hey man if you're a little tech savvy, try messing around with Plugin/Trinity/Cache/Weighting.cs
I've changed abit of the weights on the elites:
Code:
/// <summary>
/// Gets the base weight for types of Elites/Rares/Champions/Uniques/Bosses
/// </summary>
/// <param name="cacheObject"></param>
/// <returns></returns>
public static double EliteFormula(TrinityCacheObject cacheObject)
{
if (cacheObject.CommonData.MonsterQualityLevel ==
Zeta.Game.Internals.Actors.MonsterQuality.Boss)
return 50000d;
if (cacheObject.CommonData.MonsterQualityLevel ==
Zeta.Game.Internals.Actors.MonsterQuality.Unique)
return 50000d;
if (cacheObject.CommonData.MonsterQualityLevel ==
Zeta.Game.Internals.Actors.MonsterQuality.Rare && cacheObject.CommonData.MonsterQualityLevel !=
Zeta.Game.Internals.Actors.MonsterQuality.Minion)
return 50000d;
if (cacheObject.CommonData.MonsterQualityLevel ==
Zeta.Game.Internals.Actors.MonsterQuality.Champion)
return 50000d;
//if (cacheObject.CommonData.MonsterQualityLevel ==
// Zeta.Game.Internals.Actors.MonsterQuality.Minion)
// return 100d;
return 1000d;
}
their previous values were pretty low(, i think loitering had a higher weight than some packs, i was watching the logger that spams at the bottom bar, and it gives a weight of moving about 900, and the elites had a weight of 200..maybe that caused the skip. I also gave progression globes MaxWeight too. So far this run no skips of elites or globes, but too early to tell. I need to grab a speed pylon and see if he skips it then too, as he will be much faster!
Other thoughts:
-weight of shrines might be higher value than elites / orbs
-weight of aoe near reflect mobs
-weight of objects near aoe
conclusion: weighting is tricky!
for GR i set weight on elites bosses etc to its maximum, as well as orbs. it shoudl give it priority over everything else! (I hope)