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Sounds like you really don't have the correct build.

You did read the topic in the Trinity Plugin section stating the supported builds?
And did poke your head into CrusaderCombat.cs to find this code?
Code:
                return Skills.Crusader.Bombardment.IsActive && Legendary.BeltOfTheTrove.IsEquipped &&
                       !Skills.Crusader.Punish.IsActive &&
                       // Including LoN Bombardment build that uses Mortal Drama,
                       (Legendary.TheMortalDrama.IsEquipped ||
                        // Pony builds that use Norvald's Fervor
                        Sets.NorvaldsFavor.IsFullyEquipped ||
                        // Phalanx LoN build that uses Phalanx boosting items
                        Legendary.WarhelmOfKassar.IsEquipped && Legendary.UnrelentingPhalanx.IsEquipped &&
                        Legendary.EternalUnion.IsEquipped ||
                       // or just some generic variation that uses Ingeom
                       Legendary.Ingeom.IsEquipped ||
                       Legendary.BloodBrother.IsEquipped);
 
Sounds like you really don't have the correct build.

You did read the topic in the Trinity Plugin section stating the supported builds?
And did poke your head into CrusaderCombat.cs to find this code?
Code:
                return Skills.Crusader.Bombardment.IsActive && Legendary.BeltOfTheTrove.IsEquipped &&
                       !Skills.Crusader.Punish.IsActive &&
                       // Including LoN Bombardment build that uses Mortal Drama,
                       (Legendary.TheMortalDrama.IsEquipped ||
                        // Pony builds that use Norvald's Fervor
                        Sets.NorvaldsFavor.IsFullyEquipped ||
                        // Phalanx LoN build that uses Phalanx boosting items
                        Legendary.WarhelmOfKassar.IsEquipped && Legendary.UnrelentingPhalanx.IsEquipped &&
                        Legendary.EternalUnion.IsEquipped ||
                       // or just some generic variation that uses Ingeom
                       Legendary.Ingeom.IsEquipped ||
                       Legendary.BloodBrother.IsEquipped);
You really expect more than like 10% of ppl will understand this code ?
 
You really expect more than like 10% of ppl will understand this code ?
Yes, obviously. Not rocket science, and the authors have made it more than easy enough.

&& = AND
|| = OR

Skills.Crusader.Bombardment.IsActive = Do you have Bombardment on Skillbar?
Legendary.BeltOfTheTrove.IsEquipped = Is a Belt of the Trove equipped?
!Skills.Crusader.Punish.IsActive = Make sure you don't have Punish on the skillbar

Legendary.TheMortalDrama.IsEquipped = Is a Mortal Drama equipped?
Sets.NorvaldsFavor.IsFullyEquipped = Completed Set Items Norvalds Favor (Mace + Shield), are they equipped?
Legendary.WarhelmOfKassar.IsEquipped = Is the Warhelm of Kassar equipped?
Legendary.UnrelentingPhalanx.IsEquipped = Is Unrelenting Phalanx equipped?
Legendary.EternalUnion.IsEquipped = Is Eternal Union equipped?
Legendary.Ingeom.IsEquipped = Is an In-Geom equipped?
Legendary.BloodBrother.IsEquipped = Is a blood brother equipped?

So that would mean you are required to have
Skill, Bombardment + Belt of the Trove + Mortal Drama + Not have Punish
As well as 1 of the following, or in Norvalds, both items.
Norvalds Favor, Warhelm of Kassar, Unrelenting Phalanx, Eternal Union, In-Geom or Blood Brother.

Granted, a lot of non english speakers use DB, but still.
 
Last edited:
I've always thought that letting DB determine the spec through skill and gear combinations was a bit too hidden of a feature. It really should be something you can select in the UI.
 
Using the most recent version of DB and .42 Trinity with LoN Bombardment, it is working great, and as far as I can gather.. as intended, with the small exception of my bombardment seems to be casting ~1-2 seconds BEFORE conventions rolls over to Physical. From watching I am going to guess this is true around 80% of the time, even with having Wait for convention checked. I also have sufficient CDR (62.55%).

Does anyone have any suggestions on how to move forward with some small tweaks to tighten up the timer for CoE with Bombardment?
 
Using the most recent version of DB and .42 Trinity with LoN Bombardment, it is working great, and as far as I can gather.. as intended, with the small exception of my bombardment seems to be casting ~1-2 seconds BEFORE conventions rolls over to Physical. From watching I am going to guess this is true around 80% of the time, even with having Wait for convention checked. I also have sufficient CDR (62.55%).

Does anyone have any suggestions on how to move forward with some small tweaks to tighten up the timer for CoE with Bombardment?

Its been said 9999999999 times that Bombardment takes multiple seconds to land. Thats why you see it cast before phys CoE
 
Its been said 9999999999 times that Bombardment takes multiple seconds to land. Thats why you see it cast before phys CoE
I was under the impression (for some reason, I have no idea why) that it was done as a snapshot, now that I know this, I will go back on my merry way. thanks to those that put the work into trinity to make it work so well.
 
I'm also noticing an issue with steed charge getting canceled early. Specifically, it seems to pop Laws of Justice as soon as I get close to a pack, then proceed to tried to face tank enemies until steed charge refreshes. It has a similar behavior with Consecration when I use that as well.

I'm using Swiftmount, so one guess I have it the double steed charge time is not getting factored. I could test this if I knew what in the code I should change (any suggestions?)
The other guess is that laws of justice and consecrate aren't waiting long enough (I tried looking at the code but I'm too unfamiliar with it to pick out what I'm looking for).


DB v1.1.2977.609
Trinity 2.14.45

My setup;

[HIDE]
[Trinity 2.14.45] ------ New/Unknown Items 3 ------
[Trinity 2.14.45] Item: Amulet: Hellfire Amulet (298057)
[Trinity 2.14.45] Item: Legs: Captain Crimson's Thrust (197214)
[Trinity 2.14.45] ------ Equipped Non-Set Legendaries: Items=9, Sets=1 ------
[Trinity 2.14.45] Item: Shoulder: Burden of the Invoker (335029) is Equipped
[Trinity 2.14.45] Item: Helm: Leoric's Crown (196024) is Equipped
[Trinity 2.14.45] Item: Chest: Aquila Cuirass (197203) is Equipped
[Trinity 2.14.45] Item: Bracer: Sanguinary Vambraces (298120) is Equipped
[Trinity 2.14.45] Item: Belt: Belt of the Trove (193675) is Equipped
[Trinity 2.14.45] Item: Gloves: Gloves of Worship (332344) is Equipped
[Trinity 2.14.45] Item: Shield: The Final Witness (299417) is Equipped
[Trinity 2.14.45] Item: Boots: Illusory Boots (332342) is Equipped
[Trinity 2.14.45] Item: Flail: Swiftmount (299425) is Equipped
[Trinity 2.14.45] ------ Equipped in Kanai's Cube: Items=3 ------
[Trinity 2.14.45] Item: Chest: Heart of Iron (205607) is Equipped
[Trinity 2.14.45] Item: Ring: Convention of Elements (433496) is Equipped
[Trinity 2.14.45] Item: Flail: The Mortal Drama (299431) is Equipped
[Trinity 2.14.45] ------ Set: Legacy of Nightmares : 2/2 Equipped. ActiveBonuses=1/1 ------
[Trinity 2.14.45] Item: Ring: Litany of the Undaunted (212651) is Equipped
[Trinity 2.14.45] Item: Ring: The Wailing Host (212650) is Equipped
[Trinity 2.14.45] ------ Active Skills / Runes ------
[Trinity 2.14.45] Skill: Shield Glare Rune=Divine Verdict Type=Other
[Trinity 2.14.45] Skill: Iron Skin Rune=Reflective Skin Type=Other
[Trinity 2.14.45] Skill: Steed Charge Rune=Spiked Barding Type=Other
[Trinity 2.14.45] Skill: Laws of Justice Rune=Immovable Object Type=Other
[Trinity 2.14.45] Skill: Akarat's Champion Rune=Prophet Type=Other
[Trinity 2.14.45] Skill: Bombardment Rune=Barrels of Spikes Type=Other
[Trinity 2.14.45] ------ Passives ------
[Trinity 2.14.45] Passive: Fervor
[Trinity 2.14.45] Passive: Indestructible
[Trinity 2.14.45] Passive: Lord Commander
[Trinity 2.14.45] Passive: Finery[/HIDE]
 
I was under the impression (for some reason, I have no idea why) that it was done as a snapshot, now that I know this, I will go back on my merry way. thanks to those that put the work into trinity to make it work so well.
It snapshots, thats why iron skin used before too, but coe is always dynamic.

I'm also noticing an issue with steed charge getting canceled early. Specifically, it seems to pop Laws of Justice as soon as I get close to a pack, then proceed to tried to face tank enemies until steed charge refreshes. It has a similar behavior with Consecration when I use that as well.

I'm using Swiftmount, so one guess I have it the double steed charge time is not getting factored. I could test this if I knew what in the code I should change (any suggestions?)
The other guess is that laws of justice and consecrate aren't waiting long enough (I tried looking at the code but I'm too unfamiliar with it to pick out what I'm looking for).

Yep. Cuz of this bad check, wich always use law when TargetUtil.AnyMobsInRange(15f, 5) or Settings.Combat.Crusader.SpamLaws ignoring !IsSteedCharging check.
Code:
                if (CanCast(SNOPower.X1_Crusader_LawsOfJustice2) &&
                    !CacheData.Buffs.HasBuff(SNOPower.X1_Crusader_LawsOfJustice_Passive2, 6) &&
                    (!IsSteedCharging && TargetUtil.EliteOrTrashInRange(16f) ||
                     Player.CurrentHealthPct <= CrusaderSettings.LawsOfJusticeHpPct ||
                     TargetUtil.AnyMobsInRange(15f, 5) || Settings.Combat.Crusader.SpamLaws))
                {
                    return new TrinityPower(SNOPower.X1_Crusader_LawsOfJustice2);
                }
 
Yep. Cuz of this bad check, wich always use law when TargetUtil.AnyMobsInRange(15f, 5) or Settings.Combat.Crusader.SpamLaws ignoring !IsSteedCharging check.
Code:
                if (CanCast(SNOPower.X1_Crusader_LawsOfJustice2) &&
                    !CacheData.Buffs.HasBuff(SNOPower.X1_Crusader_LawsOfJustice_Passive2, 6) &&
                    (!IsSteedCharging && TargetUtil.EliteOrTrashInRange(16f) ||
                     Player.CurrentHealthPct <= CrusaderSettings.LawsOfJusticeHpPct ||
                     TargetUtil.AnyMobsInRange(15f, 5) || Settings.Combat.Crusader.SpamLaws))
                {
                    return new TrinityPower(SNOPower.X1_Crusader_LawsOfJustice2);
                }
[/QUOTE]

Hmm, I might be rusty on this, but it looks like the steed charge conditional is only getting checked with TargetUtil.EliteOrTrashInRange(16f). If I made this change it might correct the behavior;
Code:
           !IsSteedCharging && [B]([/B]TargetUtil.EliteOrTrashInRange(16f) ||
                     Player.CurrentHealthPct <= CrusaderSettings.LawsOfJusticeHpPct ||
                     TargetUtil.AnyMobsInRange(15f, 5) || Settings.Combat.Crusader.SpamLaws))

This should make it check if steed charge is active before any of the other conditions, not just tie it to TargetUtil.EliteOrTrashInRange(16f). I'll try it out after I get done with work and see how this checks out.
 
Anyone have a fix for sader not using steed charge in safe zerg bounties when it's not in combat?
Everything else seems to work ok but this really slows bounties down
 
Invokers now has a build with Laws of Valor for attack speed so that the Hack is more viable. Can we please get a Law of Valor on CD checkbox or have it included with the other Laws for the off cd box?
 
I didn't added .... Laws other then Laws of Justices for the Invoker ... sry ...

I added it ... later to my code ... however ... that's the easy impl. for laws I use ...

Code:
                // Cast any possible laws ...
                if (CanCastLawsOf(out power))
                    return power;

        private static bool CanCastLawsOf(out TrinityPower power)
        {
            if (CanCast(SNOPower.X1_Crusader_LawsOfJustice2) && !CacheData.Buffs.HasBuff(SNOPower.X1_Crusader_LawsOfJustice_Passive2, 6) && (Player.CurrentHealthPct <= CrusaderSettings.LawsOfJusticeHpPct || CrusaderSettings.SpamLaws))
            {
                power = new TrinityPower(SNOPower.X1_Crusader_LawsOfJustice2);
                return true;
            }
            else if (CanCast(SNOPower.X1_Crusader_LawsOfHope2) && !CacheData.Buffs.HasBuff(SNOPower.X1_Crusader_LawsOfHope_Passive2, 6) && (Player.CurrentHealthPct <= CrusaderSettings.LawsOfHopeHpPct || CrusaderSettings.SpamLaws))
            {
                power = new TrinityPower(SNOPower.X1_Crusader_LawsOfHope2);
                return true;
            }
            else if (CanCast(SNOPower.X1_Crusader_LawsOfValor2) && !CacheData.Buffs.HasBuff(SNOPower.X1_Crusader_LawsOfValor_Passive2, 6))
            {
                power = new TrinityPower(SNOPower.X1_Crusader_LawsOfValor2);
                return true;
            }
            else
            {
                power = null;
                return false;
            }
        }

Trying to get Laws of Valor to work with Invokers, i'm a complete noob to this. Could someone tell me where exactly to paste this, Tried already to no avail.
 
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