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[Hunter] [Spell] Misdirection #1429

Open ghost opened 5 years ago

ghost commented 5 years ago

Describe the bug

Expected behavior

  • This is a great skill in instance/raid. All raiding hunters MUST know how to use it.
  • It allows the hunter to pull for the tank in some difficult pulls.
  • It adds threat to the tank at the pull, as well as during the mid of long boss fights if used repeatedly.
  • Usually the autoshot timer will start after applying your first special shot, thus only giving you two specified shots (i.e. Cast misdirection, fire an Arcane Shot, autoshot is triggered, then follow up with a Distracting Shot or Multishot).
  • Hint: start with an Aimed shot (half of the time you'd be pulling anyway). Due to the new behavior of Aimed shot, you will have time before auto-shot fires off. Hit a Distracting Shot or an Arcane Shot, jump to interrupt (or instead, cancel Auto-shot), and restart an aimed shot. Decent crit% will allow roughly 4~5k damage dealt.
  • Multishot is sometimes considered as a single shot (see below). Thus the three hits from one multishot will transfer over to the friendly target. This can be handy in pulls of 2 or more mobs.
  • If you use misdirection to pull groups that are linked to others, all mobs will go onto the target of misdirection.
  • Also great on AoE pulls to be used with Explosive Trap, solidly anchoring your trap aggro onto the main tank.
  • Works with Volley as well, counting as one shot fired. Easier than explosive trap since you don't have to get close to them to fire it. Follow with a multishot and probably an autoshot will use the last point.

These are some observations regarding how Misdirection works. For example, multi-shot does not count as "one shot" as such. Moreover, the mechanisms seem to be:

  • Shots that were Immune to the mob do not count as one of your 3 misdirects, seen in Karazhan.
  • When misdirection is active, ALL attacks that happen on a tick during which ANY attack happens, is Misdirected.
  • On next tick, the buff counter is reduced with the number of attacks that happened.

What this means:

  • You can misdirect more than three targets with Explosive Trap (Tested in Steam Vault with the yellow slave groups of four - all were misdirected, counter just went to zero).
  • Note that only the initial explosion damage is misdirected; The damage on next tick counts against the hunter again.
  • If you want "optimal" misdirectioning with multiple targets, save Multishot for last (eg. Aimed shot => Distracting Shot => Multishot). The first two shots reduce counter by one, and Multishot takes it to zero even though it's hitting multiple targets.
  • If, against three or more targets, you use multishot first, Misdirection counts to zero after that first Multishot since three attacks occured.

source Sunstrider rev. 12396 (6ade3a0482a0) 2019-09-22 21:37:26 +0200 (dev branch) (Unix, Debug, Static)

kelno commented 5 years ago

I fixed the biggest part of this, AoE and channeled spells now counts for 1 charge only. But this doesn't work if your attack is the last one of the 3. I also guess there is also some spell batching involved on retail that allowed you to do more than 3 easily. I'll move this to low prio as the biggest part is done.

kelno commented 5 years ago

To dev: Possible fix: Add some delay with a drop event like magnet aura do