Hekili Priority Helper

Hekili Priority Helper

44M Downloads

[FEATURE] Add "target.time_to_die" to Abilities options.

sixsi opened this issue · 17 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 request and was not able to find one.
  • I edited the title of this feature request (above) so that it describes the issue I am reporting.

Feature Request

image

Would be really useful and helpful to add an option to make abilities to not trigger / not be shown if target is gonna die in X seconds. You could add the same sliders for that like "minimum / maximum targets" on the screenshot but with like "target time to die". Right now i have to customize every ability entry i want in action lists which takes tens of minutes after every update. I'd appreciate if you add this to Abilities options which saves after updates :) Thanks for your time and work on the addon btw!

Additional Information

No response

Contact Information

No response

commented

Unfortunately, this is too caustic for many priorities, so I tend to manually implement it for abilities where I know the priority is written to safely "fall through" and use something else when these are skipped.

For example, Shadow Priest priority has checks that that all DoTs are up before it uses some nukes. If you make those abilities require a tme-to-die over several seconds, the addon may be left with nothing to recommend for the last several seconds of each fight.

Which specific abilities, and for which specialization(s), are you generally concerned with?

commented

Unfortunately, this is too caustic for many priorities, so I tend to manually implement it for abilities where I know the priority is written to safely "fall through" and use something else when these are skipped.

For example, Shadow Priest priority has checks that that all DoTs are up before it uses some nukes. If you make those abilities require a tme-to-die over several seconds, the addon may be left with nothing to recommend for the last several seconds of each fight.

Which specific abilities, and for which specialization(s), are you generally concerned with?

I customize DPS cooldowns in general, just so the addon doesn't show them when my target is low HP.

Frost DK:
Pillar of Frost, Reaper's Mark, Empower Rune Weapon, Frostwyrm's Fury, Death and Decay - for these abilities i usually add target.time_to_die >= 12
Remorseless Winter >= 8 since it's kinda press on CD, but not when pack is almost dead.

Survival Hunter:
Coordinated Assault >= 12
Explosive Shot >= 8

Shadow Priest:
Void Eruption, Shadowfiend, Halo >= 15
Void Torrent >= 8

Assasination Rogue:
Deathmark, Kingsbane >= 15
Shiv, Thistle Tea, Vanish >= 10

These are the specs I play the most. You can most likely use my logic to add this option to all the DPS cooldowns to make it easier to use the addon in M+ and open world. My main idea = major DPS cooldowns i put on something like 12-15 sec because i don't want the addon to show them when target is dying soon. Minor DPS cooldowns i put on 8 sec because i still wanna use them on CD, but not when target is almost dead. I hope you got my idea and I'd be happy to test when you have some time to add this :)

commented

So, generally these are abilities impacted by the Cooldowns toggle. It's possible I could add an option for Major/Minor Cooldowns that disables the toggle below a certain health % of time-to-die.

Note that in AOE scenarios, you probably want to use fight_remains over target.time_to_die. The former accounts for when all targets are expected to die, while target.time_to_die only applies to the current target.

commented

So, generally these are abilities impacted by the Cooldowns toggle. It's possible I could add an option for Major/Minor Cooldowns that disables the toggle below a certain health % of time-to-die.

Note that in AOE scenarios, you probably want to use fight_remains over target.time_to_die. The former accounts for when all targets are expected to die, while target.time_to_die only applies to the current target.

This sounds like a good option to me :) and thanks for pointing on "fight_remains", didn't know about that. Does it count enemies in range of my abilities or all enemies in current combat? I'm not really good in undestanding sims and stuff, I just take a look at addon code in each ability entry and see what's there :D
So, I'd be happy to test a new option for Major/Minor Cooldowns if you add it and I will happily leave my feedback!

commented

watch out with fight_remains its often just 30 as it is the inital value, I usually add fight_remains!=30

you can look at the value by just posting this in the chat ( or create a macro for it )

/script print( Hekili:GetGreatestTTD() )

or just use this weakaura

!WA:2!nA1tVTrru8y5dvDvLiyPgXFAPRcQvjIILDAtkua1ghSJtX5pA9MKwbOTJ3zwVtY6zwnZSjXv9aYIdCoh4cQxYz4IfFaqCGZRI4tqUJqQFc4n764nPATk(q8BEZV3BE)5375uOrPELWLW)0xi4rQakJi2CB7wRTr9trrkFUyZqfLZKgHFcMkddq9TjhPC84IEiLtOJI2J4G7Zq9OUokFbr6ZdW9pXnsQ490yd)oViMR2jMZnVHj8rqurcMPjksGCiSdk3vPW31m5UX6c06USkwuphfs0LOKjxyqy4tL(im)WNTPNNKOUXudrmxiQ3ItzQATQ3Wo0CYXD6PcHtNfTBhIrksNOKVodkbCab1Dxkw5xBz4OaLKlYLSKqSOmQrzuLrhp4lPVXaLG2Tlri34oIrI)vnv)qsN0N4mzuhYbeMQDKNh9OHoRSCBBN22lBzBLOVttckq5pg3wccGZQ9w1B1AyQpC8PyILobWdKHKGG1WsJ4zoQGZ5f6r15K)q9mzC1fQRiPYKlEdfFP5QeLn4Y5M38tnRuEbtLpHL4Gl3v0G)QmW5Ga6BacjK9SULtRWZn7TlxXB27A2KSpnG(qW8w8djsLT9xp3854KU))CYQcc0Lo3nJs4jrza)Lz5gr9StvpNPsermNp1yGrDrkQ(knlZi5Z51)K(j09vrslxFI7(XxZcgaisJArazOJMTreNGbAKNNnaw0SERTASDRJJyJifgdbw5EjTRdilGy9dFxuISD69RZXKFDQWpmxUBQq8h9AGJtemuWoaHdA7)s4nYbV7NnsQgJZidoKlW7kqHd2DKq(gDVZFLkH3mV7RU4Bdq1XaSC5bCXtA(O)5vV6pMAQPA(O)9w36XGqXIdVGPHl(sxeAL7VCLkv(20w13)sHHhTRVYrq6HOm5dnVTBvJrDu9H7zuZJZuHt3GkqMRZzCZ1jyAuV8tR7poOobMWSiD1JYFWmXx)u4yhK7(DH1GmC(g)G3wkVqgGCDqLSxhgQj4KTk)41Yh8Npg8aDg2M(cY7ho7KxM1JJDeW4WZdVZKbfq6IC774fW5c)r7oFA6UZItiPYychJyu92qoBP4PBeF94k)jbjjTvccRRY)kNIHXo91jticjXLZWYbAm6PG4k109WedJx7kXpj(BIBbILEtn5xpYkUNis6BAFwtPjo5f4WUIXgioknfB(4FEv7FaiEI(NR4OBUJwrUtAUJDWW0k1kj84cfkum8JNCnouqCP65XI1c4i8oN5cBnLoig2bwx7oJvVOafDMF)DEEhfka2Xpt8ZmSsaPLQLakraA5AH8RhzZxlerXd3V6E7U3A9X4xS7eAKxG9P4UhKUZ49k8BdNLIp9stztWblLvp8eW(oOXJuOIVo9NCBOvP7jDAVIv96BKFuNT2OdWoGx14yjjWl53RJVQypydl1RF8vZ36Si4en3IM(VMmKYsvdNmMqSNn4xs2zXYvFq5QLo4VF6)b

image

I wonder if fight_remains would work better if we would just calculate combined_encounter_hp / current_overall_group_dps

commented

Yeah I did some test dungeon runs with "fight remains" instead of "target.time_to_die" and i can tell it's not really accurate. Probably gonna stick with "target.time_to_die" for now. May be there will be some fix for "fight_remains" in the future :)