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[ItemRules2] Gnillers Super-Tight Loot Rules

*promotion "its available on the donators repository ... its perfect for checking if there is a rule that trashes good stuff ... :-)"
I would gladly donate, you deserved to get paid for your work

Would $5 be enough
 
heh but a lot of botter use ru version of diablo 3 because of cheapest price... we need the translation for it may be... it wil be great

I get your point, however i do not run any russian clients so i have no option of testing this nor do i speak or write russian. ItemRules2 and/or trinity might have translation included that i don't know of in which case my loot rules should already work :)

If anyone could test this or confirm this, that would be great. If not i might include multi languages if provided by translated versions of ALL legendaries

I would gladly donate, you deserved to get paid for your work

Would $5 be enough

I've got to say i didn't expect as much interest in my loot rules as they've gotten, not to mention donations :p

I'll check out the PayPal donation thingy sometime soon to provide the option on the main page of this topic! As for how much i expect, anything you'd feel happy with would be more than expected! :D
 
If anyone could test this or confirm this, that would be great. If not i might include multi languages if provided by translated versions of ALL legendaries

I can do that for u friday night or sunday afternoon in portuguese :) wouldnt take much time.
 
I'm getting this error quite a bit in my logs.

Code:
201304162035262594.Hero;ERROR;NULL;Specified cast is not valid.;last use rule: [QUALITY]=="Legendary"&&[NAME]=="MempoofTwilight"#([INTVIT]>400||[STRVIT]>350||[DEXVIT]>350)||(([INTVIT]>300||[STRVIT]>250||[DEXVIT]>250)&&([CRIT%]>0||[PICKUP]>0))||[CRIT%]=6;tree.Errors = 5;ParseError( 4097): Unexpected token '' found. Expected EOF;ParseError( 111): TryGetValue VARIABLE failed '[PICKUP]' check this key!;ParseError( 111): TryGetValue VARIABLE failed '[PICKUP]' check this key!;ParseError( 111): TryGetValue VARIABLE failed '[PICKUP]' check this key!;ParseError( 111): TryGetValue VARIABLE failed '[PICKUP]' check this key!;;[KEY]:2021851322;[BASETYPE]:Armor;[TYPE]:Shield;[QUALITY]:Legendary;[D3QUALITY]:Legendary;[ROLL]:0;[NAME]:IvoryTower;[LEVEL]:61;[ONEHAND]:False;[TWOHAND]:False;[UNIDENT]:False;[INTNAME]:Shield_norm_unique_08-179;[ITEMID]:1025903124;[VIT]:157;[LIFE%]:12;[REGEN]:159;[WEAPDMGTYPE]:None;[ALLRES]:52;[RESPHYSICAL]:37;[ARMOR]:916;[ARMORTOT]:916;[TOTBLOCK%]:17.99;[MAXSTATVIT]:157;[STRVIT]:157;[DEXVIT]:157;[INTVIT]:157;[MAXONERES]:37;[TOTRES]:89;[DEFSTATS]:4;[WEIGHTS]:18426.53;[@EHP]:55426.90;[@GNILLER]:14.43;[@DEFSTAT]:4;[@MONSTAT]:1;

All on one line by the way. Is this causing it to trash items that might otherwise be worth something?

EDIT: Obviously this is just a one time case since a lot of the info about the Ivory Tower that was picked up is still in there. The recurring error is the one about the Mempo of Twilight

EDIT2: If there's any way I can give a better bug report (I'm sure I can) please let me know how I should do that
 
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I can do that for u friday night or sunday afternoon in portuguese :) wouldnt take much time.

Thats great! However i wouldn't spend to much time on it until i know for sure translation is required in my item rules. Otherwise i might be time wasted :)

I'm getting this error quite a bit in my logs.

Code:
201304162035262594.Hero;ERROR;NULL;Specified cast is not valid.;last use rule: [QUALITY]=="Legendary"&&[NAME]=="MempoofTwilight"#([INTVIT]>400||[STRVIT]>350||[DEXVIT]>350)||(([INTVIT]>300||[STRVIT]>250||[DEXVIT]>250)&&([CRIT%]>0||[PICKUP]>0))||[CRIT%]=6;tree.Errors = 5;ParseError( 4097): Unexpected token '' found. Expected EOF;ParseError( 111): TryGetValue VARIABLE failed '[PICKUP]' check this key!;ParseError( 111): TryGetValue VARIABLE failed '[PICKUP]' check this key!;ParseError( 111): TryGetValue VARIABLE failed '[PICKUP]' check this key!;ParseError( 111): TryGetValue VARIABLE failed '[PICKUP]' check this key!;;[KEY]:2021851322;[BASETYPE]:Armor;[TYPE]:Shield;[QUALITY]:Legendary;[D3QUALITY]:Legendary;[ROLL]:0;[NAME]:IvoryTower;[LEVEL]:61;[ONEHAND]:False;[TWOHAND]:False;[UNIDENT]:False;[INTNAME]:Shield_norm_unique_08-179;[ITEMID]:1025903124;[VIT]:157;[LIFE%]:12;[REGEN]:159;[WEAPDMGTYPE]:None;[ALLRES]:52;[RESPHYSICAL]:37;[ARMOR]:916;[ARMORTOT]:916;[TOTBLOCK%]:17.99;[MAXSTATVIT]:157;[STRVIT]:157;[DEXVIT]:157;[INTVIT]:157;[MAXONERES]:37;[TOTRES]:89;[DEFSTATS]:4;[WEIGHTS]:18426.53;[@EHP]:55426.90;[@GNILLER]:14.43;[@DEFSTAT]:4;[@MONSTAT]:1;

All on one line by the way. Is this causing it to trash items that might otherwise be worth something?

EDIT: Obviously this is just a one time case since a lot of the info about the Ivory Tower that was picked up is still in there. The recurring error is the one about the Mempo of Twilight

EDIT2: If there's any way I can give a better bug report (I'm sure I can) please let me know how I should do that

The Mempho was pretty clear: [PICKUP] doesn't exist in ItemRules2 and will be changed in the next version to [PICKRAD], thanks for reporting this though might have not found this otherwise. (although i doubt it would have really hurted anyone)

As for the Ivory Tower shield i am not completely sure, changed loot rules to match storm shield rules as they we're way to low anyway (even with to low rules i haven't seen them in months). Hope this takes care of the issue in some magical way :p

Anyway there are some other things i'm working on which i plan to release combined with these fixes, expect a 1.0.1 version somewhere this weekend :)
 
I've been running these rules since release and the bot hasn't kept anything :(

I've also put myself together a log viewer for trashed items... if you can't tell I borrowed some ideas.

http://i.imgur.com/B9eI2FK.png
http://i.imgur.com/O7U7TFX.png

Anyways I was looking through the .dis files and I can't find the word [KEEP] anywhere... You have to tell it what things to keep, don't you? Or else it just throws everything away? That's whats been happening to me :/
 
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I've been running these rules since release and the bot hasn't kept anything :(

I've also put myself together a log viewer for trashed items... if you can't tell I borrowed some ideas.

http://i.imgur.com/B9eI2FK.png
http://i.imgur.com/O7U7TFX.png

Anyways I was looking through the .dis files and I can't find the word [KEEP] anywhere... You have to tell it what things to keep, don't you? Or else it just throws everything away? That's whats been happening to me :/

That really depends on the number of legendaries you found, i can confirm my bots found a few in the last few days so there shouldn't be anything wrong there :) keep in mind if you run a low number of bots RNG can make it so that you don't find any items of value in multiple days.

As for the [KEEP], my rules are based around the public "hard" folder dated ~december-january where items to keep just set with rules, and you end with [TRASH] all (legendaries). This always worked and still does so no reason to add [KEEP] everywhere :)
 
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Oh, okay, cool :] I only run one bot on MP1 so what you've said makes a lot of sense.

Also I am a complete newb to the syntax of ItemRules so I just wanted to double check.


Last night I found two Witching Hours and it trashed them both... It should have, right? I don't think they were worth much money.

M0T5v5O.png
Lcsd3Dg.png


Just want to confirm. Thanks for all the responses I really appreciate it
 
Oh, okay, cool :] I only run one bot on MP1 so what you've said makes a lot of sense.

Also I am a complete newb to the syntax of ItemRules so I just wanted to double check.


Last night I found two Witching Hours and it trashed them both... It should have, right? I don't think they were worth much money.

M0T5v5O.png
Lcsd3Dg.png


Just want to confirm. Thanks for all the responses I really appreciate it

Both of these should indeed have been trashed, the second one was a close call but trashed as intended

Running one bot can indeed mean these rules leave you with only about two items a week, they are build around item value which sadly enough is scarse these days

As for testing, these rules have been in testing and development since early january so it is safe to say mistakes are rare within the rules (always possible ofcourse). Just a heads up on reliability
 
1.1.0 version uploaded, changelog is on the front page and below:

-- 1.1.0
- Slightly tightened Immortal Kings Irons rule (16% increase, still lower than rare hands)
- Slightly improved the value of Lifesteal% on all weapon types (14.3% increase)
- Immortal King's Stride tightened (~20% increase)
- Rewrote Hellcat Waistguard loot rule

- Removed pickup rules for crafting plans/reagents, trinity settings should handle these
- Rare amulet pickup rule untightend by 1 item level (now picks up 61)

- Fixed an issue in Mempho of Twilight and Immortal King's Triumph ([PICKUP] changed to [PICKRAD])
- Ivory Tower now matches Stormshield rule (hopefully another issue is solved by this)
- Tzo Krin's Gaze now stashes on dex instead of int

- Added calculation @GNILLERMSD (MaxStat+Defences), designed to simplify loot rules for legs, chests etc.
@GNILLERMSD := ([MAXSTAT]+([VIT]*0.8)+([ALLRES]*2)+([ARMOR]*0.2)+([LIFE%]*5)+([SOCKETS]*40))
- Reworked legendary legs/feet/belts for new calculation usage
- Code cleaned, commented "old" rules and unused calculations removed (may give a tiny performance increase when judging bag, problaly not noticable)
 
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[ItemRules2] Gnillers Super-Tight Loot Rules

Summary
As for many of us i have been going trough loot once in a while noticing a lot of the item stashed are just not worth my time, especially when expanding your botting situation. With ItemRules2 released in Trinity i used the opportunity to make my bots get rid of "trash" by themselves. Originally the hard rule set provided in ItemRules2 was good enough but with the market becoming less rewarding by the day items that used to be worthy are now just no longer worth it.


What does it keep?
These Item Rules are designed to keep only items worth ?5+, in the current market that means <1% of the legendaries dropped and <0.01% of the rares dropped. This is currently what it is supposed to keep and may very well differ with patches.


How about gold value?
With the value of gold in the current market i chose to completely ignore gold value, my rules are based on RMAH only. This can mean it trashes items worth 15mil. If you feel uncomfortable with this, don't use these rules :)


Some statistics
Currently these rules keep about 1% of all legendary items, meaning if you run 6 legendaries an hour (and good job if you do) it only stashes about 0.06 items an hour meaning ~ 1.44 items a day.

Of course this is just based on the idea of stability, which we don't have with RNG :D


Requirements
Trinity, any version 1.7.* should be alright :)


Bugs and Suggestions
While i don't expect any bugs, suggestions are always welcome. Keep in mind however that these rules are made to be strict :)


Credits
(Obviously) Rrrix and Giles for Trinity, no way any of this was possible without either of them :)
Darkfriend77 - for ItemRules2, wouldn't have been possible without him!


Download
View attachment 88991


Update Information
Code:
-- 1.1.0
- Slightly tightened Immortal Kings Irons rule (16% increase, still lower than rare hands)
- Slightly improved the value of Lifesteal% on all weapon types (14.3% increase)
- Immortal King's Stride tightened (~20% increase)
- Rewrote Hellcat Waistguard loot rule

- Removed pickup rules for crafting plans/reagents, trinity settings should handle these
- Rare amulet pickup rule untightend by 1 item level (now picks up 61)

- Fixed an issue in Mempho of Twilight and Immortal King's Triumph ([PICKUP] changed to [PICKRAD])
- Ivory Tower now matches Stormshield rule (hopefully another issue is solved by this)
- Tzo Krin's Gaze now stashes on dex instead of int

- Added calculation @GNILLERMSD (MaxStat+Defences), designed to simplify loot rules for legs, chests etc.
	@GNILLERMSD := ([MAXSTAT]+([VIT]*0.8)+([ALLRES]*2)+([ARMOR]*0.2)+([LIFE%]*5)+([SOCKETS]*40))
- Reworked legendary legs/feet/belts for new calculation usage
- Code cleaned, commented "old" rules and unused calculations removed (may give a tiny performance increase when judging bag, problaly not noticable)

-- 1.0.0
- Initial public release

Code:
// Weapons
@GNILLERWEP := (([DPS]+[CRITDMG%]+([SOCKETS]*100)+([LOH]/100)+([LS%] * 40)+([MAXSTAT]/4)+([VIT]/6))*([DPS]/1000))
@GNILLERWEPMIGHT := (([DPS]+[CRITDMG%]+([SOCKETS]*100)+([LOH]/100)+([LS%] * 40)+([STR]/4)+([VIT]/6))*([DPS]/1000))
@GNILLERWEPWIZ := (([DPS]+[CRITDMG%]+([SOCKETS]*100)+([LOH]/100)+([LS%] * 40)+([INT]/4)+([VIT]/6))*([DPS]/1000))
@GNILLERWEPDH := (([DPS]+[CRITDMG%]+([SOCKETS]*100)+([LOH]/100)+([LS%] * 40)+([DEX]/4)+([VIT]/6))*([DPS]/1000))
Code:
[QUALITY] == "Legendary" && [NAME] == "Echoing Fury" # [@GNILLERWEP] > 1750

DPS = 1000
Str = 160
Socket = 1
CRITDMG% = 80
@GNILLERWEP = ((1000 +80 +100 +0 +0 +40 +0)*1) =1220 point?
This wep isn't bad, around 500mil on US RMAH?
 
Code:
// Weapons
@GNILLERWEP := (([DPS]+[CRITDMG%]+([SOCKETS]*100)+([LOH]/100)+([LS%] * 40)+([MAXSTAT]/4)+([VIT]/6))*([DPS]/1000))
@GNILLERWEPMIGHT := (([DPS]+[CRITDMG%]+([SOCKETS]*100)+([LOH]/100)+([LS%] * 40)+([STR]/4)+([VIT]/6))*([DPS]/1000))
@GNILLERWEPWIZ := (([DPS]+[CRITDMG%]+([SOCKETS]*100)+([LOH]/100)+([LS%] * 40)+([INT]/4)+([VIT]/6))*([DPS]/1000))
@GNILLERWEPDH := (([DPS]+[CRITDMG%]+([SOCKETS]*100)+([LOH]/100)+([LS%] * 40)+([DEX]/4)+([VIT]/6))*([DPS]/1000))
Code:
[QUALITY] == "Legendary" && [NAME] == "Echoing Fury" # [@GNILLERWEP] > 1750

DPS = 1000
Str = 160
Socket = 1
CRITDMG% = 80
@GNILLERWEP = ((1000 +80 +100 +0 +0 +40 +0)*1) =1220 point?
This wep isn't bad, around 500mil on US RMAH?

Though i doubt this item will go for 500mil, i do agree the calculation value is too far off being accepted.

I don't think lowering the acceptance would be the solution however, i will problaly extend the calculation by raising the value of "offstats" depending on how many of them are on the item. For example: 100% is nice, but only 100 points. 100% and a socket is usually 200 points, these may multiply each other to a certain degree (for example 400 points combined). This without removing the multiply value of DPS, as perfect stats weapons with 800 DPS remain crappy.

I won't promise this one will get through in future updates, but the way i see it the 1200 dps version of this weapon wouldn't get through either and that is bad.
 
u my friend ... have either no life or less then 24 bots running ...
Even with one bot it is not enough at all, they never score accurately. I bumped my weapon score up to 100k, armor 40k, jewerly 35k, and still get dumbest garbage that makes no sense when it comes to stats.
 

Pretty equal to the way some of the item validations still work. Calculating by worth of stats feels more accurate however as 4.5% crit with 100 dex may be better than 6% crit etc. calculating stuff per individual stat with multiplicative stuff here and there results in more accurate "worth" in my idea.

Suggestions are always appreciated of course :)
 
Another small update released, felt the need to release this one quicker :)

-- 1.1.1
- Fixed [ARMOR] is now [ARMORBONUS] in @GNILLERMSD; no longer counts default item armor value (should result in less crap legs/feet/belts stashed)

- Added multiplicative calculation for weapon offensive stats
@GNILLEROSM := (([CRITDMG%]/100)+[SOCKETS]+([LOH]/1000)+([LS%]/3)+([MAXSTAT]/400)+([VIT]/600))
@GNILLERWEP := (([DPS]+(([CRITDMG%]+([SOCKETS]*100)+([LOH]/100)+([LS%] * 40)+([MAXSTAT]/4)+([VIT]/6))*[@GNILLEROSM]))*([DPS]/1000))
The idea: The more offensive stats present on the weapon, the more all of them are worth
- weapons with less than 1 offstat maxed out (on one handers) are worth less than they used to
- 2hander rulesets may need thighening as offstats can be higher, testing to be done.
Example: 1100 DPS weapon with 100% critdmg and a socket, used to be valued 1430 - now valued 1650.
 
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Found my first piece using these rules after many days :)

http://i.imgur.com/97SYOIk.png

If I go around lowering the @GNILLER score requirements of items just a little bit, will the bot pick up slightly-lower-but-still-good-items? That would be perfect for me. I don't need to set the bar at 100mil items, I will gladly take 50.

These rules are great
 
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