But I have to say that I've experienced this bug with attacking destructibles from too far more than bot used to in previous versions. If I'm not mistaken it happens only with these big barricades (Act III, Skycrown/Stonefort - not running profiles for other acts). I have my options set as you pictured few pages before so it's not the settings issue.
My barb is not pure obstacles destroyer but he sometimes attacks the void where object was seconds before.
There's actually a very good reason for this - let me explain.
Barricades in particular are a pain - simply due to the shape of them. They're usually large, rectangular, and positioned at an odd angle relative to the hero.
Shape data is not available to Trinity - so, I have no way of actually detecting whether a barricade is long, short, tall, fat, wide, small, blocking or non-blocking. There's no way to "see" like the human player would, and figure out the best approach and range to destroy this thing from.
The only data we have on objects, is their "radius". This is effectively making a non-round object into a round object - this radius is sometimes correct, but mostly incorrect and I usually have to go stand next to the said barricade and dump a few statistics with my tools so I can hard code barricade and destructible radius' into Trinity.
This also helps explain why you'll see the behavior when the bot attacks a barricade, for example from the "thin" direction, completely misses, then moves closer, attacks again and finally destroys it.
Then there is the problem of after that 2nd attack, after which there is a destruction animation, which can take anywhere from 250ms to 500ms depending on how big the destructible is and other parameters. So in this time, Trinity still "sees" a barricade and has enough time to let off yet another attack, since the object is still "there" but is actually in the "being destroyed" phase of its animation.
In my opinion, the time it takes to do this is relatively small in comparison to what would happen on the flip side if we chose to completely *ignore* barricades unless we were stuck on them. We would have to wait until our movement speed is 0, at which point we can then attack, perhaps miss again, re-position ourselves, and re-attack. I'm not sure if you were all around ~ 4-5 months ago when the bot wouldn't/couldn't destroy ANYTHING, but for me, it works much better today than it did then.
As time goes on I will continue to review and tune parameters such as these, but it may not be the highest priority of the day.
Cheers,
rrrix