Ascension Embargo
Posted: 06 Apr 2018, 01:02
This is a completely separate idea to how the current Auto combo ascensions work. I'm actually going to leave both available for now at least.. which will likely lead to people's confusion.
Anyways! Let me explain the old method, and the new method.
Old method ( [x] Auto Complete Ascension Combos )
When an ability hit the mob, and you could combo it, the combo would be queued up into OgreBot.
The benefits
New method ( [x] Ascension Embargo And Combo ) * ( Name may change...)
When an ability is cast, if you can combo it, the combo will be queued up into OgreBot.
The downsides
The brief descriptions above, show basically 1 very minor difference, when an ability HITS the mob, vs when an ability is cast. This is a VERY big difference however.
What also happens, is any time an ascension ability is cast (regardless if you can combo it or not), NO other ascension abilities in the cast stack are allowed to be cast for 10 seconds (may make this modifiable). This gives people time to combo, and re-combo it, without having more ascension starters go off.
You don't have to do anything special to your ascension abilities either, Ogrebot knows which ones are ascension and will avoid casting them while the embargo (the 10 seconds) is active.
So, I mentioned you may not be able to specify an order, let me give you an example:
Levinbolt combos with Granite Protector.
Toon1 starts casting Levinbolt (2.5 second cast time)
Toon2 sees this, and knows he can cast Granite Protector to combo, so he starts casting it IMMEDIATELY, which has a 2.0 second cast time. Assuming Toon2 isn't casting an ability with > 0.5s cast time remaining...
Toon2 lands Granite protector first, THEN Toon1's Levinbolt lands, resulting in a Levinbolt combo, instead of a Granite Protector combo.
Working on a good way to resolve this...
Update: (Why I striked all the text above.)
Made the new way wait a short period (1s as of right now) before it starts trying to combo. This allows the person casting the start to actually get the ability rolling before they start to combo it.
UI Elements added:
Checkbox on Settings tab
Updated Ascension tab
TO DO:
Make a way to add abilities via mcp to do not combo
Make a way to enable/disable abilities via map for do not combo
Anyways! Let me explain the old method, and the new method.
Old method ( [x] Auto Complete Ascension Combos )
When an ability hit the mob, and you could combo it, the combo would be queued up into OgreBot.
The benefits
- You could very specifically order who would combo what, because it waited until AFTER the first ability landed.
- Another benefit: You could combo off anyone in the raid.
- You could get a backlog of ascension combos to cast, and end up missing out on actually comboing them because too much time past.
- Not all abilities could combo, because not all of them "landed" (brittle armor, ethermancy ot name a few).
New method ( [x] Ascension Embargo And Combo ) * ( Name may change...)
When an ability is cast, if you can combo it, the combo will be queued up into OgreBot.
The downsides
- You may not be able to specify an order (I'll explain in a moment, and I have some ideas to counter this if it does indeed prove a problem).
- You can NOT combo off anyone in the raid, only toons you are logged into.
- Can never fall 'behind' on combos, because they only happen 1 combo at a time.
- All abilities can combo, including brittle armor and ethermancy.
The brief descriptions above, show basically 1 very minor difference, when an ability HITS the mob, vs when an ability is cast. This is a VERY big difference however.
What also happens, is any time an ascension ability is cast (regardless if you can combo it or not), NO other ascension abilities in the cast stack are allowed to be cast for 10 seconds (may make this modifiable). This gives people time to combo, and re-combo it, without having more ascension starters go off.
You don't have to do anything special to your ascension abilities either, Ogrebot knows which ones are ascension and will avoid casting them while the embargo (the 10 seconds) is active.
So, I mentioned you may not be able to specify an order, let me give you an example:
Levinbolt combos with Granite Protector.
Toon1 starts casting Levinbolt (2.5 second cast time)
Toon2 sees this, and knows he can cast Granite Protector to combo, so he starts casting it IMMEDIATELY, which has a 2.0 second cast time. Assuming Toon2 isn't casting an ability with > 0.5s cast time remaining...
Toon2 lands Granite protector first, THEN Toon1's Levinbolt lands, resulting in a Levinbolt combo, instead of a Granite Protector combo.
Working on a good way to resolve this...
Update: (Why I striked all the text above.)
Made the new way wait a short period (1s as of right now) before it starts trying to combo. This allows the person casting the start to actually get the ability rolling before they start to combo it.
UI Elements added:
Checkbox on Settings tab
Updated Ascension tab
TO DO:
Make a way to add abilities via mcp to do not combo
Make a way to enable/disable abilities via map for do not combo