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Credits to @valarnin for the Trophy Weapon and Ultimate Trophy Weapon triggers. In my testing if the log lines are out of order it seems they will not output, which may still need to be addressed.

Took some stuff from normal mode and converted it to savage.

@Legends0 Legends0 mentioned this pull request Jan 12, 2026
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Co-authored-by: valarnin <valarnin@gmail.com>
@Legends0 Legends0 marked this pull request as ready for review January 17, 2026 22:05
@github-actions github-actions bot added the needs-review Awaiting review label Jan 17, 2026
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Legends0 commented Jan 17, 2026

Not sure there is a cleaner way to call the first voidstar spread/stack.

Arena splits still needs work on tower calls such as tether calls and which direction to jump perhaps.

There's also a slight issue with the timelines due to different weapon patterns having different timings, such that it can cause powerful gust to be skipped and perhaps a missed sync even on DoD?

@Legends0 Legends0 changed the title [WIP] raidboss: r11s add initial triggers and timeline raidboss: r11s add initial triggers and timeline Jan 17, 2026
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Not sure there is a cleaner way to call the first voidstar spread/stack.

I think calling the first one as bait x3 => spread/stack => ${firstWeapon} ${firstWeaponDir} would be what I would write in the end (e.g. Bait x3 => Spread/Stack => Proteans NNW), but that might be too wordy. I can safely say though that any ranged player without a movement ability has to know where the first mechanic is and how to resolve it because there is not enough time to make it from the PF default spread position for ranged players to the first weapon for all patterns.

I did a fairly deep dive on the raw network data and there's no hint prior to the StartsUsing or HeadMarker lines for the stack/spread, so there's no way to determine prior to that point.

The R11S Void Stardust End timeline trigger could be replaced with a normal trigger that counts Void Stardust casts and only fires on the 2nd cast.

The R11S Powerful Gust timeline trigger could be replaced with a trigger that counts the Maelstrom actors being added and fires after the 4th one is added (considering the amount of times I saw players die to not moving away from the tornadoes in time, this could do a move text for the first 3 if the bait was protean for any of them, then a bait text on the 4th?)

03|2026-01-09T18:13:44.0390000-05:00|40006923|Maelstrom|00|64|0000|00||14307|19183|188300|188300|10000|10000|||108.92|99.15|0.00|1.31|37bf231cc9a0446f

There's also a slight issue with the timelines due to different weapon patterns having different timings, such that it can cause powerful gust to be skipped and perhaps a missed sync even on DoD?

Which weapon mechs can have different timings? Is it Trophy Weapons, Ultimate Trophy Weapons, or both? The timings on the Assault Evolved casts should be consistent, but the timings on the actual damaging hits can be inconsistent since they're AoE effects subject to AoE propagation rules/delays.

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Legends0 commented Jan 18, 2026

The R11S Void Stardust End timeline trigger could be replaced with a normal trigger that counts Void Stardust casts and only fires on the 2nd cast.

There isn't a second cast for the second set of puddles that I am aware of. There are the 3s 'B413' puddles that get cast. I may need to add more comments to the timeline trigger. I timed the beforeSeconds to the timing of when the last Assault Evolved ability in the Trophy Weapons goes off, 116.2 - 105.1.

The R11S Powerful Gust timeline trigger could be replaced with a trigger that counts the Maelstrom actors being added and fires after the 4th one is added (considering the amount of times I saw players die to not moving away from the tornadoes in time, this could do a move text for the first 3 if the bait was protean for any of them, then a bait text on the 4th?)

03|2026-01-09T18:13:44.0390000-05:00|40006923|Maelstrom|00|64|0000|00||14307|19183|188300|188300|10000|10000|||108.92|99.15|0.00|1.31|37bf231cc9a0446f

That sounds better and more reliable.

There's also a slight issue with the timelines due to different weapon patterns having different timings, such that it can cause powerful gust to be skipped and perhaps a missed sync even on DoD?

Which weapon mechs can have different timings? Is it Trophy Weapons, Ultimate Trophy Weapons, or both? The timings on the Assault Evolved casts should be consistent, but the timings on the actual damaging hits can be inconsistent since they're AoE effects subject to AoE propagation rules/delays.

Syncing the Sweeping Victory, Heavy Weight, or Sharp Taste abilities might be the cause. The timeline does not yet account for the different patterns so I didn't notice if this issue only happened on the one pattern in the current timeline.

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There isn't a second cast for the second set of puddles that I am aware of.

Huh, I figured there would be an invisible cast since he fixes in place during the puddles, but I double checked and you're right.

I still feel like there's a better way to handle this that doesn't rely on the timeline being perfectly in sync, maybe by using the same line as R11S Trophy Weapons, data.weaponMechCount === 2, and place it after the R11S Trophy Weapons trigger?

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I still feel like there's a better way to handle this that doesn't rely on the timeline being perfectly in sync, maybe by using the same line as R11S Trophy Weapons, data.weaponMechCount === 2, and place it after the R11S Trophy Weapons trigger?

I came up with counting the Assault Evolved casts and checking if the Void Stardust value has been set. Using castTime delay over Ability as it may be slightly earlier and avoids issue of ability triggering multiple counts. This comes out ~1s later than the timeline trigger, but that's probably better for snapshotting.

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I'll try to find time to review/clean up the timeline tomorrow, but no promises.

If we want to go for an early merge for this, a simple set of triggers in arena split for tether/no tether should be sufficient, since there's a new strat circling around that has all of the meteor baits on one side of the arena regardless of tether status.

Comment on lines +317 to +323
{
id: 'R11S Comet Spread Collect',
type: 'HeadMarker',
netRegex: { id: headMarkerData['cometSpread'], capture: false },
suppressSeconds: 1,
run: (data) => data.voidStardust = 'spread',
},
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Should this trigger (and R11S Crushing Comet Collect) have a suppress of 9999, so that the 2nd set doesn't overwrite it? It's not important for the default triggers, but user triggers might want to use the data property for something and it probably wouldn't be expected for this to get overwritten.

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These only trigger once in the fight, at 1:25 and 1:52, and have no relationship to the other mechanics.

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I guess my explanation was poor. When one of them fires at 1:25, it sets the value to stack or spread. When the other one fires at 1:52, it sets the value to the opposite.

It may be unexpected behavior that it changes a second time, since it's theoretically only supposed to be set once.

@github-actions github-actions bot removed the needs-review Awaiting review label Jan 20, 2026
Co-authored-by: valarnin <valarnin@gmail.com>
@github-actions github-actions bot added the needs-review Awaiting review label Jan 20, 2026
Legends0 and others added 4 commits January 19, 2026 22:37
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I noticed during testing last night, Ultimate Trophy Weapons timings are wrong or it's detecting something improperly. Will try to get more details/a fix when I get time away from work today.

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I noticed during testing last night, Ultimate Trophy Weapons timings are wrong or it's detecting something improperly. Will try to get more details/a fix when I get time away from work today.

The delays are wrong for the later parts, but the output order has been correct.

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type WeaponInfo = {
  delay: number;
  duration: number;
};

const ultimateTrophyWeaponsMap: (WeaponInfo | undefined)[] = [
  undefined, undefined,
  {
    delay: 0,
    duration: 8.7,
  },
  {
    delay: 4.7,
    duration: 5.1,
  },
  {
    delay: 5.8,
    duration: 5.1,
  },
  {
    delay: 6.9,
    duration: 5.1,
  },
  {
    delay: 8,
    duration: 5.1,
  },
  {
    delay: 9.1,
    duration: 5.1,
  },
];
      id: 'R11S Ultimate Trophy Weapons',
      type: 'ActorControlExtra',
      netRegex: { category: '0197', param1: ['11D1', '11D2', '11D3'], capture: true },
      condition: (data) => data.weaponMechCount > 1,
      delaySeconds: (data) => {
        return ultimateTrophyWeaponsMap[data.weaponMechCount]?.delay ?? 0;
      },
      durationSeconds: (data) => {
        return ultimateTrophyWeaponsMap[data.weaponMechCount]?.duration ?? 0;
      },
      countdownSeconds: (data) => {
        return ultimateTrophyWeaponsMap[data.weaponMechCount]?.duration ?? 0;
      },

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5 participants