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[REC] Frost mage - Sated debuff logic not working for all versions of lust - impacting Temporal Warp talent

syrifgit opened this issue ยท 10 comments

commented

Before You Begin

  • I confirm that I have downloaded the latest version of the addon.
  • I am not playing on a private server.
  • I checked for an existing, open ticket for this issue and was not able to find one.
  • I edited the title of this issue (above) so that it describes the issue I am reporting.
  • I am reporting an issue with the default priority included with the specialization (imported or edited priorities are not supported).

Describe the Issue

When playing frost mage (and possible other mage specs, haven't checked), the Temporal Warp talent lets you lust again when you are lusted or sated. Noticed it wasn't being recommended, when I paused / snapshotted I had the Time warp version of sated but the APL condition was not triggering.

Probable fix: Make sure sated is checking every version of lust. Drums, Shaman, Mage, Hunter, Evoker, Alliance/Horde if there's still a difference.

In the snapshot, this can be see on CDs list APL line 6 - Time Warp, combined with the player debuffs section.

This is a pretty big dps loss overall in keys if you have the "wrong" sated debuff.

How to Reproduce

  1. Play frost mage using any temporal warp build
  2. Cast time warp and wait out the lust buff
  3. Once you are sated with NO lust buff, cast icy veins and notice that time warp is not being recommended

Snapshot (Link)

https://pastebin.com/FW3nLBbZ

Raidbots Sim Report (Link)

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Additional Information

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Contact Information

ya boi syrif

sated

commented

All of these lust types appear accounted for, so I'm not finding an obvious solution right away.

commented

Do you need me to do more testing? Or do you agree it's the sated condition?

commented

The sated condition is wrong in the screenshot and snapshot, so I don't doubt it. I may have to set those debuffs not to fall out of the cache. I wonder if it falls off after exiting combat or re-entering combat.

In your snapshot, I can see temporal_displacement detected, though, and sated is an alias for any of the five debuffs you listed. Will have to ponder a bit. I can avoid using the alias as a workaround if I absolutely have to do so.

commented

Not sure if you changed anything, but it's suddenly working after today's update, even out of combat at training dummies. Will update after running a few keys.

Edit: JK it broke again. Will try to do more testing.

Edit 2: So uh .. it works when I target myself but not an enemy. As soon as I target an enemy the condition goes away. tried with dummies, and random allied / enemy players around Valdrakken, Seems unrelated to combat.

back to back snapshots.

  1. Targeting myself: https://pastebin.com/nS98A5BF
  2. Targeting something else 2 seconds later: https://pastebin.com/TCgJhpNx

For some reason, it also popped up when I targeted this one specific mistweaver who was my faction and PvP flagged, but not anyone else regardless of PvP flag or faction.

Hope this bizarre data helps lmao

commented

I tried modifying the APL line to

talent.temporal_warp.enabled & (debuff.sated.up | debuff.temporal_displacement.up) & buff.bloodlust.down & ( prev_off_gcd.icy_veins | ( buff.icy_veins.up & fight_remains <= 110 | buff.icy_veins.up & fight_remains >= 280 ) | boss & fight_remains < 40 )

This had no effect. Both the sated and temportal conditions were true at the same time and false at the same time, following the weird test cases from above. True when targeting myself, false when targeting a dummy (or m+ mob)

commented

I'm not able to replicate using the approach you described. Still investigating.

edit: Now I am able to replicate it. I think it has to do with aliased auras working differently for buffs vs. debuffs.

commented

So if you reload ui with temporal displacement on you, it fixes it. It will trigger sated condition whether you target an enemy or yourself as it should.

  • You can enter combat and it will still work. You can drop combat and it will still work.
  • The second you target Yourself, it breaks until you reload again. Condition will be false when targeting an enemy.
  • In summary, after fixing with a reload, you can enter combat, drop combat, target any other dummy or player in Valdrakken. All good. But not yourself. Reloading starts it over again.
  • Additionally, if I target another played with a sated debuff, the condition works, whether or not it's in its "broken" state.

Is something causing it to check the target instead of the player?

commented

I have a testfix in for v10.2.5-1.0.1-beta3.

commented

Confirmed working on this beta btw