fuimusbruce
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anyone figure out a fix for fury dump for barb yet?
can you kick the whirling mobs on act 2 from the black list ? when a elite pack comes from the whirlings he will not attack them :-(
or any one can tell me which file i have to edit for blacklisted mobs ?
<TargetBlacklists>
<TargetBlacklist actorId="3981" />
</TargetBlacklists>
your wrong,my bots dying main from this rune dervishesh they block my char and kill it,so it`s pointless to blacklist them way less death with rune dervishesDelete the blacklist entry in the beginning of the profile code and it will be okay.
Code:<TargetBlacklists> <TargetBlacklist actorId="3981" /> </TargetBlacklists>
BUT.. the Dune Dervishes are blacklisted for a reason and the reason is, that they have too much hp and therefor die slowly which causes WOTB to drop. If you are killing elites, not skipping them, your barb will run through the pack of Dervishes and won't waste time.. if by any chance they are able to catch up with you, then the next time you are fighting elites the dervishes will most likely die while you are killing the other elites. Anyway, removing them from the blacklist won't be beneficial in any way. You are much better off skipping them.
your wrong,my bots dying main from this rune dervishesh they block my char and kill it,so it`s pointless to blacklist them way less death with rune dervishes
a) Skipping elites- you need them blacklistedyour wrong,my bots dying main from this rune dervishesh they block my char and kill it,so it`s pointless to blacklist them way less death with rune dervishes
In fact it depends on your class.. with a barb and the correct settings/MP, you never loose your WOTB buff, so you WW through them, and they can't block you with jail or frozen orbs.. BUT with my monk, i had to remove them from blacklist, because elites dervishes kicked my ass each time..
Hi guys,
I fixed the bug with spamming sprint in WOTB. It was a simple fix, but it took me an hour to find it, since it requires a certain knowledge of Trinity.
Feel free to replace Trinity/Combat/Abilities/BarbarianCombat.cs of 1.7.3.1 by the attached file.
It now dumps fury even more than with 1.7.2.13, so my WOTB lasts longer.
Have fun,
Fluffy
Can you clarify the changes you've made? I'm using a modified BarbarianCombat.cs file to allow HOTA vs. elites.
Also, anyone else find barbs having a hard time avoiding Ice balls? Any settings I should be playing around with to help the bot avoid certain AoEs?
Hi guys,
I fixed the bug with spamming sprint in WOTB. It was a simple fix, but it took me an hour to find it, since it requires a certain knowledge of Trinity.
Feel free to replace Trinity/Combat/Abilities/BarbarianCombat.cs of 1.7.3.1 by the attached file.
It now dumps fury even more than with 1.7.2.13, so my WOTB lasts longer.
Have fun,
Fluffy
I will have to test it much more to make any conclusions, but from what I've observed:Thank you for this, saved me the time of figuring it out myself
I will test it when I get home. So you say this new version is still acting funny/dying more? Have you noticed and specific behaviors?
As for the AoE, there is tab for barbarians in Trinity (has been there for a long time). You can tweak radius to tell the bot to stay away, but I guess the defaults have been tested.
Btw, the bot still does some stupid stuff compared to the previous Trinity, and he dies more.
I will have to test it much more to make any conclusions, but from what I've observed:
He kills everything that attacks him unless blacklisted. This means that he stops in the middle of a run, and tries to kill a single mob. It also means that he tries to finish all mobs in a pack, staying there too long. I kill only white mobs on higher MPs, and if he stays too long, the elites catch up with him, and kill him, because he can't handle them all too well. Therefore, I have twice more deaths. Had to decrease MP by 1.
Sometimes he stops as if stuck, and if elites are around (ignored), it's bad.
I also tried the new kiting feature. Useless for barbs. Better let him die in glory.
Some of this can be bad luck...
Somewhere in the code below is the capability of making WC cast whether in combat or not. I'm not a coding genius, and it would probably take me a really long time of trial & error to figure it out. I want to allows Warcry to cast out-of-combat (much like sprint does). This way when I have a Barb using simple-follow-powerlevel, he'll actually cast it.
// War cry, constantly maintain
if (!Player.IsIncapacitated && Hotbar.Contains(SNOPower.Barbarian_WarCry) &&
(Player.PrimaryResource <= 60 || !GetHasBuff(SNOPower.Barbarian_WarCry)) &&
SNOPowerUseTimer(SNOPower.Barbarian_WarCry, true) && (!GetHasBuff(SNOPower.Barbarian_WarCry) || PowerManager.CanCast(SNOPower.Barbarian_WarCry)))
{
return new TrinityPower(SNOPower.Barbarian_WarCry, 0f, Vector3.Zero, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM);
There is no UseOOCBuff check, so he casts it regardless of combat. He casts it if the fury is below the value of variable Barbarian.WarCry.MaxFury (default is 60), because it generates fury, or he will cast it if it's not up. The behavior has been changed compared to the old Trinity.CanCast(SNOPower.Barbarian_WarCry, CanCastFlags.NoTimer) &&
!Player.IsIncapacitated &&
(Player.PrimaryResource <= V.F("Barbarian.WarCry.MaxFury") || !GetHasBuff(SNOPower.Barbarian_WarCry));