Tyvm for sharing all this infos

i have my bot runnin 74lvl for 110_150billions xp per hour. On a side note that makes me feel noobish since i strugle with 78 manually
Welcome! Yeah the bot actually performs better than humans in some respects.
LOL so OP GR 72 and elite packs on 1 hit sometimes ( whole pack) thx for your guide mate .
Welcome!
What build did you use to gear this?
What?
/e Oh, you mean to gather the ancients. I actually crafted the base non-ancient gear using cube, then let the bot farm the ancients for me while running lower Grifts. Only took a couple days. Gearing is easy in D3,
i think rather than mob density, shouldnt you look at "Always kill clusters with total value above %"?? personally i set it at 5% and put mob density at max, so if mob clusters amount to 5% and above then it will engage. 8 or 10 mobs mean nothing if it engages 8 or 10 stygian crawler packs and skip 5 golgors/unburied packs. setting your mob density to 10 means u will potentially skip all the big mobs in GG maps which gives the most progress and xp, since big mobs wont tend to cluster in groups of 10 in a 15yard pack radius (your settings).
This is something I've been curious about and we may need a developer to answer. With the BombSader, trash is negligible because 95% of the time you are killing elites (so it doesn't matter
too much), but I am still curious about the way this setting works in general. Perhaps we can squeeze more efficiency out of it. Here is what I have observed:
With density #, combat triggers only if a trash pack is > that # inside your chosen cluster radius. Then it seems to stop killing once the existing mobs are < your density #. So for example, if you set the number to 10, it will trigger on ten but then stop at 9. Obviously, that is inefficient.
With rift value %, combat triggers when it spots a total > that rift value % inside your chosen cluster radius, but then stops immediately when it is under that number. So for example, if you set the number to 5%, it will trigger on 5%, but then stop at 4.9%. Obviously, this is inefficient as well.
So then apparently we must combine the two metrics. If we set the density # to 10 but then the rift value to 1%, it should theoretically kill all ten mobs down to a value of 1% and then stop (provided the # metric has more weight than the % metric, otherwise it would attack pretty much all mobs). But again, this doesn't necessarily solve the problem you stated, it's more of a compromise. Also, the reason I set radius to 15 was to look for more dense packs, which could be killed quickly by a bombardment.
Thanks for making this point, definitely looking for insight into how this works.