afflicted by Inevitable Doom -- 0 sec
-- Inevitable Doom does damage -- 10 sec
-- Consumable Warnings -- 11 sec
Again thanks for creating this mod and keeping it up to date.
Take care,