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raidboss: add P1S shining cells combo light/fire + left/right + in/out calls

Open quisquous opened this issue 3 years ago • 8 comments

This combo mechanic doesn't have a trigger yet.

quisquous avatar Jan 30 '22 19:01 quisquous

Aetherflail cast+ability -> second ability

During Shining Cells there's an initial Aetherflail cast, followed by a second Aetherflail ability. Here are the initial casts, followed by possible second casts. Am I missing combos here? ~~It's suspicious that 6606 and 6607 only have one followup option.~~

6602 -> 660B,660D 6603 -> 660A,660C 6604 -> 660D 6605 -> 660C 6606 -> 6609,660B 6607 -> 6608,660A

Find initial casts

$ grep -h "^20.*Aetherflail" /d/ffxivlogs/log/Network*2022*.log | sed "s/^.\{59\}//" | sed "s/|.*//" | sort | uniq

Find any casts or abilities

$ grep -h "^2.*Aetherflail" /d/ffxivlogs/log/Network*2022*.log | sed "s/^.\{59\}//" | sed "s/|.*//" | sort | uniq

ACT Regex for imported logs

(gaoler's flail| 14.*Intemperate Torment| 14.*Shining Cells|Powerful (Fire|Light)|aetherflail|StatusAdd.*(E0000000|Erich).*(E0000000|Erich))

~~Aetherflail abilities from xivapi~~

~~Looking at all possibilities for ability ids, there's numbers that aren't used? The 65DF-65E4 block doesn't appear for me anywhere in my logs. Additionally, 6604 and 6605 are holes in the 6602-660D block that are otherwise used which seems suspicious.~~

https://xivapi.com/search?indexes=action&string=Aetherflail&columns=Name,ID&pretty=true

Initial Gaoler's Flail fake cast (mech): first damage -> second damage

Gaoler's Flail has a number of fake cast and ability ids, e.g. 6F56-6601. It also has a number of real cast and ability damage ids (casted in shining cells, uncasted elsewhere), e.g. 6DA6-6DAD. Here's all the initial GF fake casts into the damage ids they represent.

65F6 (l->r): 6DA6 -> 6DAB 65F7 (r->l): 6DA7 -> 6DAA 65F8 (out->in): 6DA8 -> 6DAD 65F9 (out->in): 6DA8 -> 6DAD 65FA (in->out): 6DA9 -> 6DAC 65FB (in->out): 6DA9 -> 6DAC

Therefore:

6DA6: left (first) 6DA7: right (first) 6DA8: out (first) 6DA9: in (first) 6DAA: left (second) 6DAB: right (second) 6DAC: out (second) 6DAD: in (second)

Aetherflail ability1 -> ability2: damage1 -> damage2

During shining cells there's two aetherflail abilities and two gaoler's flail damage abilities, where the timing for these is roughly ~2s apart.

During shining cells, we can also look at what damage abilities goes with the pair of Aetherflail casts. Am I missing two pairs where 6DA8 (out) comes first? EDIT: I am guessing that it will never drop the "out" cast first during an in/out+left/right pair?

6602 -> 660B: 6DA6 -> 6DAC (left -> out) 6602 -> 660D: 6DA6 -> 6DAD (left -> in) 6603 -> 660A: 6DA7 -> 6DAC (right -> out) 6603 -> 660C: 6DA7 -> 6DAD (right -> in) 6604 -> 660D: 6DA8 -> 6DAD (out -> in) 6605 -> 660C: 6DA8 -> 6DAD (out -> in) 6606 -> 6609: 6DA9 -> 6DAB (in -> right) 6606 -> 660B: 6DA9 -> 6DAC (in -> out) 6607 -> 6608: 6DA9 -> 6DAA (in -> left) 6607 -> 660A: 6DA9 -> 6DAC (in->out)

Conclusion so far?

Surely there's some animation data being sent in network data, but from pure casts it doesn't look like you can predict the second aetherflail from the first.

quisquous avatar Feb 16 '22 21:02 quisquous

Arguably, we could call out "In + Fire + ???" or "In + Fire + Left/Right" or alternatively just add a second "In/Out/Left/Right" call simultanously with the "Fire/Light" call but that's noisy and incomplete too.

quisquous avatar Feb 16 '22 21:02 quisquous

I had looked at this and could not find a way to predict what the second aetherflail would be. I do not know how the client gets that information other than we see animation that did not seem to be tracked in log file. Because of this missing information, a trigger has largely been left out.

Legends0 avatar Feb 21 '22 21:02 Legends0

Arguably, we could call out "In + Fire + ???" or "In + Fire + Left/Right" or alternatively just add a second "In/Out/Left/Right" call simultanously with the "Fire/Light" call but that's noisy and incomplete too.

Late reply here, but I feel like one of these always has to be in and the other one always has to be out, just by anecdotal evidence that I call this out for my group and I call it out before the animation completes and I don't think I've been wrong yet. It doesn't help that we only need to run it once a week though and human brains are very fallible.

panicstevenson avatar Mar 19 '22 22:03 panicstevenson

I agree with that, but I don't know that's enough information to call it in all cases too, just more information for the second round. I'm not sure that the L/R alternates either (but maybe it does?)

quisquous avatar Mar 19 '22 22:03 quisquous

Copying @panicstevenson's hard work here. The final shining cells has a in/out+left/right x2 followed by an in/out combo.:

6604 -> 660D: 6DA8 -> 6DAD (out -> in) link 6605 -> 660C: 6DA8 -> 6DAD (out -> in) link 6606 -> 660B: 6DA9 -> 6DAC (in -> out) link 6607 -> 660A: 6DA9 -> 6DAC (in->out) link

I think this means that we are missing triggers for these in/outs, however we can't call 6606/6608 in the same way we call 65F8 in a trigger because 6606 can be in->out but also in->right.

quisquous avatar Mar 20 '22 00:03 quisquous

I agree with that, but I don't know that's enough information to call it in all cases too, just more information for the second round. I'm not sure that the L/R alternates either (but maybe it does?)

Also to update, we found this isn't true; it can be Right/In followed by Right/Out (or Left, etc.). Worth noting that Out can never be first when paired with a direction, so it can never be Out -> Right or Out -> Left. It can only ever be Out (dropped on left or right side) -> In (dropped on other side).

panicstevenson avatar Mar 20 '22 00:03 panicstevenson

The combo is determined by Erichthonios's weapon ,and his weapon is determined by ActorControl. ActorControl directs mobs behaviors ,but ACT Plugin only processes few catagories.ActorControlType in Sapphire According to disassemble result , I think that a actorcontrol packet with a ActorControlType 0x1E directs something related to BNpcParts, for example, Erichthonios's weapon . P1.log with extra ActorControlType And in a8, Brawler changes its weapons with similarly method. It directs something related to ModelState, and its value is 0x1F. Brawler in A8.log Tsukuyomi changes her model by 0x3F. The type values ranges widely. I think it should be researched detailed.

Loskh avatar Apr 20 '22 17:04 Loskh