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what i have to change to run TX speedrifts with that, beside untick CoE

I'd recommend swiftmount + uncheck CoE. It will run rifts at about 3-4 minutes with just those changes. If you want faster, you will need further modifications. Although that means you will have to remember everything you changed, which is a pain. This guide just enables you to switch quickly between bounties, rifts, grifts, etc. Not intended to be the best or fastest possible, except for perhaps in Grifts.
 
lol. it was perfect, but after relaunch of my pc, CoE 90% out of sync with bombardment(at the end of physical cycle of CoE). Fresh install doesn't help, have no idea what happened
 
lol. it was perfect, but after relaunch of my pc, CoE 90% out of sync with bombardment(at the end of physical cycle of CoE). Fresh install doesn't help, have no idea what happened

Make sure your trinity setting are the same as mine.
 
Make sure your trinity setting are the same as mine.
copied your trinity.xml to be sure. It feels, that now it gives priority to steed charge on physical CoE or just can't use bombardment in time(mb fps drops, that came to me with .454 DB cause it)
 
copied your trinity.xml to be sure. It feels, that now it gives priority to steed charge on physical CoE or just can't use bombardment in time(mb fps drops, that came to me with .454 DB cause it)

It should cast bombardment during the electric phase of CoE. Not sure why yours would behave any different if you are using the trinity directory I uploaded and the latest versions of DB & Adventurer. o.O
 
It should cast bombardment during the electric phase of CoE. Not sure why yours would behave any different if you are using the trinity directory I uploaded and the latest versions of DB & Adventurer. o.O
Most intersting, it was working correctly a few hours ago :D. Will try to reinstall libraries like NET Framework
 
It should cast bombardment during the electric phase of CoE. Not sure why yours would behave any different if you are using the trinity directory I uploaded and the latest versions of DB & Adventurer. o.O
seems to be i understood, i had 67,5 cdr, then i saw your note, that 61.5 cdr is enough, after changing crd passive for long arm of the law, i had 61.7 cdr. But i think my CPU a little bit weak to calculate cast of bombardment on cd. After changing passive back, it seems to be fine
 
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 :(
 
LOL so OP GR 72 and elite packs on 1 hit sometimes ( whole pack) thx for your guide mate .
 
Yes, think of trash min as the travel dial. The higher you turn it, the more time your bot runs around looking for elites and vice versa. You want a balance. 10 is the most balanced for me.

i think rather than min trash mob pack size, shouldnt you look at "Always kill clusters with total value above %"?? personally i set it at 4-5% 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 trash 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).
 
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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.
 
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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.

hmm i dont think it will be very inefficient with the current set up. because when it engages a cluster, it will normally be able to cast its physical bombardment at least once (steed charge and trove belt bomb wont really kill at higher GRs). which means it will most likely kill at least half of the 5% pack, if not all. same goes for >10 mob packs.

yeah. like what you said, it will most likely not matter too much. but i am still trying to fine tune this build to squeeze out its optimum xp/hr :cool:
 
Whats the best starting stuff with a crusader, i got my mage already geared up but i see crusader seems to be better in botting. Any tips :D? Haven't played diablo since season 1 :p
 
Whats the best starting stuff with a crusader, i got my mage already geared up but i see crusader seems to be better in botting. Any tips :D? Haven't played diablo since season 1 :p
If you mean gear, which helps you to get ancients on cruader- it's invoker set(pretty fast t10 clear and not bad in grifts. In my opinion you need 5-6 ancients(with set rings ofc) to start use LoN Crusader. Better more. If you mean how to gear fresh 70lvl crus-crafting set items is your way
 
Did you changed something in the attached files?

Last edited by Fisher67; Today at 08:39.

And for grift progression D3planner: I think a Doombringer with CDR/VIT/STR/PHYS/AR -> much better than Sun Keeper

Something like that:
BKQ7SyG.png
 
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hmm i dont think it will be very inefficient with the current set up. because when it engages a cluster, it will normally be able to cast its physical bombardment at least once (steed charge and trove belt bomb wont really kill at higher GRs). which means it will most likely kill at least half of the 5% pack, if not all. same goes for >10 mob packs.

yeah. like what you said, it will most likely not matter too much. but i am still trying to fine tune this build to squeeze out its optimum xp/hr :cool:
I asked Jubisman/Xzjv about this, waiting to hear back from Xz since he apparently coded it.

Whats the best starting stuff with a crusader, i got my mage already geared up but i see crusader seems to be better in botting. Any tips :D? Haven't played diablo since season 1 :p
Use invoker set, craft the base gear with cube, or have garbage gear and let bot gear for you at lower Grift levels.

Did you changed something in the attached files?

And for grift progression D3planner: I think a Doombringer with CDR/VIT/STR/PHYS/AR -> much better than Sun Keeper

Something like that:

No file changes recently, but I will probably be doing a huge update today. I found something super efficient.

Also, Sunkeeper is better actually because 30% damage to elites stacks multiplicatively with other damage % increases like physical and bombardment %. Here is the mathematical proof:

100 * 1.30 (elite) * 1.60 (physical) * 1.30 (bombardment) = 270.4

100 * 1.80 (physical) * 1.30 (bombardment) = 234
 
I asked Jubisman/Xzjv about this, waiting to hear back from Xz since he apparently coded it.


Use invoker set, craft the base gear with cube, or have garbage gear and let bot gear for you at lower Grift levels.



No file changes recently, but I will probably be doing a huge update today. I found something super efficient.

Also, Sunkeeper is better actually because 30% damage to elites stacks multiplicatively with other damage % increases like physical and bombardment %. Here is the mathematical proof:

100 * 1.30 (elite) * 1.60 (physical) * 1.30 (bombardment) = 270.4

100 * 1.80 (physical) * 1.30 (bombardment) = 234

OkOk but vit instead of the x-y dmg is better^^
Because wep dmg is irrelavant for this build...but up to +1000 vit is great!

This?
vke3CUo.png


Another thing: I get atm better results with the trinity from SVN^^
Till which level you recommended to use the "speed" build? 70?
 
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