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Endless Archive (9.2.5)
Updated:02/07/24 06:47 AM
Created:11/19/23 04:18 PM
Monthly downloads:291
Total downloads:4,275
Favorites:9
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Categories:Tank, Buff, Debuff, Spell, Casting Bars, Cooldowns, DPS, Healers, Combat Mods
Branddi's Taunt Helper
Version: 1.3.0
by: branddi [More]
Depends On:
LibAddonMenu-2.0 >= 35
LibMediaProvider-1.0 >= 27

Taunt Helper assists in micromanaging your taunt list so you can put more focus on tanking, buffing and staying alive.
- uses colors and blinking to provide an intuitive taunt status
- taunts are displayed showing when they need to be refreshed
- filtering taunt list displays only priority mobs
- removes dead mobs from your taunt list
- removes mobs based on content specific mechanics
- loose mob detection is a best effort system for locating untaunted priority mobs
- visual taunt expiration blink warnings for recent mobs for which taunt was lost
- visual over-taunted indication (for update 41: taunt counter)
- visual stolen taunt indication
- customizable UI


New Feature for Update 41:
For update 41, ZoS has added Taunt Counters. Normally a mob will have either 0 stack of Taunt Counter (no taunt), or 1 stack (taunted). However, in situations where multiple players have taunt, it is possible to go above 1 stack when trading taunt back and forth. Once reaching 5 stacks the mob becomes immune to further applications of taunt.
Using these settings you can customize how that information will be displayed to you in Taunt Helper.


Situation 1:
Aging taunt (yellow)
Lost taunt (red)
Lost taunt (red)
Stolen Taunt (blue) 13 seconds of taunt remaining
Stolen Taunt (blue) current target (yellow outline)
Loose mob detected (silver)


Situation 2:
Late taunt (red) current target (yellow outline)
Recent Taunt (green)
Loose mob detected (silver)
Loose mob detected (silver)
Loose mob detected (silver)


Situation 3:
Recent taunt (yellow)
Only priority mobs appear in taunt list
Priority mobs that die with taunt are removed from list


Situation 4:
Recent taunt (green) over taunted (purple outline)

Trivia: There are bosses that will go taunt immune (over taunted) as part of their mechanic, the purple outline will indicate this - this is handy to determine when to refresh taunt on such bosses.
Direfrost Keep - Drodda of Icereach
Arx Corinium - Sellistrix the Lamia Queen
Wayrest Sewers I - Investigator Garron

DPS and Healers:
Taunt Helper is a valuable tool for non-tanks as it provides situational awareness of taunt (or more specifically lack of taunt) status. For example, you can get a warning when taunts drop off, or a loose boss/mob is detected.

Highly customizable interface




Mechanic Micromanagement:
There are places in the game where the taunted mobs "go away" for a time typically as part of the encounter mechanic. Typically the tank recognizes this and ignores the mob on the taunt list and allows the taunt to expire.

How nice would it be if for those encounters Taunt Helper would detect such events and automatically remove the taunt from the bar similar to what is done when the mob dies?

The challenge with this is each encounter needs to be treated as a special case, the following special cases have been added for your tanking enjoyment:
  • Moonhunter Keep - Zel and Ary
  • Sunspire - Lokkestiiz, Yolnahkriin and Nahviintaas
  • Dreadsail Reef - Lylanar and Turlassil
  • Imperial City Prison - Lord Warden Dusk
  • Icereach - Sisters Maefyn, Hiti, Bani, and Gohlla
  • Coral Aerie - Maligalig, and Sarydil
  • Kyne's Aegis - Lord Falgravn
  • Dreadsail Reef - Lylanar and Turlassil
  • Scalecaller Peak - Zaan the Scalecaller
  • SWR - Captain Numirril and Foreman Bradiggan
  • DC - Magma Incarnate
  • HoF - Assembly General
  • KA - Lord Falgravn
  • BS - Kovan Giryon
  • SG - Arkasis the Mad Alchemist
  • KA - Lord Falgravn
  • BV - Darkshard and The Blind
  • DoM - Symphony of Blades
  • CT - Lady Thorn


Notes:
1- Taunt Helper is being updated regularly. Changes are focused on user UI requests, and adding additional Mechanic Micromanagement. The core features are now tested and complete.

2- Huge thanks to @necco889 it is now possible to use this addon in multiple languages. Testing in other languages is limited, please report issues.

3- Thanks to the efforts of many all dungeons and trials have been tested.
1.3.0 - Updates 41 changes: Added taunt counters, stolen taunt and micromanagement for BV and OP
1.2.8 - Added mobs from BV and OP
1.2.7 - Updated micromanagement for DoM
1.2.6 - Updated for some bosses that appear twice in taunt list in Infinity Archive
1.2.5 - Updated micromanagement for SG
1.2.4 - Added more micromanagement (SG, BS, HoF, SWR, SCP, DSR) fixed issue with stolen taunt, added option to allow taunts to move left to right, or right to left, added ability to show the difficulty level of mobs in taunt bars.
1.2.3 - Added more micromanagement
1.2.2 - Added micromanagement for Castle Thorn and Kyne's Aegis
1.2.1 - Added micromanagement for Icereach Sisters, Imperial City Prison Lord Warden Dusk, Coral Aerie Maligalig, Sarydil
1.2.0 - Added micromanagement for DSR Lylanar and Turlassil, code review thanks to @dack_janiels
1.1.9 - Sunspire Mechanic Micromanagement added for SS Yolnahkriin Nahviintaas and UI change requested by @AbominatorXXL
1.1.8 - Introduce capability to remove certain mobs from taunt list when they go away for mechanics (MHK Zel/Ary, SS Lokkestiiz)
1.1.7 - Includes ability to change taunt bar sizes, fonts with thanks to @Baertram
1.1.6 - Included ability to have have taunts raise as requested by @sora0v0
1.1.5 - Resolved Maw of the Infernal issue tanks to @Pammagik for making the set and testing
1.1.4 - Includes ability to reverse taunt progression as requested by @sora0v0
1.1.0 - includes international language support
Optional Files (0)


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Unread 02/07/24, 06:59 AM  
branddi
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Taunt helper has taunt counter (stacks) build into the addon now. If playing on Update 40 these features will be suppressed, but when using the addon on update 41 the features become available.

Roughly, 5 stacks equals taunt immunity, anything less is "regular" taunt behavior. From what I can tell it's much harder to get taunt immune now. In tested we had to spam taunt on the same mob for a while to build 5 stacks.



Originally Posted by Baertram
Thanks for taking a look!
>2- At present it doesn't report the immunity stacks, I'll have to think about how to represent that information in a simple, useful way.
Maybe there is no need to show that as ZOs said they will add more visual stuff there too.


Originally Posted by branddi
I checked on PTS, taunt immunity certainly works differently than live.

1- Taunt helper still correctly detects taunt immunity
2- At present it doesn't report the immunity stacks, I'll have to think about how to represent that information in a simple, useful way.
3- the way taunt is taken away has changed in PTS, the "stolen taunt" detection will have to be changed as a result.




Originally Posted by Baertram
Info from current PTS patch notes, maybe it helps you for future updates to see what ZOs got planned and what addon API wise maybe different (7s cooldown on taunt immunity, and new shown buffs/buff counters for taunts):

Natch potes: https://forums.elderscrollsonline.co...-v9-3-0#latest

API 101041 - Patch 9.3 "Scions of Ithelia"


Dev omment on that:
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Unread 02/07/24, 06:53 AM  
Baertram
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Thanks for taking a look!
>2- At present it doesn't report the immunity stacks, I'll have to think about how to represent that information in a simple, useful way.
Maybe there is no need to show that as ZOs said they will add more visual stuff there too.


Originally Posted by branddi
I checked on PTS, taunt immunity certainly works differently than live.

1- Taunt helper still correctly detects taunt immunity
2- At present it doesn't report the immunity stacks, I'll have to think about how to represent that information in a simple, useful way.
3- the way taunt is taken away has changed in PTS, the "stolen taunt" detection will have to be changed as a result.




Originally Posted by Baertram
Info from current PTS patch notes, maybe it helps you for future updates to see what ZOs got planned and what addon API wise maybe different (7s cooldown on taunt immunity, and new shown buffs/buff counters for taunts):

Natch potes: https://forums.elderscrollsonline.co...-v9-3-0#latest

API 101041 - Patch 9.3 "Scions of Ithelia"


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Unread 02/04/24, 06:26 AM  
branddi
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I checked on PTS, taunt immunity certainly works differently than live.

1- Taunt helper still correctly detects taunt immunity
2- At present it doesn't report the immunity stacks, I'll have to think about how to represent that information in a simple, useful way.
3- the way taunt is taken away has changed in PTS, the "stolen taunt" detection will have to be changed as a result.




Originally Posted by Baertram
Info from current PTS patch notes, maybe it helps you for future updates to see what ZOs got planned and what addon API wise maybe different (7s cooldown on taunt immunity, and new shown buffs/buff counters for taunts):

Natch potes: https://forums.elderscrollsonline.co...-v9-3-0#latest

API 101041 - Patch 9.3 "Scions of Ithelia"


Dev omment on that:
Last edited by branddi : 02/04/24 at 06:57 PM.
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Unread 02/03/24, 03:14 PM  
branddi
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This is a limitation of Zos API. Its not possible to know which mob you are targeting, the only way to identify a mob is based on when taunt will expire. Once expired, there's no way to know the difference between one mob and another provided they have the same name.


Originally Posted by Axmeshion
Pretty nice experience to use!
Only thing I notice is mob lose taunt will also lose current target out-line, but not a big deal.
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Unread 02/03/24, 03:13 PM  
branddi
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Baertram, thanks so much for the information.

I will try to get some people into PTS to test taunt immunity with me.



Originally Posted by Baertram
Info from current PTS patch notes, maybe it helps you for future updates to see what ZOs got planned and what addon API wise maybe different (7s cooldown on taunt immunity, and new shown buffs/buff counters for taunts):

Natch potes: https://forums.elderscrollsonline.co...-v9-3-0#latest

API 101041 - Patch 9.3 "Scions of Ithelia"


Dev omment on that:
Last edited by branddi : 02/03/24 at 03:14 PM.
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Unread 02/02/24, 12:14 PM  
Baertram
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Info from current PTS patch notes, maybe it helps you for future updates to see what ZOs got planned and what addon API wise maybe different (7s cooldown on taunt immunity, and new shown buffs/buff counters for taunts):

Natch potes: https://forums.elderscrollsonline.co...-v9-3-0#latest

API 101041 - Patch 9.3 "Scions of Ithelia"
-Improving taunt’s visibility and readability-
Taunt will now display how many times a target has recently been taunted in the buff tray, taunt immunity now displays unique visual effects to help improve clarity and understanding, and taunt immunity is both harder to experience and less devastating (but you still don’t want to have it happen).

Made additional back-end adjustments to Taunt to improve its readability in combat, while making it harder to enter taunt immunity.

When you taunt an enemy, an additional debuff will now appear to show how many times a target has been taunted by another source, rather than being hidden.
Note that taunt only generates a stack beyond 1 stack when a target who is not the original taunt applier uses a taunt on an enemy.
Reduced the duration of the taunt stack counter to 7 seconds, down from 12, so they fall off sooner between multiple casters.
Taunt immunity now lasts for 7 seconds, rather than 12.3 seconds, so it now aligns with the duration of the stack counter; you can use it as a reference of how long a target will be taunt immune.
Taunt immunity now actively flushes previous taunts from the debuff tray, rather than appearing to retain them.
Taunt immunity now plays very distinct visual effects and displays an additional icon to denote when a target has become taunt immune. Note that targets that are naturally immune to taunt from their own effects and mechanics will not display this.
Dev omment on that:
We’re continuing to try and aid visibility and understanding for one of the most hidden but important mechanics for tanks to know by adding additional player visible fields with taunt, so you don’t need to rely on addons to see important behaviors.
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Unread 01/26/24, 08:56 AM  
Axmeshion
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Pretty nice experience to use!
Only thing I notice is mob lose taunt will also lose current target out-line, but not a big deal.
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Unread 01/03/24, 11:23 PM  
branddi
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So happy you are enjoying it!

Originally Posted by ChrisK
Love the addon, branddi! Thanks so much for sharing it.
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Unread 01/03/24, 07:39 AM  
ChrisK

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Love the addon, branddi! Thanks so much for sharing it.
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Unread 12/28/23, 05:27 PM  
unit220

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Re: Re: Re: Re: Love it! Some requests

Originally Posted by branddi
I found the function

frameBar:SetBarAlignment(BAR_ALIGNMENT_NORMAL)
frameBar:SetBarAlignment(BAR_ALIGNMENT_REVERSE)

This lets me change the direction the bar moves.

It'll be in the next release.
Thank you so much!
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Unread 12/27/23, 10:13 AM  
sora0v0
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Re: Re: Re: Re: Re: Re: Requests about Pins on monsters

I hope I can do it someday.
Can I use the numbers after taunting as flags and change the font color for each numbers?
I think it's easier to see than just numbers.

Originally Posted by branddi
Its a good idea, but it's not possible. The game API does not provide a method of determining the mob's difficulty until the cursor is over it, furthermore there's no way to figure out which specific instance of the mob it is until there's a taunt on it.

If someone knows how to do this I'm all ears.


Originally Posted by sora0v0
I have tried it. This is a great number for each mobs, but I wonder if it's possible to make the number visible even when we don't taunt?(Gray state)

Originally Posted by branddi
Thanks for the feedback, I added the difficulty level of mobs to the taunt list as an optional enable.

For now I don't plan to add any icons.

Originally Posted by sora0v0
Like "Show Enemy Markers" on "untaunted".
In "untaunted" add-on, all marker sizes are the same, so it would be nice if you add markers and you could change the color or size of the marker depending on the danger level of the enemy.
If that is not possible, please add display markers with this add-on, there is no need to separate add-ons.
Only this function is still using "untaunted".

I want to see all enemies location.

Originally Posted by branddi
The first setting will remove the feature of only showing priority adds.



Not sure what you mean by pins


Originally Posted by sora0v0
I almost replaced my taunt monitoring with this add-on.
If the following functions are added, I can use the tank with just only this add-on.
I want to see it in "priority mobs only off" mode too
1, I want pins to appear on hostile monsters. (like "untaunted")
2. I want to change the pin color and size of bosses and strong enemies. (I would be happy about the settings were different for bosses and mobs)
(I want to see 1 and 2 even if they are not tanks)

You are really looking at the user's needs.
So I would like to this requests.
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Unread 12/27/23, 08:21 AM  
branddi
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Re: Re: Re: Re: Re: Requests about Pins on monsters

Its a good idea, but it's not possible. The game API does not provide a method of determining the mob's difficulty until the cursor is over it, furthermore there's no way to figure out which specific instance of the mob it is until there's a taunt on it.

If someone knows how to do this I'm all ears.


Originally Posted by sora0v0
I have tried it. This is a great number for each mobs, but I wonder if it's possible to make the number visible even when we don't taunt?(Gray state)

Originally Posted by branddi
Thanks for the feedback, I added the difficulty level of mobs to the taunt list as an optional enable.

For now I don't plan to add any icons.

Originally Posted by sora0v0
Like "Show Enemy Markers" on "untaunted".
In "untaunted" add-on, all marker sizes are the same, so it would be nice if you add markers and you could change the color or size of the marker depending on the danger level of the enemy.
If that is not possible, please add display markers with this add-on, there is no need to separate add-ons.
Only this function is still using "untaunted".

I want to see all enemies location.

Originally Posted by branddi
The first setting will remove the feature of only showing priority adds.



Not sure what you mean by pins


Originally Posted by sora0v0
I almost replaced my taunt monitoring with this add-on.
If the following functions are added, I can use the tank with just only this add-on.
I want to see it in "priority mobs only off" mode too
1, I want pins to appear on hostile monsters. (like "untaunted")
2. I want to change the pin color and size of bosses and strong enemies. (I would be happy about the settings were different for bosses and mobs)
(I want to see 1 and 2 even if they are not tanks)

You are really looking at the user's needs.
So I would like to this requests.
Last edited by branddi : 12/27/23 at 08:22 AM.
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Unread 12/27/23, 12:57 AM  
sora0v0
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Re: Re: Re: Re: Requests about Pins on monsters

I have tried it. This is a great number for each mobs, but I wonder if it's possible to make the number visible even when we don't taunt?(Gray state)

Originally Posted by branddi
Thanks for the feedback, I added the difficulty level of mobs to the taunt list as an optional enable.

For now I don't plan to add any icons.

Originally Posted by sora0v0
Like "Show Enemy Markers" on "untaunted".
In "untaunted" add-on, all marker sizes are the same, so it would be nice if you add markers and you could change the color or size of the marker depending on the danger level of the enemy.
If that is not possible, please add display markers with this add-on, there is no need to separate add-ons.
Only this function is still using "untaunted".

I want to see all enemies location.

Originally Posted by branddi
The first setting will remove the feature of only showing priority adds.



Not sure what you mean by pins


Originally Posted by sora0v0
I almost replaced my taunt monitoring with this add-on.
If the following functions are added, I can use the tank with just only this add-on.
I want to see it in "priority mobs only off" mode too
1, I want pins to appear on hostile monsters. (like "untaunted")
2. I want to change the pin color and size of bosses and strong enemies. (I would be happy about the settings were different for bosses and mobs)
(I want to see 1 and 2 even if they are not tanks)

You are really looking at the user's needs.
So I would like to this requests.
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Unread 12/26/23, 07:29 AM  
branddi
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Re: Re: Re: Requests about Pins on monsters

Thanks for the feedback, I added the difficulty level of mobs to the taunt list as an optional enable.

For now I don't plan to add any icons.

Originally Posted by sora0v0
Like "Show Enemy Markers" on "untaunted".
In "untaunted" add-on, all marker sizes are the same, so it would be nice if you add markers and you could change the color or size of the marker depending on the danger level of the enemy.
If that is not possible, please add display markers with this add-on, there is no need to separate add-ons.
Only this function is still using "untaunted".

I want to see all enemies location.

Originally Posted by branddi
The first setting will remove the feature of only showing priority adds.



Not sure what you mean by pins


Originally Posted by sora0v0
I almost replaced my taunt monitoring with this add-on.
If the following functions are added, I can use the tank with just only this add-on.
I want to see it in "priority mobs only off" mode too
1, I want pins to appear on hostile monsters. (like "untaunted")
2. I want to change the pin color and size of bosses and strong enemies. (I would be happy about the settings were different for bosses and mobs)
(I want to see 1 and 2 even if they are not tanks)

You are really looking at the user's needs.
So I would like to this requests.
Last edited by branddi : 12/26/23 at 07:29 AM.
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Unread 12/24/23, 11:27 PM  
branddi
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Re: Re: Re: Love it! Some requests

I found the function

frameBar:SetBarAlignment(BAR_ALIGNMENT_NORMAL)
frameBar:SetBarAlignment(BAR_ALIGNMENT_REVERSE)

This lets me change the direction the bar moves.

It'll be in the next release.

Originally Posted by unit220
Originally Posted by branddi
I'll see what is possible here. So far I don't see a way to do this. If someone knows how to reverse the left/right orientation of a StatusBar let me know.
I have untaunted configured to reduce from left to right so you may have some luck looking at their code. If you do feel like looking there, I skimmed through where they create the bar animation in untaunted.lua and found that the variable "bardirection" seems to handle the inversion by setting an anchor offset relative to TOPRIGHT on some other object rather than to TOPLEFT on the one it usually does. Take this with a grain of salt though, as I'm not actually familiar with the API and am not sure if this is even relevant to the way you have things set up. Just thought I'd try to be useful.
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