v1.2.1-bcc
What's new
Changelog
v1.1.1
- Fixed: needing
/reloadafter every loading screen. Straight after zoning the client can report the untalented 1.5s Slam and an off-hand that is not equipped. Slammy took those answers at face value, decided you were not a Slam warrior, and never asked again — so the pip and the coaching stayed off until you reloaded. Reads taken just after a loading screen are now treated as provisional and re-checked until the client settles, and a single bad read can no longer demote a build already known to be 2H Slam. A genuine respec or weapon swap still switches modes immediately. - Spell names that were uncached at load are re-resolved instead of staying broken for the session.
- The swing timer is cleared across a loading screen rather than carrying a stale swing (and a stale pending extra attack) into the new zone.
/slammy whynow reports whether the mode is still settling.
v1.1.0
- Dual wield support. Off-hand swings previously reset the main-hand bar, which desynced the timer permanently for kebab and Fury warriors. The two hands now run independent timers: an off-hand landing never moves the main-hand bar and vice versa, and haste rescales both.
- Modes. Slammy picks a mode from your weapon and talents and re-checks it on weapon swap,
respec and login:
- 2H Slam (two-hander with 2/2 Improved Slam): everything.
- Dual wield: both swing bars, no metronome or coaching.
- Plain timer: any other warrior build gets one honest swing bar.
- Coaching, the pip and the Slam-specific bar decorations stay out of the way outside the 2H Slam build rather than drawing lines around an ability nobody is casting.
v1.0.0
First public release.
- Swing timer built for 2H Slam Arms: extra-attack safe, parry-haste safe, and rescaling correctly when haste changes mid-swing.
- Audio metronome. A pip fires just before the swing lands, offset by your latency, so you can play the rotation by ear. It tunes its own lead from the delay you actually achieve.
- Zones. The dead zone marks where an instant delays your next Slam; the eat zone marks the final half-second where a Slam destroys the swing instead.
- Weave budget.
WEAVE 1/NO WEAVE, recomputed the moment haste changes. - Coaching. Next-ability calls, a rage guard, a Bloodlust-window script, and warnings for the globals that cost this spec damage.
- Measurement. Per-Slam delay in milliseconds, fight summaries including swings eaten by pressing early, per-encounter history, and a practice strip.
The timing model behind all of this was measured in game rather than assumed - see
docs/RESEARCH.md.
This mod has no additional files

