-- spec --
-- version --
Display Name
Goroth Pro-Pillar (Melee)
Code Name
GorothProPillar
Zone Key
tomb-of-sargeras
Boss
Goroth
Difficulty
Heroic
Description
Based on a 20 person group, heroic. This is a special version where melee lose minimal time on the boss during Infernal Burning (where you hide behind a pillar) due to pro tank positioning.
Is AoE?
No
No DPS?
No
No Heal?
Yes
No Tank?
Yes
Disable Immunities?
No
Fight Length (sec)
270
Length Vary Percent
0.15
Min Fight Length (sec)
100
Max Fight Length (sec)
600
Health Modifiers


            
Healer Base Item Level
0
Healer Levels


            
Tank Healers
0
Heal Healers
0
Kill Priority
Goroth
Start Actions Time (sec)
None
Bloodlust Condition
None
Bloodlust Early?
No
Bloodlust Late?
No

Phases

1

Code Name
Duration (sec)
0
Duration (fight %)
0
Duration (dynamic %)
0

NPCs

1 Goroth

Code Name
Goroth
Display Name
Goroth
ID
0
Icon
School
None
Description
Creature Type
Demon
Creature Class
Warrior Creature
Level
+3
Count
0
Teeming Count
0
Grouping Distance (yd)
0
Main Boss?
Yes
Pre-Cast Target?
Yes
Disable Miss?
No
Sephuz's Trigger RPPM
0
Start Time (sec)
0
Total Duration (sec)
0
Total Duration (percent)
1
Phase
Execute Range
0.3
Health Modifiers


            

Intervals

1 Targetable, Sec, 1

Type
Sec
Length
1
Length Range
0
Phase
Times
0
Targetable?
Yes
Tank Targetable?
No
Melee Targetable?
No
Ranged Targetable?
No
Moving?
No
Melee Targetable Chance
0
Ranged Targetable Chance
0
Moving Chance
0
Filler?
No
Filler Max Length
0
Drink?
No
Big Melee?
No
Heal Event Type
Light
Starting Distance
25
AoE Checkpoint Count
0
AoE Checkpoint Radius (yd)
0
Log Start Label
Log End Label
Log Only Not Targetable?
No
Comment
This sets initial starting distance before pull.
Disabled?
No

2 Targetable, Sec, 2

Type
Sec
Length
2
Length Range
0.4
Phase
Times
23,41,63,80,97,114,131,148,165,184,201,219,234,251,270,287,306,323,340,367,391,408,427,444
Targetable?
Yes
Tank Targetable?
No
Melee Targetable?
No
Ranged Targetable?
No
Moving?
No
Melee Targetable Chance
0
Ranged Targetable Chance
0
Moving Chance
0.28
Filler?
No
Filler Max Length
0
Drink?
No
Big Melee?
No
Heal Event Type
Light
Starting Distance
0
AoE Checkpoint Count
0
AoE Checkpoint Radius (yd)
0
Log Start Label
Infernal spike taregeted you
Log End Label
Infernal spike movement over
Log Only Not Targetable?
No
Comment
Infernal Spike - targets 3 ranged players. Based on a 20 person group with 11 ranged (including healers).
Disabled?
No

3 Not Targetable, Sec, 3

Type
Sec
Length
3
Length Range
0
Phase
Times
26,85,144,206,255,274,314,335,375
Targetable?
No
Tank Targetable?
No
Melee Targetable?
No
Ranged Targetable?
Yes
Moving?
No
Melee Targetable Chance
0.94
Ranged Targetable Chance
0
Moving Chance
0.06
Filler?
No
Filler Max Length
0
Drink?
No
Big Melee?
No
Heal Event Type
Light
Starting Distance
0
AoE Checkpoint Count
0
AoE Checkpoint Radius (yd)
0
Log Start Label
Shattering star targeted you
Log End Label
Shattering star end
Log Only Not Targetable?
No
Comment
Shattering Star
Disabled?
No

4 Targetable, Sec, 1

Type
Sec
Length
1
Length Range
0.2
Phase
Times
54,117,176,238,297,358,418
Targetable?
Yes
Tank Targetable?
No
Melee Targetable?
No
Ranged Targetable?
Yes
Moving?
Yes
Melee Targetable Chance
0
Ranged Targetable Chance
0
Moving Chance
1
Filler?
No
Filler Max Length
0
Drink?
No
Big Melee?
No
Heal Event Type
Light
Starting Distance
0
AoE Checkpoint Count
0
AoE Checkpoint Radius (yd)
0
Log Start Label
Get behind a pillar
Log End Label
Pillar is gone.
Log Only Not Targetable?
No
Comment
Infernal burning - get behind a pillar! This is a special version of the script where melee don't lose time on the boss.
Disabled?
No

5 Not Targetable, Sec, 2

Type
Sec
Length
2
Length Range
0
Phase
Times
14,32,52,70,89,105,127,142,162,189,211,227,248,266,284,310,328,346,370,387,433
Targetable?
No
Tank Targetable?
No
Melee Targetable?
No
Ranged Targetable?
Yes
Moving?
No
Melee Targetable Chance
0.83
Ranged Targetable Chance
0
Moving Chance
0.17
Filler?
No
Filler Max Length
0
Drink?
No
Big Melee?
No
Heal Event Type
Light
Starting Distance
0
AoE Checkpoint Count
0
AoE Checkpoint Radius (yd)
0
Log Start Label
Comet target you
Log End Label
Comet over
Log Only Not Targetable?
No
Comment
Crashing comet. Targets 3 people in a 20 person raid.
Disabled?
No

6 Targetable, Sec, 0

Type
Sec
Length
0
Length Range
0
Phase
Times
Targetable?
Yes
Tank Targetable?
No
Melee Targetable?
No
Ranged Targetable?
No
Moving?
No
Melee Targetable Chance
0
Ranged Targetable Chance
0
Moving Chance
0
Filler?
Yes
Filler Max Length
600
Drink?
No
Big Melee?
No
Heal Event Type
Light
Starting Distance
0
AoE Checkpoint Count
0
AoE Checkpoint Radius (yd)
0
Log Start Label
Log End Label
Log Only Not Targetable?
No
Comment
Disabled?
No

1

Type
None
Length
0
Length Range
0
Phase
Times
Targetable?
No
Tank Targetable?
No
Melee Targetable?
No
Ranged Targetable?
No
Moving?
No
Melee Targetable Chance
0
Ranged Targetable Chance
0
Moving Chance
0
Filler?
No
Filler Max Length
0
Drink?
No
Big Melee?
No
Heal Event Type
Light
Starting Distance
0
AoE Checkpoint Count
0
AoE Checkpoint Radius (yd)
0
Log Start Label
Log End Label
Log Only Not Targetable?
No
Comment
Disabled?
No
Anchor To
Anchor Interval
0

1

Code Name
Display Name
ID
0
Icon
School
None
Description
Creature Type
Unspecified
Creature Class
Warrior Creature
Level
+3
Count
0
Teeming Count
0
Grouping Distance (yd)
0
Main Boss?
No
Pre-Cast Target?
No
Disable Miss?
No
Sephuz's Trigger RPPM
0
Start Time (sec)
0
Total Duration (sec)
0
Total Duration (percent)
0
Phase
Execute Range
0
Health Modifiers


            

Intervals

1

Type
None
Length
0
Length Range
0
Phase
Times
Targetable?
No
Tank Targetable?
No
Melee Targetable?
No
Ranged Targetable?
No
Moving?
No
Melee Targetable Chance
0
Ranged Targetable Chance
0
Moving Chance
0
Filler?
No
Filler Max Length
0
Drink?
No
Big Melee?
No
Heal Event Type
Light
Starting Distance
0
AoE Checkpoint Count
0
AoE Checkpoint Radius (yd)
0
Log Start Label
Log End Label
Log Only Not Targetable?
No
Comment
Disabled?
No
Anchor To
Anchor Interval
0

Packs

1

Code Name
NPCs
Starting Distance
0
Grouping Distance (yd)
0

Allies

1

Code Name
Tank
Display Name
Tank
Type
Tank
Count
0
Grouping Distance (yd)
0
Distance to Ranged Healer (yd)
0
Distance to Melee Healer (yd)
0

1

Code Name
Display Name
Type
None
Count
0
Grouping Distance (yd)
0
Distance to Ranged Healer (yd)
0
Distance to Melee Healer (yd)
0

Healer Rules

1

Display Name

General

Code Name
Type
Direct
Direct?
No
Background?
No
Big Cooldown?
No

Triggering

Healers
Use Condition
None
Interval Types
Ally Targets
Injured Filter
Injured
Search Order
Most Injured

Behavior

Cooldown (sec)
None
Cast Time (sec)
None
Healing
None
Crit Chance
None
Duration (sec)
None
Interval (sec)
None

Targeting

Max Targets
None
Radius (yards)
None
AoE Mode
Center On Target
Comment

Raid Damage Rules

1

Display Name

General

Code Name

Triggering

NPCs
Interval Types
Relative to Interval?
No
Start (sec)
None
Frequency (sec)
None
Uses
None
Times (sec)
M+ Threshold
0
Ally Targets
Target Condition
None
Target Count
None
Target Cycle Frequency (sec)
None

Behavior

Damage %
None
Static?
No
Duration (sec)
None
Interval (sec)
None
Max Stack
None

Targeting

Max Targets
None
Radius (yards)
None
AoE Mode
Center On Target
AoE Condition
None
Comment

Actions

1

Code Name
Display Name
Link to NPC
Link to Phase
Type
None
Time (sec)
None
Duration (sec)
None
Interval (sec)
None
Cast Time (sec)
None
Repeat (sec)
None
Repeat Duration (sec)
None
Amount
None
Affected Action
Predictable?
No
Big Threshold
None
Melee?
No
Bleed?
No
Stacking?
No
While Casting?
No
Only Main Target?
No
Only While Targetable?
No
Once?
No
Description
Display name for this boss script.
Code name for the boss script, must be globally unique. Cannot be modified after creation.
The zone that this boss appears in, can be blank for fake or imaginary bosses.
Name of the actual boss in-game, or blank for fake or imaginary bosses.
The raid difficulty for this script. The different difficulties have slightly different mechanics.
Description of this boss script, make note of any nuances in your implementation.
True if this script is generally considered an AoE script instead of single target. Important for gearing strategies.
This script is not appropriate for damage specs.
This script is not appropriate for healing specs.
This script is not appropriate for tank specs.
Disable immunities like Divine Shield for this boss script because the important boss abilities pierce them.
Average fight length.
How much the fight length should vary (randomly) from attempt to attempt as a percent, enter e.g. '0.2' for 20%.
Minimum length to which someone can override the fight length.
Maximum length to which someone can override the fight length.
List of fight % to boss health % pairs, formatted as valid JSON. Use the quoted string representation of all data values, e.g. the number 0.5 would be "0.5". Example: { "0.8": "0.75"} means that at 80% of the fight remaining, the boss is at 75% health, e.g. a fast initial DPS burn. Individual NPCs can override this global default.
The base average player item level that healing amounts for healer rules are based on. The amounts will be scaled from this ilvl to the final ilvl chosen for the healers. Defaults to 875.
List of M+ to tank healer average item level. This controls how strong the tank healers are at a given difficulty for this boss script.
Number of healers for tank simulations. Defaults to 4. Cannot be less than 1.
Number of other healers for healing simulations. Defaults to 3. Use -1 to indicate that no other healers are present.
Comma-separated list of NPC names. The default order in which to kill the npcs that appear in this boss script, used as a fallback when a rotation has no custom targeting rules.
Time at which to start actions, allows a custom first-time delay to starting the main action sequence. Actions flagged as 'Once' will be scheduled once relative to time 0 and removed from the list. Other actions will repeat in sequence every time the sequence runs to completion.
If Bloodlust Mode is set to Boss Script, this condition overrides any rotation conditions for using Bloodlust.
This is a hint if there are any data lookups that need to a priori know if bloodlust is used 'early' in this script (within first 20 sec of fight).
This is a hint if there are any data lookups that need to a priori know if bloodlust is used 'late' in this script (at 35% mark or later).
List of phases that appear in this fight.
A unique name for this phase. Must be CamelCase, no special characters, start with a capital letter.
The total amount of time that this phase will last, in seconds. Only one of this, Duration (fight %), and Duration (dynamic %) should be specified per phase.
The total amount of time that this phase will last, as a percent of the entire fight duration. Only one of this, Duration (fight %), and Duration (dynamic %) should be specified per phase.
The total amount of time that this phase will last, as a percent of the 'dynamic' fight duration: dynamic fight duration is total fight duration minus any fixed-duration phases. Only one of this, Duration (fight %), and Duration (dynamic %) should be specified per phase.
List of NPCs that appear in this fight.
Code name for the NPC, must be unique within this boss script. Must be CamelCase, no special characters, start with a capital letter.
Display name for this NPC.
ID of the NPC in the actual game.
Optional icon to associate to this NPC for display. We suggest the icon of one of the NPC's most recognizable spells.
Optional spell school to associate to this NPC for display, used for coloring.
Description of this NPC, make note of any nuances in your implementation.
Type of creature like beast, human, etc. Not super important... but a few edge cases use it like the WoD heirloom trinkets.
Used for one purpose, to determine this NPC's armor for physical attacks. Most NPCs that matter have the warrior type, higher armor value.
NPC level, used in some calculations like determining how much armor the NPC has. Specified as a level relative to the player's level.
The number of these NPCs that spawn. This is a convenience, as it is common that e.g. 3 adds of the same type will spawn at the same time. Setting this to 3 will create 3 instances of this NPC at once, and put them in an implicit pack with each other.
The number of these NPCs that spawn when the Teeming M+ affix is in effect. For now, Count must also be greater than one for Teeming Count to take effect.
Grouping Distance for the implicit Pack created if Count is greater than one. How closely multiple instances of this NPC are grouped together.
One NPC must be flagged as the main boss. Some formulas and rotation logic check the status of the main boss.
This will be the target on which any targeted spells are cast before the fight starts (time 0). If no NPC is flagged as the pre-cast target, the main boss is used.
It seems that you cannot miss some bosses, e.g. Krosus, even as a dual-wielder.
We make life easy, and flag certain NPCs with a chance to trigger Sephuz's Secret on hit, rather than messing with interrupts and snares and stuff.
The first time that this NPC shows up in the fight. If Anchor To is specified, it will override this.
The total amount of time that this NPC will be present, in seconds. Only one of this and Total Duration (percent) should be entered.
The total amount of time that this NPC will be present, as a percent of the entire fight duration. Only one of this and Total Duration (sec) should be entered.
Tie this NPC to a phase. Start Time and Total Duration will be relative to the phase, not the fight. All intervals that are not set to be in this phase will be ignored.
If the player doesn't have a defined execute range, this is used as the default if specified. Useful for using the built-in execute range logic for any spec.
List of fight % to boss health % pairs, formatted as valid JSON. Use the quoted string representation of all data values, e.g. the number 0.5 would be "0.5". Example: { "0.8": "0.75"} means that at 80% of the fight remaining, the boss is at 75% health, e.g. a fast initial DPS burn.
A list of intervals that define when this NPC is present. For example, it is common for a boss to be targetable for a few minutes, then fly away for a phase of the fight, then come back.
The type determines how the length of this interval is calculated.
Length of this interval, depends on the Type. For type Seconds, this is a fixed number of seconds. For Total Percent, this is a percent of the total fight length, e.g. 0.2 for 20%. If Targetable Percent, this is a percent of the total time that this NPC is targetable, as a decimal like 0.3 for 30%.
Use this to randomize the length, e.g. 0.4 would be a 40% range around the specified average Length, or +/- 20%.
The name of a phase to tie this interval to.
Turns this into a 'factory' interval: create a copy of this interval at each of the specified times. If this is a Seconds type interval, enter times as seconds from when the NPC spawns. For Total Percent, enter as integer percents into the fight (0 to 100). Targetable Percent is not supported. You can then makes another 'filler' interval to auto-fill the gaps between, if desired.
Indicates whether this NPC is targetable by anyone during this interval. If an NPC is not targetable, no spells can be cast on it.
Indicates whether this NPC is targetable during this interval by the tank. If an NPC is not targetable, no spells can be cast on it.
Indicates whether this NPC is targetable during this interval by melee. If an NPC is not targetable, no spells can be cast on it.
Indicates whether this NPC is targetable during this interval by ranged. If an NPC is not targetable, no spells can be cast on it.
Indicates whether players are moving during this interval. Some spells are not usable while moving (not yet implemented, but here for when we do).
If specified, gives a random chance for boss to be targetable by melee in this interval. Enter e.g. 0.2 for a 20% chance.
If specified, gives a random chance for boss to be targetable by ranged in this interval. Enter e.g. 0.2 for a 20% chance.
If specified, gives a random chance for players to be moving in this interval. Enter e.g. 0.2 for a 20% chance.
If true, this interval is a 'filler'. The simulator will auto-generate copies of this interval to fill any gaps between other defined intervals.
If the Filler is of type Sec, this is the maximum time length to auto-generate filler intervals out to. e.g. if this is 300, and your factory creates 2 intervals at time 100 and 200 of length 30 sec, a final Filler of length 30 from 230 to 300 would be created.
If true, causes healers to drink and get all their mana back over this interval, tanks don't take any damage, and all players stop attacking stuff.
If true, melee attacks during this interval are considered 'big' for the NextBigHit tanking functions.
Flags this interval as a particular kind of healing event, used by various healing logic and functions.
How far away from the player this NPC starts at the beginning of this interval.
Used by rotation logic to efficiently check when AoE opportunities will be available. This is the number of targets that will be available when this interval starts.
Used by rotation logic to efficiently check when AoE opportunities will be available. This is the largest radius spell that could hit all the available targets when this interval starts.
For display in the combat log when this interval starts.
For display in the combat log when this interval ends.
If true, only show the log start end end labels if this interval is flagged as not targetable for the player.
Make any comments about assumptions and stuff.
If true, ignore this interval, useful when testing. Disable only works with intervals of type Sec that have another interval of type Sec immediately preceding it. Will extend the preceding interval by length of this one.
The code name of another NPC to anchor this NPC to. Used to time up when NPCs come and go. For example a boss like Iskar will have intervals defined for when he flies away. The add NPCs can anchor to those intervals to line up with when he flies off. Anchor To will override Start Time.
Which interval (0-based) of the Anchor To NPC that this NPC should start at.
NPCs can be grouped into packs to control how those NPCs are positioned relative to each other.
A unique name for this pack. Must be CamelCase, no special characters, start with a capital letter.
Comma-separated list of NPC code names for the NPCs that are members of this pack.
How far away from the player this pack of NPCs starts.
How closely the NPCs in this pack are grouped together.
List of allies that can be healed in this fight.
Code name for the ally, must be unique within this boss script. Must be CamelCase, no special characters, start with a capital letter.
Display name for this ally.
Type of ally for the purposes of healing.
The number of these allies to create. It is common to make a group of melee, a group of ranged, and then two separate tanks.
How closely multiple instances of these allies are grouped together.
How far these units are from a ranged healer. Empty or zero will use our default, so set to e.g. 1 if you want someone to be more or less on top of the healer.
How far these units are from a melee healer. Empty or zero will use our default, so set to e.g. 1 if you want someone to be more or less on top of the healer.
List of rules for how 'AI' healers should behave in this script for tank and healer simulation. If no rules are specified, a default set of rules will be used.
Display name for the spell cast by this rule.
Code name for this rule and the spell used by it. Must be CamelCase, no special characters, start with a capital letter.
Kind of heal.
Used for tank simulation. Flags this as a direct heal on the tank that is only used in response to tank health dipping too low. i.e. if the tank was tough enough, 'direct' heals would never be used.
Used for tank simulation. Flags this as a background heal that the tank would receive regardless of how much damage the tank is taking, e.g. HoTs, background AoE or splash healing, etc.
This is the 'big cooldown' to be used during AoE damage phases, in rotation with other healers.
Which healers should use this rule. TankHealerX are the healers in tanking simulations only. HealerX are the other ally healers in healing simulations only.
Condition that must be met to use this heal on an ally, e.g. AllyHealthPercent < 0.5 would only use it on an ally under half health.
If specified, this rule is only active during intervals flagged with the specified healing event types, e.g. maybe you only want to use a spell during an AoE healing phase.
If specified, only allies of these types are tried as potential targets. The order can be meaningful based on search type.
By default, only check injured allies. This can be changed here.
By default, allies are checked in order by most to least injured, with a little 'fuzz' because humans can't reliably tell between e.g. someone at 19% or 20% health. Other search orders can be used. Closest is proximity to self. By type will go in order by the ally target types specified first.
Cooldown of this spell (in seconds). Leave blank if there is no cooldown on this spell. Each ally that this rule applies to gets its own cooldown.
Cast time of this spell. If blank or zero, this spell will be instant and trigger a global cooldown.
Amount of healing. Can use the Random functions to randomize if desired. This should be based on the healer average item level defined on the boss script (which defaults to 875). Will be automatically scaled up or down if the ally healers' item levels are changed.
Chance for this heal to crit. It is recommended that ally heals have at least a 10-15% crit chance to be more realistic.
How long this HoT lasts.
How often this HoT ticks.
The maximum number of targets this spell can heal. Set to -1 to indicate unlimited targets. Blank or zero means single target.
The radius in yards for an AoE Heal effect, centered either on the current target or the player, depending on AoE mode. (Ally healers are assumed to be standing on top of the player for simplicity.)
Most AoE is centered on the current target and will hit the N closest to the current target. Can also center on self and hit the N closest targets. Random will hit random targets within the radius. Smart will heal the N lowest health targets in the radius.
Help people understand you.
List of rules for how allies take raid damage in healer simulations. If no rules are specified, all healing will be overhealing because all allies will be at 100% health the whole fight.
Display name for the spell cast by this rule.
Code name for this rule and the spell used by it. Must be CamelCase, no special characters, start with a capital letter.
If specified, this rule is only active during intervals of these specified NPCs.
If specified, this rule is only active during intervals flagged with the specified healing event types, e.g. maybe you only want to use a spell during an AoE healing phase.
By default, the timing properties are relative to the start of the fight. Check this to make them relative to the start of each relevant interval instead.
Seconds from the start of the fight or interval for the first trigger of this rule. Can be empty, see other properties for what happens.
Time between repeated triggers of this rule. If no Start specified, this is evaluated to get delay until first trigger. If 'Relative to Interval' is checked, the timing 'starts over' at the beginning of each interval.
If specified, this rule will only be triggered this many times per fight. If 'Relative to Interval' is checked, this is number of times per interval.
Explicit times to trigger this rule, either relative to fight start or each interval start based on 'Relative to Interval' setting. Must be whole second values. These can augment frequency rules, e.g. could say trigger 5 times every 3 seconds, and also explicitly at time 100 and 200.
If specified (greater than zero), the M+ Level required to activate this ability. Useful for making e.g. mythic-only abilities.
If specified, only ally targets of these types are checked. Otherwise all allies are checked. Matching allies are always checked in a random order.
If specified, this custom condition is checked to determine if this can be used on an ally.
If specified, let it trigger multiple times on this many ally targets each time it is checked.
If specified, the other target rules will be evaluated once at the start of the fight to get a list. Then it will hit just one of them, and cycle to the next target at this frequency, wrapping around once it reaches the end of the list.
Amount of damage as a percent of the ally's max health, e.g. 0.5 to do damage equal to 50% of an ally's max health. Can use the Random functions to randomize if desired.
If true, this is static and will not scale with the M+ Level simulator option.
How long this DoT lasts. If no Interval is specified, will apply a debuff for this duration is still applied. Presence of DoT or debuff can be checked with AllyHasDebuff.
How often this DoT ticks.
Max stacks for a DoT. If the DoT is applied while already on a target, adds a stack up to max stacks and refreshes duration. Damage scales with stack count.
The maximum number of targets this spell can hit. Set to -1 to indicate unlimited targets. Blank or zero means single target.
The radius in yards for an AoE damage effect, centered on the current target.
Most AoE is centered on the current target and will hit the N closest to the current target. Random will hit random targets within the radius. Conditional lets you use a custom rule to pick targets.
Each target within the AoE range is checked with this condition to determine if the AoE hits that target or not.
Help people understand you.
List of actions for tanking simulation.
Code name for the action, must be unique within this boss script. Must be CamelCase, no special characters, start with a capital letter.
Display name for this action.
Link to an NPC -- will create a unique instance for each NPC, and do everything as normal but relative to when the NPC shows up, and will stop if the NPC goes away.
Link to a phase. This action will only occur within the specified phase.
Type of action. We use a simplified model for now, ask for details if you don't understand something.
Time at which to execute this action. It is implied that the entire sequence of actions repeats once the end is reached.
Duration for things it makes sense to have a duration, e.g. DoTs, damage increase buffs, etc.
Interval for things it makes sense to have an interval, e.g. DoTs, melee attacks, etc.
If an ability has a cast time, Time is the start of the cast. Any repeating action not flagged as usable while casting (and melee) will pause during the cast.
For a 'once' attack that you want to repeat with a fixed interval, use this. Need this so you could e.g. have a DoT be applied at a fixed interval, a super-popular tank swap mechanic.
Optional, can put a max duration on something set to Repeat.
Meaning depends on type, e.g. damaging types this is the damage, buffs this is the amount, etc.
Code name for another action that this action affects. For example a damage increase might apply only to a particular action.
A predictable attack that tank scripts can look ahead for and time up mitigation. Generally only big/hard hits should be flagged as predictable.
For a stacking thing, can enter a stack threshold after which it is considered 'big' for tank lookahead functions.
Flags this as a melee attack, some tank stuff only triggers on getting hit by enemy melee attacks.
Flags this as a bleed so that armor doesn't modify it (but other physical reductions will).
If true and this is a buff, will stack up with each application rather than reset.
If true, this action can be used while casting another action.
If true, this action can only be used when the player has aggro.
If true, this action can only be used when the NPC is targetable.
Something that happens once, relative to the entire fight duration. Everything else will repeat in sequence once the end of the sequence is reached.
Description of this action, make note of any nuances in your implementation.