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krystaLL

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Hello dear devs and community,

i am currently multibotting with simplefollow and its that time when you need to pay attention to your bots when you notice a few flaws.

i would like to request the following features for these classes:

Barb:
  • Ignore Pain asap regardless of health with the exception that if 1 party member is dead -> hold it until the party member is up again, except the buff runs out on all the other party members. you can do that with d3helper - think you should be able to do that with trinity aswell
  • option to toggle war cry spam: when group is moving or 10sec before buff ends | dont spam (only refresh 10sec before buff runs out | always spam (what it does now)
  • a more intelligent use of whirlwind with the cold rune and ancient spear: -> i.e. whirlwind inside very close to the monks inner sanc to create density (i know this might be hard to do especially the ancient spear thingy so just dismiss it :( )
  • explore map tiles and use ancient spear to grab more mobs from these tiles or drag hurt/unfinished mobs/elites with you. (again this might be hard cause of simplefollow and a lot of other stuff i guess?! - so yea this one and the one before are not the most important)

crusader:
  • option to STOP condemn (yes its a main source for lag and i stop condemn on huge pulls until the density clears out a bit when playing by hand) maybe make a condition like X Mobs in Y Yards of the Crusader where we can define the X and Y ourselves
  • there might be more that i am not thinking about right now but i am more focused on the zader not dying instead of figuring out his mistakes... :D

monk:
  • inner sanc when standing still for more than X sec and Y mobs in Z range of the monk or # Elites nearby / in range of Z Yards of the monk (currently its either, use asap or .. i dont even know cause the other thing where its "not asap" makes the grp die and hurts the grp damage so i didnt even pay attention to that)
  • spam mantra until X% of resource remaining -> basicly like a numlock feature cause my monk always has full spirit and then some other pleb of the grp dies which could have been avoided if he had more shields. since good builds dont use cyclone strike spirit is only needed for shields.
  • static: force debuffing (now it sometimes(well mostly) doenst debuff with SC when there is like 1 elite mob and a few other normal mobs (even minions), even though it would be like 5x faster if he would just debuff and let the zader and healer procc it)
  • static: avoid being outside of inner sanc unless debuffing if elite packs in X range <= Y and in combat with i.e. being hit by affixes - maybe something we can configure ourselves, if not X=35 Y=2.


in general
  • something that lets us setup certain elite conditions ourselves, like in another popular free bot (i dont wanna name anything but i guess you devs will know it) you can setup the elite weight when calculating density. i.e. Elite weight -4 in a min density setting of 12, you would need a total of 16 mobs including the elite for the bot to stop and kill the density pack.
  • ontop of that it would be nice if we still had that option for "force kill elite if below X% life" working together with the density option. or working in general like: ignore elites until below X% life.
  • ontop of that, it would be really really really nice if the bot would just IGNORE Minions, yes, the grey (rare) mobs that often come with the yellow ones instead of killing them and wasting a huge amount of time. dont get me wrong, thats one of the main reasons why usually its a waste of time to kill elites with the bot in GR's (that and the added density weighting setting on elites). i still run nemesis crus wiith furnace static in the multibotting setup cause its still the best imo. i know there are options to ignore eliites rares and whatnot, but it just does not work, if i check the first box, it should avoid thoses rares right, wrong: it ignores every elite... :(


lastly:
  • an extra option to ignore all boss affixes, yes you could just ignore every aoe effect but i dont want my static to die to 4 molten explosions at the same time, hell even one of them recks him if hes not in inner sanc, ip not up, and no shield from healmonk which is the case 80% of the time. so yea.

thank you all for reading, even though i may have trouble with some words cause english is not my native language.
and ofc i know its a lot of points but those are the things i really noticed when multibotting, some of these options could make a huge difference - so thank you for even considering it.
also i am happy to receive suggestions on where i might be wrong or right.

i usually run 76/77speeds on my support classes and my monk so i kind of know what i am talking about, just to avoid eventually "you have no idea you noob stfu thats all dogshit bla bla bla".

the trinity version i was using: 2.13.78 and the latest DB beta.

have a nice evening / week :)
 
Hey krystaLL, thanks for all the suggestions. Your post is a big one, so I'll reply to each suggestion individually.

  • Ignore Pain asap regardless of health with the exception that if 1 party member is dead -> hold it until the party member is up again, except the buff runs out on all the other party members. you can do that with d3helper - think you
The new version of Trinity will have a health slider that goes from 0% to 100% (as opposed to the old 99% max). Hopefully this is what you were talking about. About checking for party members, Trinity is admittedly very single-player focused, and as such there isn't a lot of support for party botting, unfortunately. Hopefully this is something that we can address in the near future.

  • option to toggle war cry spam: when group is moving or 10sec before buff ends | dont spam (only refresh 10sec before buff runs out | always spam (what it does now)
Are you using Chilanik's chain on your barb? It should spam War Cry when that item is detected, but not otherwise.

  • a more intelligent use of whirlwind with the cold rune and ancient spear: -> i.e. whirlwind inside very close to the monks inner sanc to create density (i know this might be hard to do especially the ancient spear thingy so just dismiss it :()
Keeping melee party member inside Inner Sanctuary is a good idea, but it's like I said, party botting is not really supported yet. Still, we'll keep this in mind.

About Ancient Spear: what's wrong with it? There is a delay slider in Barbarian combat settings that you can adjust to your liking. The bot will automatically pick the direction with the most mobs that it can pull whenever it's being cast.

  • explore map tiles and use ancient spear to grab more mobs from these tiles or drag hurt/unfinished mobs/elites with you. (again this might be hard cause of simplefollow and a lot of other stuff i guess?! - so yea this one and the one before are not the most important)
See above.

  • option to STOP condemn (yes its a main source for lag and i stop condemn on huge pulls until the density clears out a bit when playing by hand) maybe make a condition like X Mobs in Y Yards of the Crusader where we can define the X and Y ourselves
This is reasonable and pretty easy to do, just tell me one thing: you want an option to set the MAX number of mobs, right? Like, don't cast condemn if there are more than X mobs inside the pull radius.

  • inner sanc when standing still for more than X sec and Y mobs in Z range of the monk or # Elites nearby / in range of Z Yards of the monk (currently its either, use asap or .. i dont even know cause the other thing where its "not asap" makes the grp die and hurts the grp damage so i didnt even pay attention to that)
Good idea. Why count the seconds it stands still though?

  • spam mantra until X% of resource remaining -> basicly like a numlock feature cause my monk always has full spirit and then some other pleb of the grp dies which could have been avoided if he had more shields. since good builds dont use cyclone strike spirit is only needed for shields.
Mantras should be spammed by default. Do you have 'Disable Mantra Spam' unchecked in your settings?

  • static: force debuffing (now it sometimes(well mostly) doenst debuff with SC when there is like 1 elite mob and a few other normal mobs (even minions), even though it would be like 5x faster if he would just debuff and let the zader and healer procc it)
I'm not sure what you're saying here. Do you mean that it doesn't apply Charge to minions and trash mobs if there's an elite nearby? If that's it, have you tried increasing the % of mobs to apply charge to (in your monk combat settings)?

  • static: avoid being outside of inner sanc unless debuffing if elite packs in X range <= Y and in combat with i.e. being hit by affixes - maybe something we can configure ourselves, if not X=35 Y=2.
Same thing as the WW suggestion here.

  • something that lets us setup certain elite conditions ourselves, like in another popular free bot (i dont wanna name anything but i guess you devs will know it) you can setup the elite weight when calculating density. i.e. Elite weight -4 in a min density setting of 12, you would need a total of 16 mobs including the elite for the bot to stop and kill the density pack.
Do you mean that you only want to target elites if they're inside a big cluster of enemies? That's a good idea.

  • ontop of that it would be nice if we still had that option for "force kill elite if below X% life" working together with the density option. or working in general like: ignore elites until below X% life.
Have you checked the 'ignore' options in the Misc Combat section (i.e., Ignore Yellows/Ignore Blues)? These option are working well currently and they are overridden by the slider, just like you're suggesting.

  • ontop of that, it would be really really really nice if the bot would just IGNORE Minions, yes, the grey (rare) mobs that often come with the yellow ones instead of killing them and wasting a huge amount of time. dont get me wrong, thats one of the main reasons why usually its a waste of time to kill elites with the bot in GR's (that and the added density weighting setting on elites). i still run nemesis crus wiith furnace static in the multibotting setup cause its still the best imo. i know there are options to ignore eliites rares and whatnot, but it just does not work, if i check the first box, it should avoid thoses rares right, wrong: it ignores every elite... :(
See my reply above. The 'ignore' settings should be working fine right now. Not sure why they aren't for you :confused:. Maybe try the newest version of Trinity? I saw you mention that you're using .78. The newest official one is .81.

As for ignoring minions, I like that idea. I'll probably add a checkbox for that soon.

  • an extra option to ignore all boss affixes, yes you could just ignore every aoe effect but i dont want my static to die to 4 molten explosions at the same time, hell even one of them recks him if hes not in inner sanc, ip not up, and no shield from healmonk which is the case 80% of the time. so yea.
Most boss AoE attacks are avoided by default. Are there any specific attacks that you're seeing that are not being avoided currently?

thank you all for reading, even though i may have trouble with some words cause english is not my native language.
and ofc i know its a lot of points but those are the things i really noticed when multibotting, some of these options could make a huge difference - so thank you for even considering it.
You're welcome mate. We're always open to suggestions as long as they're reasonable enough :).
 
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The new version of Trinity will have a health slider that goes from 0% to 100% (as opposed to the old 99% max). Hopefully this is what you were talking about. About checking for party members, Trinity is admittedly very single-player focused, and as such there isn't a lot of support for party botting, unfortunately. Hopefully this is something that we can address in the near future.
alright ok i will test the new version the upcoming days once the crew has farmed a few keys for more GR's, will gladly report back then.

Are you using Chilanik's chain on your barb? It should spam War Cry when that item is detected, but not otherwise.
yes i am since i'm used to it via playing by hand - it is the best/fastest setup with either one Pride of Cas. / Chain in cube /equipped. depending on which is your better belt. the dream ofc is an ancient perfect pride with 5% freeze on hit.
point is: it takes ticks away from zodiac procs that could go into ignore pain, thats why the options would be pretty neat to choose from :).


About Ancient Spear: what's wrong with it? There is a delay slider in Barbarian combat settings that you can adjust to your liking. The bot will automatically pick the direction with the most mobs that it can pull whenever it's being cast.
yes well. the barb is just not very successful with it, he like "yea if i dont hit it today im gonna hit it tomorrow" -> the mob that is. i set the delay really low to compensate for his lack of pulling skillz (again, maybe im used to doing it the way myself just spam grabbing mobs) - maybe i should set it higher and give the simple harpoon rune one more go. its just, he uses the skill like once or twice, failed pull cause of corner/wall/door/cookie/anything and then its most of the time already too late to grab more mobs cause everything else is dead by the time he was not successful with the pulls. i will play with the runes/slider a bit and report back.



This is reasonable and pretty easy to do, just tell me one thing: you want an option to set the MAX number of mobs, right? Like, don't cast condemn if there are more than X mobs inside the pull radius.

yes, the best case would be both numbers to be freely configurable to compensate for spread density when playing without cyclone strike or having a lot of ranged mobs (or having a failing pull barb), but if not something like 12,5 or 15 yards.

Good idea. Why count the seconds it stands still though?
because else it would just happen randomly while walking past mobs into a nice place or just while passing them. it wouldnt be much different from now. if you would add a check for standing still, you mostly could be sure that the inner sanc is in the right place at the right time. somewhere from 0,5sec to 1,5sec standing still. not counting the "stuck on mobs" which is fixed as i read in the other trinity thread.


Mantras should be spammed by default. Do you have 'Disable Mantra Spam' unchecked in your settings?
no i dont. i think it spams it every 3 seconds or something (i dont see it instantly reapplied if gone (using turbohud)) but the incoming is so high, that i could really spam it until all the spirit is gone and i would still like to spam it. sometimes its more important to keep every1 else alive instead of attacking with fist of fury as healing monk. also most of the times its not even the monk that needs the shield, its the rest of the group not standing in inner sanc or just taking a lot of damage in general.


I'm not sure what you're saying here. Do you mean that it doesn't apply Charge to minions and trash mobs if there's an elite nearby? If that's it, have you tried increasing the % of mobs to apply charge to (in your monk combat settings)?
yes, thats exactly what i mean. i set it to 85, 90, 70, 60. and im most happy with 90 but it still keeps going into single target on grey/rare Minions of yellow elites or even elites in general. it almost takes 3x the time when letting the bot do it compared to handplay. the point is, in group play its not the statics main job to procc its own debuff, thats why you play with zader and procc heal. the main job is to make sure that static charge (the debuff) hits as hard as possible and as many as possible, thats also why the furnace+nemesis bracer setup is so good. SC hits like a truck on elites. i could imagine it would even work better in single play if a bit more focused on debuffing and then proccing. (ofc you dont play solo with furnace but yea)

to maybe simplify it a bit more: earlier i played the static by hand and the sader spawned yellow elites with minions from a channeling pylon, a little trash (2 mobs) around, a few minions, like maybe 5 or 6 mobs. took 6 seconds to kill everything on the screen when playing SC Monk by hand and just putting focus on debuffing and letting the rest of the group (bots) procc it (GR 67) - ok i also guess that the crusader had full wrath to spam condemn. my static gear is GG but compared to the bot doing stuff like that, you just dont see it, doesnt debuff 90% of the monsters when elite combat / turns kind of into single target rotation with fist of fury in the middle or somewhere, just not efficient.


Same thing as the WW suggestion here.
got it.


Do you mean that you only want to target elites if they're inside a big cluster of enemies? That's a good idea.
exactly. when doing speeds its most of the time not worth killing that 1 elite @30% when no trash around and well, the "bot barb" doesnt really move to the next tile to get some trash. thats basicly the only reason. playing solo in normal nephalim rifts it prolly is worth it cause of DB's and stuff. well, this is a very complicated topic. its hard to explain and especially with trinity not being focused on party botting, i see why this is not on top of your list. in general: yes you understood that right.


Have you checked the 'ignore' options in the Misc Combat section (i.e., Ignore Yellows/Ignore Blues)? These option are working well currently and they are overridden by the slider, just like you're suggesting.
yes, i know it works, it would be even better with all the other stuff combined like certain density checks and so on (also with the avoid aoe and dont avoid boss abilities stuff). its not my goal to skip elites since the setup kind of lives from killing elites with good density and other stuff. i know these options work but lets say you check ignore elites -> here is what happens next. the elites you dont want to follow, follow you -> they have arcane and all the other really bad stuff on a really bad map. the group however stops right in the next room cause the density is there and well.. thats the end of that rift. its again, complex with all the other options. it wouldnt be a problem if the dmg output would be close to human and the shields from the healing monk are working. and yes, its a party botting problem which nobody will run in to if playing solo, its either skip on higher GR's or kill fast on lower GR


See my reply above. The 'ignore' settings should be working fine right now. Not sure why they aren't for you :confused:. Maybe try the newest version of Trinity? I saw you mention that you're using .78. The newest official one is .81.
i will, i just need some time to set it all up with the 4 bots and ofc.. Greater rift keys on these accounts.


As for ignoring minions, I like that idea. I'll probably add a checkbox for that soon.
looking forward to it. i thought the first checkbox on the left is for ignoring minions,.. well my bad i guess


Most boss AoE attacks are avoided by default. Are there any specific attacks that you're seeing that are not being avoided currently?
the thing is, i can live with 96% of the aoe attacks just being tanked and not avoided and outhealed and so on. certain things like the exploding fire when an elite dies (molten core?!), grotesque and well, arane below a certain % life or the core of the spawning arcane, i am not ok with. i would like to have these settings on avoid but then i would need to check the box next to "avoid aoe effects in "misc" (i think, not sure) that however leads to the bot avoiding all the boss abilities (like orlash - its trying to run out the beam; rime - its avoiding the cold rain thats coming from the sky to the ground. and so on) which is not needed with Ignore pain, inner sanc, life per second from the monk, shields from the monk, debuff on the boss itself and so on.
i just dont want boss abilities avoided, most of the time, even in singleplayer - thats the stuff that costs you the kill because you dont have uptime on the boss = no life on hit, no zodiac procs, no nothing, youre done when you avoid stuff / avoid too much stuff. i can see where it becomes a must to avoid like 7 stacked voracity poison clouds on solo plays, cause the ticks just hurt too much.


You're welcome mate. We're always open to suggestions as long as they're reasonable enough :).

thanks for your reply - didnt think i would get one this detailed.
like i said, i will check out the new version as soon as i can.
i wish i knew how to do that kind of stuff you guys are doing so i could maybe even help myself/help the community out but yea... i can always give ideas and complain about stuff why its not working :P . will try to keep it reasonable and on topic in the future ;)


-->> By the way: sick quoting, takes forever but its nice to read for sure.
 
Can you please add a slider in Trinity for Serenity (Monk) at which % it is used by the bot? It would help a lot.
 
point is: it takes ticks away from zodiac procs that could go into ignore pain, thats why the options would be pretty neat to choose from :).
Makes sense. I have added a War Cry delay slider now, so you can set it to Cooldown time - 10 seconds now if you want.

yes well. the barb is just not very successful with it, he like "yea if i dont hit it today im gonna hit it tomorrow" -> the mob that is. i set the delay really low to compensate for his lack of pulling skillz (again, maybe im used to doing it the way myself just spam grabbing mobs) - maybe i should set it higher and give the simple harpoon rune one more go. its just, he uses the skill like once or twice, failed pull cause of corner/wall/door/cookie/anything and then its most of the time already too late to grab more mobs cause everything else is dead by the time he was not successful with the pulls. i will play with the runes/slider a bit and report back.
I left Ancient Spear alone for now. Please lmk how your testing goes.

yes, the best case would be both numbers to be freely configurable to compensate for spread density when playing without cyclone strike or having a lot of ranged mobs (or having a failing pull barb), but if not something like 12,5 or 15 yards.
Done. There was already a slider for mob count (AoE Count), so I added another one for range.

because else it would just happen randomly while walking past mobs into a nice place or just while passing them. it wouldnt be much different from now. if you would add a check for standing still, you mostly could be sure that the inner sanc is in the right place at the right time. somewhere from 0,5sec to 1,5sec standing still. not counting the "stuck on mobs" which is fixed as i read in the other trinity thread.
I added some new parameters for inner sanc (no new settings). Should now cast it when there are 5+ mobs within Inner Sanctuary range or if there are any elites within the same range. Could you please test this and tell me what you think?

no i dont. i think it spams it every 3 seconds or something (i dont see it instantly reapplied if gone (using turbohud)) but the incoming is so high, that i could really spam it until all the spirit is gone and i would still like to spam it. sometimes its more important to keep every1 else alive instead of attacking with fist of fury as healing monk. also most of the times its not even the monk that needs the shield, its the rest of the group not standing in inner sanc or just taking a lot of damage in general..
Got it. I added a delay slider for Mantras now. The default is what trinity was already using (2950ms), but you can set it to anything as low as 200 ms now.

yes, thats exactly what i mean. i set it to 85, 90, 70, 60. and im most happy with 90 but it still keeps going into single target on grey/rare Minions of yellow elites or even elites in general. it almost takes 3x the time when letting the bot do it compared to handplay. the point is, in group play its not the statics main job to procc its own debuff, thats why you play with zader and procc heal. the main job is to make sure that static charge (the debuff) hits as hard as possible and as many as possible, thats also why the furnace+nemesis bracer setup is so good. SC hits like a truck on elites. i could imagine it would even work better in single play if a bit more focused on debuffing and then proccing. (ofc you dont play solo with furnace but yea)
I'm sorry to say I have left Static Charge alone for now. The current Static Monk logic is already too complex as it is and I don't feel like tracking bugs down and testing around with it right now.

exactly. when doing speeds its most of the time not worth killing that 1 elite @30% when no trash around and well, the "bot barb" doesnt really move to the next tile to get some trash. thats basicly the only reason. playing solo in normal nephalim rifts it prolly is worth it cause of DB's and stuff. well, this is a very complicated topic. its hard to explain and especially with trinity not being focused on party botting, i see why this is not on top of your list. in general: yes you understood that right.
I'll talk to xz jv about this one. I like the idea but it's not so simple to implement as far as I can tell.

looking forward to it. i thought the first checkbox on the left is for ignoring minions,.. well my bad i guess
You were right, it is. Please let me know if you catch your bots not ignoring minions.

i just dont want boss abilities avoided, most of the time, even in singleplayer - thats the stuff that costs you the kill because you dont have uptime on the boss = no life on hit, no zodiac procs, no nothing, youre done when you avoid stuff / avoid too much stuff. i can see where it becomes a must to avoid like 7 stacked voracity poison clouds on solo plays, cause the ticks just hurt too much.
This is another one I'll pass for now. Avoidance in Trinity is a rat's nest and I'd rather not mess with it. If it's any consolation, xz jv is working on a brand new version of trinity right now where you can freely customize any avoidance settings you want. There's no ETA or anything like that right now, but at least it's good news, right?

i wish i knew how to do that kind of stuff you guys are doing so i could maybe even help myself/help the community out but yea... i can always give ideas and complain about stuff why its not working :P . will try to keep it reasonable and on topic in the future ;)
That's more than fine. Trinity was built around community feedback, and that's the way we try to keep it.

Can you please add a slider in Trinity for Serenity (Monk) at which % it is used by the bot? It would help a lot.
Done.



Okay, so here's a new test version for you. Please read the comments above for a summary of the new features. Some of the settings may require you to restart DB after changing them, I haven't really test this.

Test away and report back.
 

Attachments

hey there.

so i gave the version you added like 15 runs with different settings,.. still trying to figure out the best min trash mob pack size and the cluster radius but that will take some more time and testing.

did you change anything in weighting the big fat grotesque's? cause the bot suddenly stopped at like 3 of those and started combat with them for no reason, there was like 6 or 7 mobs in total and i usually have the min trash mob pack size set to at least 10.

so i really love the way the new inner sanc and mantra slider are working. its a different game when shields are pushed out and the party being able to stand more in arcane. its really good the way it is now.

i also like the new war cry slider, just wish i could set it higher than 20000ms so like: the buff is 60sec -> 60000ms. i tried setting it to 50000ms but then demonbuddy crashed so i guess the max i could set is 20000 which would make him recast after 20secs instead of instantly. which is still cool and better as it was before because i can actually control it ( or .. set how its controlled).

the Ignore pain slider went to 100 and i also checked the box which should lead to instantly pressing it when its off cd.. but its not doing it asap. it waits till there is like 0,5 secs left or the buff is 0,5 secs gone. its weird.

ancient spear seems to have more success with the harpoon rune. i dont think there is a lot of room for improvement considering its not made for multibotting. so its cool the way it is right now i would say.

so about "minions" i tried to edit someting in the weightings.cs !? like something with 300d 200d or whatever, it didnt really work out the way i wanted (it did nothing :rolleyes: ) so yea.. the checkbox doesnt really do what it should either. its ignoring all elites until theyre below the set % in the settings panel.
i am talking about this checkbox:
bYJF1LV.png

it really hurt my feelings when i saw the bot singletargeting down these minions without giving a damn about the main elite or other viable targets that could use a debuff here and there. thats not the worst - the worst was: boss spawned, crusader clicked shrine, elites spawned .. and here we go: single target the minions of the elite, then the elite, then the boss. ignoring everything else but the current target.
thats why i wanted to change it :D

ok what else.. avoidance - yea awesome, cant wait for it!
static i totally understand, may have found a way around it for now by chosing a different way of the hundred fists rune (assimilation, using it quite a lot in normal groups).
it wont use way of the hundred fists anymore, it only uses FoT which gives everything a higher chance to get debuffed and therefore it should be better in all situations, even singletarget FoT is way better than FoF. but i need to test it a bit, already have logs of it from another daywith another trinity version if you'd want them. because even if i set the slider to "put static charge on 100% of mobs" it doesnt, thats why i thought, maybe it works better this way. will see tho.
static monks are not gonna be around for much longer so it wouldnt make a lot of sense to put much effort into it. at least i dont think that static is going to be "the spec to play" in 2.4

oh yea also really nice fix on the serenity - finally makes it a viable choice.^


edit: more testing done.
seems like the bot attacks the wrong "boss/illusion" when orlash splits itself, if iirc it did handle the sitation correctly before - did a 69 solo with db before and i remember the bot not fucking up on that boss but instead avoiding/outrinnung the beams and therefore not making timer. - see if you can maybe reproduce that error cause i got fresh db betas and these trinity versions. i have screenshots in resolutions cause of 800x600 but they contain playernames and so on - could edit but then it takes a lot of the situation away - could share via pn if required.

would it be possible to somehow make monks use dashing strike when "stuck on mobs" without enabling "use dashing strike OOC"? my min trash pack size is pretty high so i guess it has something to do with that. most of the time its on me to "dash" both monks "through the mobs" and then they keep running like nothing happend. the barb and the zader wont have these problems cause of WW and Illusionary boots. i guess its a lot to ask and it doesnt really make sense because the error is on my end with setting min trash pack size so high, it wouldnt make any sense in singleplayer. just wondering if there is a workaround i am not seeing. (and no Illusionary boots in the cube for both monks is not an option :P)

and lastly (i promise :P)
sometimes when the desired density of 11+ is reached, it kills mobs until the density drops below the set number i feel.. and then moves on like.. there is 8-10 mobs standing on 20 - 70%, even good green mobs (turbohud indicator for a lot progress). how do i avoid that? it happens not every time but a lot for sure once the density is reached. theyre not far apart either thanks to the barb - more like close together - so i dont think its the radius. any idea what could help with this?

greetings
 
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so i gave the version you added like 15 runs with different settings,.. still trying to figure out the best min trash mob pack size and the cluster radius but that will take some more time and testing.
I leave it at 5 mobs and a cluster of radius 55 and I find it works well for me. Then again, I don't do much party botting these days, so other values might work better for you.

did you change anything in weighting the big fat grotesque's? cause the bot suddenly stopped at like 3 of those and started combat with them for no reason, there was like 6 or 7 mobs in total and i usually have the min trash mob pack size set to at least 10.
The version I gave you uses a completely refactored version of Weighting.cs. It works better than the old one in my opinion, but it still needs some tweaking.

so i really love the way the new inner sanc and mantra slider are working. its a different game when shields are pushed out and the party being able to stand more in arcane. its really good the way it is now.
Good news! I like to hear that.

i also like the new war cry slider, just wish i could set it higher than 20000ms so like: the buff is 60sec -> 60000ms. i tried setting it to 50000ms but then demonbuddy crashed so i guess the max i could set is 20000 which would make him recast after 20secs instead of instantly. which is still cool and better as it was before because i can actually control it ( or .. set how its controlled).
Done.

the Ignore pain slider went to 100 and i also checked the box which should lead to instantly pressing it when its off cd.. but its not doing it asap. it waits till there is like 0,5 secs left or the buff is 0,5 secs gone. its weird.
Weird indeed. I'll take a look at this later.

ancient spear seems to have more success with the harpoon rune. i dont think there is a lot of room for improvement considering its not made for multibotting. so its cool the way it is right now i would say.
Ok, thanks.

so about "minions" i tried to edit someting in the weightings.cs !? like something with 300d 200d or whatever, it didnt really work out the way i wanted (it did nothing :rolleyes: ) so yea.. the checkbox doesnt really do what it should either. its ignoring all elites until theyre below the set % in the settings panel.
i am talking about this checkbox:

it really hurt my feelings when i saw the bot singletargeting down these minions without giving a damn about the main elite or other viable targets that could use a debuff here and there. thats not the worst - the worst was: boss spawned, crusader clicked shrine, elites spawned .. and here we go: single target the minions of the elite, then the elite, then the boss. ignoring everything else but the current target.
thats why i wanted to change it :D
Seems we weren't talking about the same checkbox then. I don't use that one, so I don't know how it's behaving, but I'll take a look. Honestly though, I suggest you use the other ignore checkboxes. These are the ones I said were working well.

static i totally understand, may have found a way around it for now by chosing a different way of the hundred fists rune (assimilation, using it quite a lot in normal groups).
it wont use way of the hundred fists anymore, it only uses FoT which gives everything a higher chance to get debuffed and therefore it should be better in all situations, even singletarget FoT is way better than FoF. but i need to test it a bit, already have logs of it from another daywith another trinity version if you'd want them. because even if i set the slider to "put static charge on 100% of mobs" it doesnt, thats why i thought, maybe it works better this way. will see tho.
static monks are not gonna be around for much longer so it wouldnt make a lot of sense to put much effort into it. at least i dont think that static is going to be "the spec to play" in 2.4
I tweaked Static Charge logic a little. This new version should override the mob % slider and spread to every single mob when there's 5 or less mobs around and you still need to attack something in there for whatever reason (boss, elites, goblin, etc)

oh yea also really nice fix on the serenity - finally makes it a viable choice.^
Awesome.

edit: more testing done.
seems like the bot attacks the wrong "boss/illusion" when orlash splits itself, if iirc it did handle the sitation correctly before - did a 69 solo with db before and i remember the bot not fucking up on that boss but instead avoiding/outrinnung the beams and therefore not making timer. - see if you can maybe reproduce that error cause i got fresh db betas and these trinity versions. i have screenshots in resolutions cause of 800x600 but they contain playernames and so on - could edit but then it takes a lot of the situation away - could share via pn if required.
I can reproduce the Orlash issue. TBH, there's a few issues with bosses now. Orlash is one, that other boss that likes to jump around is another. Hopefully we can get a fix for this sometime in the future.

would it be possible to somehow make monks use dashing strike when "stuck on mobs" without enabling "use dashing strike OOC"? my min trash pack size is pretty high so i guess it has something to do with that. most of the time its on me to "dash" both monks "through the mobs" and then they keep running like nothing happend. the barb and the zader wont have these problems cause of WW and Illusionary boots. i guess its a lot to ask and it doesnt really make sense because the error is on my end with setting min trash pack size so high, it wouldnt make any sense in singleplayer. just wondering if there is a workaround i am not seeing. (and no Illusionary boots in the cube for both monks is not an option :P)
This is something I've been meaning to do for a while. So rest assured it's high on my list.

and lastly (i promise :P)
sometimes when the desired density of 11+ is reached, it kills mobs until the density drops below the set number i feel.. and then moves on like.. there is 8-10 mobs standing on 20 - 70%, even good green mobs (turbohud indicator for a lot progress). how do i avoid that? it happens not every time but a lot for sure once the density is reached. theyre not far apart either thanks to the barb - more like close together - so i dont think its the radius. any idea what could help with this?
We have plans to add a slider for 'Stop attacking clusters at X mobs' that would work together with the minimum mobs one.

I'll give you another test version soon. Just gotta sort a few things out now.
 
Alright, here's the latest with all the new stuff. You can see what has been changed in our SVN page here

I added some basic code to try to dash away when blocked by mobs too.
 

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alright, did a few "speedy" 70GR's (at the end i noticed i didnt equip a shield on my zader so he could have maybe died a few times cause of my mistake - other than that, mostly smooth) with that, the static rework is awesome 95% of the time :).

*Monk: should now save one Dashing Strike Charge to be used to move away when blocked by enemies
yea that wasnt really working for me, i tried with OOC dashing strike and it just dashed away from the group, didnt save anything, didnt use it on a "stuck" situation. so i had to disable "OOC Dashing strike" due to that. if its disabled i could not see the monk doing it, always had to do it by hand else the 70s would be not possible. i tried a few "delay" settings from nothing to a lot but it didnt work. thing is, healer gets stuck - every1 else too, barb thinks its not needed to put up Ignore Pain cause well,.. no combat with like 6mobs in from of you and smashing your face right?!?! :rolleyes: and then they die.
so yea i just did the dashing when stuck by hand.

Seems we weren't talking about the same checkbox then. I don't use that one, so I don't know how it's behaving, but I'll take a look. Honestly though, I suggest you use the other ignore checkboxes. These are the ones I said were working well.

yea i dont really want to check them because elites just flop - especially with the new static rework (most of the time). i did anyways for testing purposes ofc and because i did read this:
Combat: 'Force kill Elites below % Health' should now ignore Minions
so i tried out with lots of different settings from "always kill elite below 10%" without checkboxes checked to "always kill elite below 100%" with checkboxes "ignore elites/ignore yellow/ignore blues". it did not really work the way i would think it should.
so overall its way better now because of the static rework but in general, sometimes, when they have like shielding or teleporter or they are these annoying "choker" mobtypes that always run away and maybe even ontop of that shielding, it can fall back into the "lets single target this minion down cause there is nothing else in range and i dont ignore minions" type of botstyle acting/thinking!? - it happend to me like twice in 5 runs.
the other case where the static rework really shines is this case:
elites spawn/get engadged (have minions), most of everything gets debuffed, minions die almost at the same time as the elite dies, which is wayyyyy faster now with the static rework cause of more debuff spreading. (talking day and night difference here, not even to mention blue packs, they just melt down).

so nobody needs to attack minions to get globes/progress whatever theyre nice if theyre there to get debuffed and if they dont die, who cares (i know there is one case with in geom (thats the weapon right?) where its needed to kill them to activate the buff) - the dream would be an expiry date on these minions kicking in at that moment where the elite dies/every elite around dead is and from there they shouldnt be even considerd as "mobs with any weight" just .. nothing. thats my opinion ofc and every1 thinks different. or if not a hardcoded option, maybe thats something other classes/builds would like to toggle.

but like i said, its working nice now due to the static rework "carrying" the "lets still kill minions" in 95% of the cases.

so yea thats that.. what else.

oh yea the "boss -> pylon -> nemesis bracer -> lets spawn elites" topic. its weighting these elites and the minions that come with that over the boss. so it goes like this: boss spawns, elites spawn from shrine click, boss rarely gets debuffed and mainfocus is on the elites with minions.

but this is a very very rare case, i dont even care about it. not "pushing" with bots so yea.

also could it be that you changed static in general? like i noticed on single target boss fights, its somewhat fast, feels like only FoT now instead of FoF which i noticed through the whole rift but especially on boss fights (no i have nothing dynamic in my gear) - didnt take a look at logs :p.

We have plans to add a slider for 'Stop attacking clusters at X mobs' that would work together with the minimum mobs one.
sounds good :)

overall a very nice Trinity 2.13.86 (take a look at that barb ignore pain thing tho :p ) :) - thanks so much!
 
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alright, did a few "speedy" 70GR's (at the end i noticed i didnt equip a shield on my zader so he could have maybe died a few times cause of my mistake - other than that, mostly smooth) with that, the static rework is awesome 95% of the time :).
Great!

yea that wasnt really working for me, i tried with OOC dashing strike and it just dashed away from the group, didnt save anything, didnt use it on a "stuck" situation. so i had to disable "OOC Dashing strike" due to that. if its disabled i could not see the monk doing it, always had to do it by hand else the 70s would be not possible. i tried a few "delay" settings from nothing to a lot but it didnt work. thing is, healer gets stuck - every1 else too, barb thinks its not needed to put up Ignore Pain cause well,.. no combat with like 6mobs in from of you and smashing your face right?!?! :rolleyes: and then they die.
so yea i just did the dashing when stuck by hand.
The way I wrote it it only works with Dashing Strike OOC turned on. I guess I can try to make work with it turned off too.

yea i dont really want to check them because elites just flop - especially with the new static rework (most of the time). i did anyways for testing purposes ofc and because i did read this:

so i tried out with lots of different settings from "always kill elite below 10%" without checkboxes checked to "always kill elite below 100%" with checkboxes "ignore elites/ignore yellow/ignore blues". it did not really work the way i would think it should.
That minion fix actually wasn't in the version I gave you. I pushed that one to SVN shortly after I uploaded your test version here. Sorry:p

so overall its way better now because of the static rework but in general, sometimes, when they have like shielding or teleporter or they are these annoying "choker" mobtypes that always run away and maybe even ontop of that shielding, it can fall back into the "lets single target this minion down cause there is nothing else in range and i dont ignore minions" type of botstyle acting/thinking!? - it happend to me like twice in 5 runs.
Interesting. Not sure what could be causing this. I'll try to watch my bots and see if I can reproduce this.

so nobody needs to attack minions to get globes/progress whatever theyre nice if theyre there to get debuffed and if they dont die, who cares (i know there is one case with in geom (thats the weapon right?) where its needed to kill them to activate the buff) - the dream would be an expiry date on these minions kicking in at that moment where the elite dies/every elite around dead is and from there they shouldnt be even considerd as "mobs with any weight" just .. nothing. thats my opinion ofc and every1 thinks different. or if not a hardcoded option, maybe thats something other classes/builds would like to toggle.

oh yea the "boss -> pylon -> nemesis bracer -> lets spawn elites" topic. its weighting these elites and the minions that come with that over the boss. so it goes like this: boss spawns, elites spawn from shrine click, boss rarely gets debuffed and mainfocus is on the elites with minions.
I'll keep that in mind, but it won't be very high priority.

also could it be that you changed static in general? like i noticed on single target boss fights, its somewhat fast, feels like only FoT now instead of FoF which i noticed through the whole rift but especially on boss fights (no i have nothing dynamic in my gear) - didnt take a look at logs :p.
Nothing in that aspect really. The way trinity plays Static Monk is completely different from how a human would play. It's aware of combo levels and proc coefficients at speed a human couldn't possibly handle to get the highest possible damage output. That's probably why you're seeing some apparently weird behavior.

overall a very nice Trinity 2.13.86 (take a look at that barb ignore pain thing tho :p ) :) - thanks so much!
Will do. Thank you for all your good suggestions!
 
did download the SVN version a few hours back and did some testing.
the avoid/ignore minions thing seems to work, it even leaves them behind, sweet. have only seen that result with the 3 boxes "ignore blues yellows rares elites" checked and the slider "force kill elites under 100%.
sadly i couldnt really tell how it behaves when the boxes are not checked cause most of the time they died before or together with the elite.
however i couldnt really go back to the "ignore" settings cause the healmonk didnt cast Inner sanc on elites or bosses, except when the set number of mobs was in the area - not counting the elites. but my guess is it will be fine. i'm just gotta pay some attention next time a shrine pops up and there is no crazy density.

Nothing in that aspect really. The way trinity plays Static Monk is completely different from how a human would play. It's aware of combo levels and proc coefficients at speed a human couldn't possibly handle to get the highest possible damage output. That's probably why you're seeing some apparently weird behavior.

i did notice the attention to detail in the monkcombat.cs where the focus really gets put onto that first FoF hit. trying to modify it now so it can work with the assimilation rune. i have no clue of c# so lets see where i end up just guessing stuff and maybe hitting it :P

I-Have-No-Idea-What-Im-Doing-Dog-02.jpg
 
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