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These I have been working on. It is very much a work in progress, although I think most of these work. Some of the calls still need to be merged and some probably altered. The Cursed Coil orders could use some more tuning as there are some more situations that could use a trigger for, I'll write-up a rough idea of its timeline for it later.

Currently Cursed Coil and the Act 3 are very much following the common PF strategy at the time (Toxic Friends). I've heard there is an alternate strategy for Cursed Coil but not seen it, and I imagine there must be some alternate strat for Act 3, but the simplest to do for now was just to call out the layout TF is using. I may add a config to the Act 3 later to just default to replacing the directions with cards/intercard calls instead of all 8 positions.

Timeline is based on network log. I will soon be starting on P2 and P1 will start receiving minor adjustments from my end.

@Legends0 Legends0 mentioned this pull request Jan 19, 2026
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This could work with any strategy... may go back to rep2 later to better track the clone pair + ability pair + player order. It's essentially the same code needed. Sorry for the massive amount of conditionals, the way it seems right now is complex and this was the simplest I came up with.
Apparently the ActorControlExtra matches just backsync with the ~1.5s matches, so commented them out.
Also pre-calls a tower positions output.
Will likely want to look into which towers were where previously, record that, but I'm not sure if a play position check prior to the end of the cast is adequate since the player could not yet be on the side they need to be at that time. Could add a delayed notification at end of cast of which of the two towers to take and you'd have ~4.4s to adjust.
Delayed until 4.7s as that is about when the Earth will have gone off and it will be safe to move.
Will be able to update it with direction later, needed to be able to call the vision 8 stuff earlier because of quickness of mechanics.
These can likely be cleared up later when replication 2 is refactored to be like replication 3 and we can determine the ability/location order...
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Legends0 commented Feb 1, 2026

I realize the stacks/defamation calls in idyllic are wrong... the order is based on the boss clone order not the player clone order (that's probably for later).

Also, the sobat is kind of iffy when it comes to snapshotting, not sure if changing it to calculate based on the target or abilityextra's location could be better?

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Legends0 commented Feb 1, 2026

I believe I found a pattern with how the towers spawn.
When sorting the actors by their id, they go from lower to higher order:
West Dark
West Fire
West Earth
West Wind
East Dark
East Fire
East Earth
East Wind

The east ones also appear to be the ones that cast the B9D9 which causes light resistance down. Also I think they are placed in the same true north configuration on each side, so if we just grab who casts B9B9 early on in the fight and get their locations, could know where all the towers are.

EDIT: Assuming their positions at some point are recognizably unique...

output at the moment is just default dn
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Legends0 commented Feb 2, 2026

Ok well pretty much all triggers are there.

There are some things that need fixing though:

  • I think the defamations / stacks initial call for replication 3 might call wrong, although the replication 4 output is correct and so is the reenactment 2 stuff.
  • Temporal Curtain predictions need to be fixed still.
  • The Twisted Vision 7 Safe Platform seemingly isn't calling, I'll have to test later in raid emulator to fix.
  • R12S Twisted Vision 8 Dodge Cleaves might be wrong, I think it called the opposite of what happened, I'll have to review in raid emulator later
  • Replication 2 should be refactored to handle various strategies, but I am not sure I'll get to that before an initial review since it is good enough at the moment
  • Timeline I'll update probably tomorrow with network log to end. I think there might be some more power gusher/snaking kick ids I am missing. Will need to compare to more logs and test timeline.
  • P1 seems pretty solid and has been since I started P2 work, it's missing Mortal Coil calls and potentially a clock/clockwise cruel coil and possibly the direction to run for beta / alpha when breaking tether, but those niceties can be added later. I haven't bothered to look into Mortal Coil and since P2 had more importance, the P1 stuff I mostly haven't added to as it has been good enough. Potentially P1 venomous scourge trigger could be adjusted to better reflect how the targetting works (away from heads during tank snapshot, then spread near heads for party hits), harder to say how the east head is hitting furthest players and west head is hitting furthest but you realize this when you end up getting two hits if you go middle south in a cardinals layout. Possibly some additions/trimming for cursed coil outputs too.

if (first === headMarkerData['manaBurstTether'])
return output.stacksFirst!();
if (first === headMarkerData['heavySlamTether'])
return output.defamationsFirst!();
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I think these two checks are flipped.

  • mana burst => defamation
  • heavy slam => stack

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6 participants