I quoted this from another thread, and it seems interesting. although my bot no longer uses evasive fire(which for the A4 bounty runs seems fine, at the range its shooting MS to kill monsters that aren't even on screen yet. it only ever pops one half of the bastion rings dmg from MS tho. it kills all growths no problem, I Am unsure how it effects goblins etc but it kills rares/elites fine, bosses too. Might test it out on T6 rifting...def spends resource quickly if there are bountiful targets ie cursed chest event.
Oddly enough with the UE set and MS/DML and still using only 50% of the dmg from F/R its easily enough to blow away elite packs in 1 multishot....I think I am going to leave this code in for my bounty bot, Will have to think about it on the rift bot...might be quicker avoiding using evasive fire all together since MS is the prime killer even on t6 solo botting it 1 shots everything except 2 shot RG. bolded 30f and 40f is target range. It removed any goblin elite/rare/unique or min of 2 monsters in range it appears. its pretty sweet....
Also I updated to latest rev12, made the changes in the OP. And the rev 12 with changes is running SMOOOOOOOOTH. way faster, the click bounties with save the angels, open the cages whatever are perfect now no issue with the bot circling them 20 times before making a click on them. Glad I gave it a shot at updating to latest version. Will repost with any bugs, Anyone running UE MS f/r you should try that MS code out for bounty runs. it owns.
edit - meant for the a4 bounty post whoops, but also at the same time, the multishot change code was intended to be put here as an example of changing the range it shoots targets at, instead of getting up close in their face. It just has repercussions such as stated as bot will never use evasive fire so far from what ive seen, just vengeance, companion, MS, everything but EF so you only get 50% dmg from the f/r rings.
DemonHunterCombat.cs
now:
Code:// Multi Shot if (CanCast(SNOPower.DemonHunter_Multishot) && !Player.IsIncapacitated && ((Player.PrimaryResource >= 30 && !IsWaitingForSpecial) || Player.PrimaryResource > minEnergyReserve) && (TargetUtil.AnyMobsInRange(40, 2) || CurrentTarget.IsBossOrEliteRareUnique || CurrentTarget.IsTreasureGoblin)) { return new TrinityPower(SNOPower.DemonHunter_Multishot, [B]30f[/B], CurrentTarget.Position); }
change to:
Code:// Multi Shot if (CanCast(SNOPower.DemonHunter_Multishot) && !Player.IsIncapacitated && ((Player.PrimaryResource >= 30 && !IsWaitingForSpecial) || Player.PrimaryResource > minEnergyReserve)) { return new TrinityPower(SNOPower.DemonHunter_Multishot, [B]40f[/B], CurrentTarget.Position); }
Oddly enough with the UE set and MS/DML and still using only 50% of the dmg from F/R its easily enough to blow away elite packs in 1 multishot....I think I am going to leave this code in for my bounty bot, Will have to think about it on the rift bot...might be quicker avoiding using evasive fire all together since MS is the prime killer even on t6 solo botting it 1 shots everything except 2 shot RG. bolded 30f and 40f is target range. It removed any goblin elite/rare/unique or min of 2 monsters in range it appears. its pretty sweet....
Also I updated to latest rev12, made the changes in the OP. And the rev 12 with changes is running SMOOOOOOOOTH. way faster, the click bounties with save the angels, open the cages whatever are perfect now no issue with the bot circling them 20 times before making a click on them. Glad I gave it a shot at updating to latest version. Will repost with any bugs, Anyone running UE MS f/r you should try that MS code out for bounty runs. it owns.
edit - meant for the a4 bounty post whoops, but also at the same time, the multishot change code was intended to be put here as an example of changing the range it shoots targets at, instead of getting up close in their face. It just has repercussions such as stated as bot will never use evasive fire so far from what ive seen, just vengeance, companion, MS, everything but EF so you only get 50% dmg from the f/r rings.
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