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abcd1234

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How do I modify my wizard to not spam slow time and arcane orb as much as it currently does? The whole point of aquila cuirass is to stay at high AP with the new build, and that's not being taken into account. Is there a way to make it wait for 5 flashes of insight before it casts arcane orb?
 
Slow time does not cost AP, it's the arcane orb spam. The quick fix I did was edit the wiz combat script to only cast arcane orb when above 90% AP. So far it kinda works, but it's not ideal. The bot should only cast arcane orb at 5 stacks of arcane dynamo to be most efficient, hopefully the devs can look into this.

Build: http://www.d3planner.com/243731909
 
Slow time does not cost AP, it's the arcane orb spam. The quick fix I did was edit the wiz combat script to only cast arcane orb when above 90% AP. So far it kinda works, but it's not ideal. The bot should only cast arcane orb at 5 stacks of arcane dynamo to be most efficient, hopefully the devs can look into this.

Build: http://www.d3planner.com/243731909

Do you mind posting the line you edited? I found the arcane orb area but don't know which numbers to edit.
 
Do you mind posting the line you edited? I found the arcane orb area but don't know which numbers to edit.

Code:
            if (!Player.IsIncapacitated && CanCast(SNOPower.Wizard_ArcaneOrb) && !ShouldWaitForConventionElement(Skills.Wizard.ArcaneOrb) &&
            //    ((Player.PrimaryResource >= 35 && !IsWaitingForSpecial) || (Player.PrimaryResource >= MinEnergyReserve && MinEnergyReserve >= 35)))
                Player.PrimaryResource >= 90)

I replaced the 2nd line of the IF condition. You can play around with the threshold value if you want, right now it's set to 90%.
 
Code:
            if (!Player.IsIncapacitated && CanCast(SNOPower.Wizard_ArcaneOrb) && !ShouldWaitForConventionElement(Skills.Wizard.ArcaneOrb) &&
            //    ((Player.PrimaryResource >= 35 && !IsWaitingForSpecial) || (Player.PrimaryResource >= MinEnergyReserve && MinEnergyReserve >= 35)))
                Player.PrimaryResource >= 90)

I replaced the 2nd line of the IF condition. You can play around with the threshold value if you want, right now it's set to 90%.

Mine looks like this:

// Arcane Orb
if (!Player.IsIncapacitated && CanCast(SNOPower.Wizard_ArcaneOrb) && !ShouldWaitForConventionElement(Skills.Wizard.ArcaneOrb) &&
((Player.PrimaryResource >= 35 && !IsWaitingForSpecial) || (Player.PrimaryResource >= MinEnergyReserve && MinEnergyReserve >= 35)))
{
return new TrinityPower(SNOPower.Wizard_ArcaneOrb, 35f, CurrentTarget.ACDGuid);

I don't seem to have the third line you have, and no matter which of my numbers I change, it has no effect.
 
I thought there was a command that you could give that would wait for max arcane dynamo stacks, kinda like 20 chantado stacks?
 
I thought there was a command that you could give that would wait for max arcane dynamo stacks, kinda like 20 chantado stacks?

There's no built-in command for that, but the chantodo stacks are easy to edit. I do see a meteor arcane dynamo in the wizard file, but wouldn't be sure how to recreate that for arcane orb. I think the belt was just released as of this patch, maybe that's why?
 
How do I modify my wizard to not spam slow time and arcane orb as much as it currently does? The whole point of aquila cuirass is to stay at high AP with the new build, and that's not being taken into account. Is there a way to make it wait for 5 flashes of insight before it casts arcane orb?

Code:
            // Arcane Orb no Dynamo
            if (!Player.IsIncapacitated && !Passives.Wizard.ArcaneDynamo.IsActive && CanCast(SNOPower.Wizard_ArcaneOrb) && !ShouldWaitForConventionElement(Skills.Wizard.ArcaneOrb) &&
                ((Player.PrimaryResource >= 35 && !IsWaitingForSpecial) || (Player.PrimaryResource >= MinEnergyReserve && MinEnergyReserve >= 35)))
            {
                return new TrinityPower(SNOPower.Wizard_ArcaneOrb, 35f, CurrentTarget.ACDGuid);
            }

            // Arcane Orb Dynamo
            bool DynamoPassiveReady = (Passives.Wizard.ArcaneDynamo.IsActive && GetBuffStacks(SNOPower.Wizard_Passive_ArcaneDynamo) == 5);
            if (!Player.IsIncapacitated && DynamoPassiveReady && CanCast(SNOPower.Wizard_ArcaneOrb) && !ShouldWaitForConventionElement(Skills.Wizard.ArcaneOrb) &&
                ((Player.PrimaryResource >= 35 && !IsWaitingForSpecial) || (Player.PrimaryResource >= MinEnergyReserve && MinEnergyReserve >= 35)))
            {
                return new TrinityPower(SNOPower.Wizard_ArcaneOrb, 35f, CurrentTarget.ACDGuid);
            }

Threw this together I don't have a wizard to test, but in theory if it's the same buff as the dynamo meteor then it should work. Just replace the original arcane orb code with those two.
 
Code:
            // Arcane Orb no Dynamo
            if (!Player.IsIncapacitated && !Passives.Wizard.ArcaneDynamo.IsActive && CanCast(SNOPower.Wizard_ArcaneOrb) && !ShouldWaitForConventionElement(Skills.Wizard.ArcaneOrb) &&
                ((Player.PrimaryResource >= 35 && !IsWaitingForSpecial) || (Player.PrimaryResource >= MinEnergyReserve && MinEnergyReserve >= 35)))
            {
                return new TrinityPower(SNOPower.Wizard_ArcaneOrb, 35f, CurrentTarget.ACDGuid);
            }

            // Arcane Orb Dynamo
            bool DynamoPassiveReady = (Passives.Wizard.ArcaneDynamo.IsActive && GetBuffStacks(SNOPower.Wizard_Passive_ArcaneDynamo) == 5);
            if (!Player.IsIncapacitated && DynamoPassiveReady && CanCast(SNOPower.Wizard_ArcaneOrb) && !ShouldWaitForConventionElement(Skills.Wizard.ArcaneOrb) &&
                ((Player.PrimaryResource >= 35 && !IsWaitingForSpecial) || (Player.PrimaryResource >= MinEnergyReserve && MinEnergyReserve >= 35)))
            {
                return new TrinityPower(SNOPower.Wizard_ArcaneOrb, 35f, CurrentTarget.ACDGuid);
            }

Threw this together I don't have a wizard to test, but in theory if it's the same buff as the dynamo meteor then it should work. Just replace the original arcane orb code with those two.

This works.
 
I'm experiencing the same issue as abcd. I've tried changing the number to 90 like MrPeeg did and also wrote in what aznracrx posted and it still spams arcane orb. Would it be possible to post a working combat routine to download and just replacing the current wizardcombat in trinity?
 
Hey, i fixed the issue with this solution and it works like a charm:

In demonbuddy window, enter trinity config > variables tab > open trinity variable config > find spelldelay.wizard_arcaneorb > change it to 3000ms.

Done!
 
It works! That is so nice and simple. All that code writing had me sweating. Thanks Mrkill :)

What trinity settings are people finding work best? I've been messing around with it for the past day trying to find the sweet spot mainly for trash pack size (mostly 6-10) and trash pack cluster radius.
 
Code:
            // Arcane Orb no Dynamo
            if (!Player.IsIncapacitated && !Passives.Wizard.ArcaneDynamo.IsActive && CanCast(SNOPower.Wizard_ArcaneOrb) && !ShouldWaitForConventionElement(Skills.Wizard.ArcaneOrb) &&
                ((Player.PrimaryResource >= 35 && !IsWaitingForSpecial) || (Player.PrimaryResource >= MinEnergyReserve && MinEnergyReserve >= 35)))
            {
                return new TrinityPower(SNOPower.Wizard_ArcaneOrb, 35f, CurrentTarget.ACDGuid);
            }

            // Arcane Orb Dynamo
            bool DynamoPassiveReady = (Passives.Wizard.ArcaneDynamo.IsActive && GetBuffStacks(SNOPower.Wizard_Passive_ArcaneDynamo) == 5);
            if (!Player.IsIncapacitated && DynamoPassiveReady && CanCast(SNOPower.Wizard_ArcaneOrb) && !ShouldWaitForConventionElement(Skills.Wizard.ArcaneOrb) &&
                ((Player.PrimaryResource >= 35 && !IsWaitingForSpecial) || (Player.PrimaryResource >= MinEnergyReserve && MinEnergyReserve >= 35)))
            {
                return new TrinityPower(SNOPower.Wizard_ArcaneOrb, 35f, CurrentTarget.ACDGuid);
            }

Threw this together I don't have a wizard to test, but in theory if it's the same buff as the dynamo meteor then it should work. Just replace the original arcane orb code with those two.

Thank you, this do works well. But the only problem is that the bot don't cast Teleport out of combat just like go jogging in grifts, and it is sometimes stuck in mobs and crowds when trying to go to certain destination.
 
Haven't really done much configure for this bot. Where do you insert those "reworded" codes you pasted here
 
Hey, i fixed the issue with this solution and it works like a charm:

In demonbuddy window, enter trinity config > variables tab > open trinity variable config > find spelldelay.wizard_arcaneorb > change it to 3000ms.

Done!

Running this build http://us.battle.net/d3/en/forum/topic/20043676961?page=1

Thanks for the advice. I've changed Arcane orb to 1000 and Energy Twister to 4000. At least it works but not entirely efficient
 
How do I make it so my wizard never uses Energy Twister? It just spams it and wastes arcane power
 
It works! That is so nice and simple. All that code writing had me sweating. Thanks Mrkill :)

What trinity settings are people finding work best? I've been messing around with it for the past day trying to find the sweet spot mainly for trash pack size (mostly 6-10) and trash pack cluster radius.

im also wondering which settings would be optimal for speedfarming. which values have u chosen here? cluster radius?
 
Anyone know how to make it so the bot gets closer to use blades? The range on it is just longer than the orbs.
 
im also wondering which settings would be optimal for speedfarming. which values have u chosen here? cluster radius?

For speed farming the settings from the witch doctor speed farming guide should be good.
 
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