baaron4 / GW2-Elite-Insights-Parser

Binary parser for the .evtc files that arcdps generates after a boss encounter. This will generate a .html file where the results can be easily reviewed.
MIT License
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Fractal Mechanics (List and call for opinions) or "What is worth tracking?" #121

Closed LunusLupus closed 6 years ago

LunusLupus commented 6 years ago

Thanks to Micca (dps.report dev), I was provided with some extensive logs containing almost every trackable fractal mechanic (and a lot of, sadly, untrackable ones), so I tried to compile a list of what we could track and ask for opinions on what should be included. It's totally possible (and maybe even likely) that a mechanic was missed. Feel free to mention it here! A lot of mechanics in fractals have a multitude of IDs for the exact same attack (up to ten, e.g. for different phases), which makes it easy to miss one or two in a specific run. Everthing I question being worthwile is not planned to be tracked atm (according to my opinion, ofc).

General: In case not everyone is aware: HP% based hits aren't tracked by arc due to the way the server handles those attacks. This can and will not change unless ANet changes their internal coding (which I would say is less likely than getting build templates and 6 wings per year). Basically all shockwaves in fractals seem to deal no damage and are only tracked when interrupting someone. Could maybe include a Mechanictype for that (or solve it via the Special condition checking the 'result' variable) if it's deemed worthy. Will not register all hits though as mentioned. Fractal Vindicators: Spawn detection is what I suggest (and implemented), but would like second opinions on that. This will create a new line in the (second) mechanics table for every vindicator spawning, making it quite long on bad fights. Not that much of an issue but grouping might be an option for those. Oneshot Mechanics: As those are in general HP% based, none of those can be tracked directly. There are some workarounds for some of them (e.g. failed to break defiance bar).

Implemented Mechanics are crossed out

99 CM: Toxic Sickness: Being hit by the cone vomit from a party member causes this ID to fire. Sadly, ONLY recorded for the PoV so I excluded it for now.

MAMA: Blastwave: Spinning Knockback, applies burning Shoot: Toxic green balls (and standing in their AoE) Red Balls: Normal red balls she shoots before/after green ones but same animation/pattern. Maybe overkill to track those? Grenade Barrage: Multitude of red balls launched into all directions, showing their impact with small orange circles. Worthwile? Explosive Impact: Jump attack from Watchknights. Extraction: Pulling Circle mechanic from Watchknights. Arkks Bubble: While there is a buff that can be tracked for standing inside the bubble, it is only tracked for the PoV again. Decided to exclude it for now. Leap: MAMA jumps onto a target releasing 3 shockwaves and dealing massive damage. Tantrum: Double swing followed by half circle slam and three cone slams. Sadly, these are all on the same ID. Sweeping Strikes: Many rapid swings in front of MAMA (only happens in the last phase). Nightmare Miasma: Poisonous Goo from the expanding circle below 33% boss HP. Homing Grenades: Similar to grenade barrage, but these seek a target and bounce twice after impact. Cascade of Torment: Rings popping up in a set pattern below MAMA. Knight's Daze: Dazing attack by the Watchknights. Worth tracking? A couple more IDs that I couldn't link to any specific remarkable attack.

Siax: Tail Lash: Tail attack Vile Spit: Green poisonous circles. Nightmare Hallucination: Only trackable via spawn, the person hit doesn't seem to be tracked. Cascade of Torment: Rings (same as on MAMA) Normal red balls: HP%, not trackable Fixation: targeted by a Volatile Hallucination Volatile Expulsion: Explosion of Volatile Hallucination, HP%, not trackable, could be circumvented by the condition application, if desired? Caustic Explosion: The CC phase and the four add phase. Both tracked by taking too long despite being HP%.

Ensolyss: Lunge: Charge by Ensolyss or hallucinations in the last phase. Different IDs but I grouped them as the same mechanic. Upswing: Split in two parts, the big orange circle jump and the explosion of the summoned illusions afterwards. Arkk Bubble: Same Issue as on MAMA Nightmare Miasma: Poisonous Goo, similar to the one on MAMA, grouped all IDs together. Caustic Explosion: After capture phase defiance bar. Tracked if failed by taking too long. Also, the knockbacks (yellow arena quarters in hourglass constellation) during that phase are tracked on a different ID. Nightmare Devastation: Starting the attack that is only protected inside Arkk's Bubble. Tail Lash: Tail attack Serpent Strikes: Basically auto attacks, worth tracking? Bullets: All attacks during the circle capture phase are HP% based and thus not trackable. Caustic Grasp: Platform wide pull Tormenting Blast: Two yellow quarter circle attacks in quick succession that deal massive damage and knock back. Rampage: Arrows in all directions, spawning knocking bubbles in rotating order while pulling party members into the middle Also a couple of IDs that are sometimes named but hard to place and don't seem to fall under any category.

100CM: Skorvald: Horizon Strike: Pizza shapes that spawn and trigger in rotating order Crimson Dawn: Last part of Horzion Strike (almost full platform is covered) Warp: Jumping to a player that has been marked with a bomb above his head. Seems to not deal damage and isn't easily trackable. Spiral Strike: Attack directly after Warp. Punshing Kick: Single purple line knock back Cranial Cascade: 3 purple lines knock back Focused Anger: Large Cone knock back (crosshair overhead beforehand) Radiant Fury: Expanding circles under all players, inflicting burning on every party member hit Solar Cyclone: Spinning Knockback attack (via purple lines) in the last phase Blinding Radiance: Feared by the overhead eye. Only trackable via the fear (so prevented by stability), not the direct hit of damage as that one is HP% based. Beaming Smile (Death Ray): HP% based Fixate: Fixated by a solar bloom Explode: Hit by the solar bloom CC, only shows up if it interrupts something as the damage seems HP% based, not tracked atm Combustion Rush: Charging over the platform, knocking back players Wave of Mutilation: Knockback jump in last phase A multitude of more IDs can be found, but I found most not worthwile to track: Adds: shockwave jump, Knockback jump, Auto attack, evading knockback, Skorvald: Target for Combustion Rush, Solar bolt (red balls on the ground)

Artsariiv: All add attacks except the Vault by the big adds aren't worthwile tracking (imho), but there are at least 10 of them. Vault: CCing staff jump of big adds Slam: Vault attack from boss (showing orange circle below it) Blinding Radiance: Feared by overhead eye (see Skorvald) Death ray: not trackable Teleport Lunge: Triple jump to a corner after death rays Corporeal Reassignment: Skull buff application. The attack itself is percentage based and thus not tracked. Obliterate: Both the expanding circle after phases and the many circular purple pillars going of afterwards are HP% based Mib Ring: Purple Goo below Arts and Split phase bosses is HP% based Astral Surge: Spiraling circles on the floor in a variety of different sizes Red Marble: Knocking red marble released by Arts before her Slam and sometimes by adds as well. Spark: Failed to bounce the globola Marble properly, tracked via Spawn mechanic. Normal red bullets from the boss aren't worthwile imho.

Arkk: Horizon Strike: Rotating pizza attack Diffractive Edge: 5 Cones in front of him Solar Fury: Red overhead balls (or stood in their fields) Focused Rage: Cone Knockback following overhead crosshair Starburst Cascade: Floating expanding/contracting Ring attack Overhead Smash: Overhead Smash Corporeal Reassignment: Skull buff application (hit can't be tracked, HP% based) Cosmic Meteor: Better known as Temporal Realignment or Green; buff application (hit can't be tracked, HP% based) Fixate and Explode: See Skorvald. All four fixates are different IDs so technically one could track which bloom attached to whom but i grouped them all together for now. Blinding Radiance: Feared by overhead eye Breakbar: Fail tracked by taking too long to break it. Small Ball: Single red ball leaving purple fields behind, not sure if worth tracking Overhead Smash (Archdiviner): … Solar Stomp: Evading stomp (last phase) Rolling Chaos: small arrow following CC marble Cosmic Streaks: DDR started death ray mechanic Spinning Cut: Dazing auto by Gladiator Pull Charge: Pull from Gladiator, failing tracked by taking too long Whirling Devastation: Attack after Gladiator pull. Plunge: Gladiator smashes his sword into the ground (Mesmer GS 3)

All the small add's attacks aren't worthwile to track, I feel? Same goes for the other AAs of the gladiator. Maybe track the fields of the Archdiviner?

LunusLupus commented 6 years ago

This can ofc also be used for suggestions for raid mechanics that aren't currently tracked, although the other issue might be suited better for that.

EliphasNUIT commented 6 years ago

You did a PR recently on that, could you specify which mechanics you did implement tracking for on that list so that we can eventually discuss if we need more or not? Thanks.

LunusLupus commented 6 years ago

Done

EliphasNUIT commented 6 years ago

Should we close this? I think we are pretty good on 99cm and 100cm mechanics. We can open a new dedicated issue if one day we get a new CM.

LunusLupus commented 6 years ago

Yes, I think that's a sensible action.