Immunity Tracking
Auto-learns NPC immunities from combat. When a spell fails with "immune", the addon remembers it for that NPC.
Using [noimmune]
| Usage |
What it checks |
[noimmune] |
Auto-detects the spell's school and CC mechanic from the action |
[noimmune:fire] |
Fire immunity specifically |
[noimmune:bleed] |
Bleed immunity specifically |
[noimmune:stun] |
Stun CC immunity |
Split damage spells (Rake, Pounce, Garrote) have initial physical hit + bleed DoT. [noimmune] automatically checks both components.
Bare [noimmune] on a CC spell resolves that spell's DBC mechanic, so it
answers for mechanic immunity as well as school immunity — you rarely need to
name the CC type explicitly.
CC types are exact DBC mechanics: stun does not cover Gouge or Sap. Those
are knockout and sap. See CC types for [immune]
for the full list and its aliases.
Manual Immunity Commands
What does and does not get learned
Two cases are deliberately not recorded, because a wrong permanent entry
suppresses the spell against that NPC for good:
- Diminishing returns. Landing three stuns on the same target inside 20
seconds makes the fourth return
IMMUNE from DR, not from real immunity.
That result is discarded. Controlled stuns, triggered stuns and Kidney Shot
are tracked as separate DR chains, and a gap longer than 20 seconds starts
the chain over. DR is only ever used to reject a false learn — there is no
DR conditional.
- Casts with no queryable unit. A CC cast at a mouseover that is not your
current target can come back
IMMUNE without being learned, because the
addon cannot check whether the NPC merely had a temporary immunity buff up.
Target the mob, or add it by hand with addccimmune.
Everything learned is stored per exact mechanic, so a mob that resists Gouge is
recorded as knockout-immune and your Kidney Shot macros are unaffected.