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Trinity 2.6.7 & QuestTools 3.3.12

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So yeah I watched how your logic works and it seems to be jumping through targets TO another monster, problem is when the monk is alone vs a rift guardian, it just uses spirit generator without using DC to proc damage
Confirmed, no ds spam vs a rift guardian at all.
 
Buddyme what can i change bot is focusing enemies behind door and dont Open it
 
Buddyme what can i change bot is focusing enemies behind door and dont Open it

This seems to be related to the program itself, I have similar issues with the bot being kind of stuck because of breakable objects or doors, attacking in the wind.
 
Is it possible to use aviable charges of DS? For example use only 1(2) of 2(3) charges, coz it's much more dps
 
The WW barb is working alot better, but still tends to stop the WW and start using Rend or Bash on elites.
It would be nice to have it only do that every 4th sec and WW the rest of the time.

Yes I noticed the same. How about using Rend against trash only when density is at a certain point, or a mob is low HP (for Rend: Bloodbath only!), but always keep it up on elites.
 
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Yes I noticed the same. How about using it against trash only when density is at a certain point, or a mob is low HP (for Rend: Bloodbath only!, but always keep it up on elites.

im running a unique build, a mix of 2 and it involves whirlwind AND Furious charge, however i only see it charge and use frenzy, but it DOES whirlwind, to break breakables...
 
im running a unique build, a mix of 2 and it involves whirlwind AND Furious charge, however i only see it charge and use frenzy, but it DOES whirlwind, to break breakables...

Yeah, IK + Raekor is still one of the strongest builds. Trying to optimise these builds must be giving Buddy a headache by now. So many variations!
 
i think it might be an issue with resource spenders as a whole, everyones playing season so i havent tested on all but that seems to be the issue
 
Newest trinity and dh settings:
link to post
(same as before, i re-put it at every page)


edit . this one is better
// Shield Bash
if (CanCast(SNOPower.X1_Crusader_ShieldBash2))
{
var bestPiercePoint = TargetUtil.GetBestPiercePoint(65f);
if (bestPiercePoint != Vector3.Zero)
return new TrinityPower(SNOPower.X1_Crusader_ShieldBash2, 65f, bestPiercePoint);
}

second you wrote , sometimes don't cast shield bash often.
Can you try this :
Code:
// Shield Bash
                if (CanCast(SNOPower.X1_Crusader_ShieldBash2))
                {
                    var bestPiercePoint = TargetUtil.GetBestPiercePoint(45f);
                    if (bestPiercePoint != Vector3.Zero && NavHelper.CanRayCast(bestPiercePoint, true))
                        return new TrinityPower(SNOPower.X1_Crusader_ShieldBash2, 45f, bestPiercePoint);
                }
The WW barb is working alot better, but still tends to stop the WW and start using Rend or Bash on elites.
It would be nice to have it only do that every 4th sec and WW the rest of the time.
i've increase WW priority before rend, that's should fixed it
Hi BuddyMe,

I tried the last fix you posted for monk dashing strike, and it works as intended now : uses the dash only when the set buff is active.
But I don't understand why it only uses the dashing strike when the character is about 30f from the ennemies, it should use it at a smaller distance because it takes a lot of time for the character to always run back and so, looses a lot of dps.

Thanks ;)

EDIT : Logic is however completely fine in rift, it just doesn't fit in trial rifts. thanks for the great work :) So yeah I watched how your logic works and it seems to be jumping through targets TO another monster, problem is when the monk is alone vs a rift guardian, it just uses spirit generator without using DC to proc damage
no, in a 30f range, i try to fix RG right now
Buddyme what can i change bot is focusing enemies behind door and dont Open it
yes i can't fix it right now, i dunno why it do that
Is it possible to use aviable charges of DS? For example use only 1(2) of 2(3) charges, coz it's much more dps
like that ?
Code:
// Thousand storm spam
                if (Sets.ThousandStorms.IsSecondBonusActive && Player.PrimaryResource >= 85 &&
                    CurrentTarget.IsTrashPackOrBossEliteRareUnique &&
                    (!Sets.ThousandStorms.IsMaxBonusActive || (TimeSincePrimaryUse >= 0 && TimeSincePrimaryUse < 5950 && Skills.Monk.DashingStrike.Charges > 0)))
{ use Ds }
 


Can you try this :
Code:
// Shield Bash
                if (CanCast(SNOPower.X1_Crusader_ShieldBash2))
                {
                    var bestPiercePoint = TargetUtil.GetBestPiercePoint(45f);
                    if (bestPiercePoint != Vector3.Zero && NavHelper.CanRayCast(bestPiercePoint, true))
                        return new TrinityPower(SNOPower.X1_Crusader_ShieldBash2, 45f, bestPiercePoint);
                }



Hi Buddy, i have already tried this. I notice that you added a CanRayCast() function call, which is working well to stop the bot from casting shield bash at unreachable targets, but instead of moving towards the target to cast shield-bash, the bot is auto-attacking without any skill (melee attack) on the target.
 
Hi Buddy, i have already tried this. I notice that you added a CanRayCast() function call, which is working well to stop the bot from casting shield bash at unreachable targets, but instead of moving towards the target to cast shield-bash, the bot is auto-attacking without any skill (melee attack) on the target.
try this :)
Code:
// Shield Bash
                if (CanCast(SNOPower.X1_Crusader_ShieldBash2))
                {
                    var bestPiercePoint = TargetUtil.GetBestPiercePoint(45f);
                    if (bestPiercePoint != Vector3.Zero && NavHelper.CanRayCast(bestPiercePoint, true))
                        return new TrinityPower(SNOPower.X1_Crusader_ShieldBash2, 45f, bestPiercePoint);

                    var bestMoveNode = TargetUtil.GetBestFuriousChargeMoveNode([B][COLOR="#FF0000"]45f[/COLOR][/B], _useFcWeights: false);
                    if (bestMoveNode != null)
                    {
                        var bestPierceNode = TargetUtil.GetBestFuriousChargeNode(45f, bestMoveNode.Position, _useFcWeights: false);
                        if (bestPierceNode != null)
                            return new TrinityPower(SNOPower.X1_Crusader_ShieldBash2, 3f, bestMoveNode.Position, bestPierceNode.Position);
                    } 
                }
edit
 
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with fc ? that's not realy an issue ^^ i can maybe make it work but later, time to bed now :)
 
with fc ? that's not realy an issue ^^ i can maybe make it work but later, time to bed now :)
hehe you sleep, but i mean it could work that it WW with 2 or more mobs, as right now it feels its just taking up a slot on my bar for nothing
 
try this :)
Code:
// Shield Bash
                if (CanCast(SNOPower.X1_Crusader_ShieldBash2))
                {
                    var bestPiercePoint = TargetUtil.GetBestPiercePoint(45f);
                    if (bestPiercePoint != Vector3.Zero && NavHelper.CanRayCast(bestPiercePoint, true))
                        return new TrinityPower(SNOPower.X1_Crusader_ShieldBash2, 45f, bestPiercePoint);

                    var bestMoveNode = TargetUtil.GetBestFuriousChargeMoveNode([B][COLOR="#FF0000"]45f[/COLOR][/B], _useFcWeights: false);
                    if (bestMoveNode != null)
                    {
                        var bestPierceNode = TargetUtil.GetBestFuriousChargeNode(45f, bestMoveNode.Position, _useFcWeights: false);
                        if (bestPierceNode != null)
                            return new TrinityPower(SNOPower.X1_Crusader_ShieldBash2, 3f, bestMoveNode.Position, bestPierceNode.Position);
                    } 
                }
edit


hmm not that much better, still casting shield-bash at empty air lol.

This problem is less than important than the movement code though.

with your latest 2.6.4, the movement code is better but still not working when the bot is surrounded by mobs.
I am guessing that the correct logic is
"Detect best route to move. No exit detected. Detect best route to move. No exit detected."

There will never be an exit out if the bot doesn't resume fighting, so i think the correct logic should be
""Detect best route to move. No exit detected. Resume fighting. Detect best route to move."

When the bot realizes there is no way out, it should resume fighting or die trying.
 
hmm not that much better, still casting shield-bash at empty air lol.

This problem is less than important than the movement code though.

with your latest 2.6.4, the movement code is better but still not working when the bot is surrounded by mobs.
I am guessing that the correct logic is
"Detect best route to move. No exit detected. Detect best route to move. No exit detected."

There will never be an exit out if the bot doesn't resume fighting, so i think the correct logic should be
""Detect best route to move. No exit detected. Resume fighting. Detect best route to move."

When the bot realizes there is no way out, it should resume fighting or die trying.

This is important for a lot of builds that rely on sustained combat (E.g. WW/FC/DS).
 
i take look at tomorrow,
Check my sign for the newest trinity
 
i take look at tomorrow,
Check my sign for the newest trinity

Thank you, buddy. Good night.

P.S a small change to CrusaderCombat.CS
Code:
      private static bool CanCastAkaratsChampion()
        {
            return CanCast(SNOPower.X1_Crusader_AkaratsChampion) && (TargetUtil.EliteOrTrashInRange(16f) || Player.CurrentHealthPct <= 0.25);
        }
Please change TargetUtil.EliteOrTrashInRange(16f) to CurrentTarget.IsEliteRareUnique. I dont think EliteOrTrashInRange() is working. Thanks!
 
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