Just trying to compare potential dmg of both build on fly:
Akkhan/Invoker: 5,5(akkhan)*2(EndlessWalk)*1,3(BloodBrother)=14,3 this is max/potential/permament multilier.
LoN bomb: 14(LoN)*1,25(HexingPants))=17,5 is permement multiplier and 17,5*3(CoE)=52,5 physcal CoE rotation multipler and 52,5x2(Mortal Drama)=105.
Akkhan even with 3x more often cast of Bombardment is not competetive vs LoN.
And another big loos of this build is mobility, very bad for bot.
Question...
I am currently using Trinity .45, do I still need to download all 4 files and replace the existing ones? Or these files are already updated in newer version of Trinity?
Also, if I am not mistaken, by ticking "Run NR if no key found" will make the bot farm NR for Exp Pool before entering a GR?
Please enlighten me!
This is my current stats.
Paragon 1300
390M Toughness Standing still in town
19,119 STR
61.82 CDR without Fervor
236k Thorns
73% AD
40% Physical
13% Bombardment.
Are these stats good to run GR 70 or 71 with your build?
Please advice!!
Thanks for everyone's time in advance!
It's my careless mistake. But in that situation, because bot cast Bombardment on time, It also did much more damage than original version.reading your third scenario I think you don't understand how iron skin and bombardment interact. if you cast iron skin even .1 seconds after bombardment, it doesn't benefit it at all
You need to replace the 4 files this isn't included in new Trinity.
Yes make sure run nephalim rift if no key is turned on.
With those stats 70 will for sure be better than 71, and 69 will probably be better than 70.
I found this bug since version "2.14.31".This is a trinity bug in the newest version. Use an older version that worked fine instead of gutting bot logic to work better with a bug that will soon be fixed
just use newest trinity + custom RTFM and it will not salvage unidsTrinity .44 seems more stable in regards of EXP/hour, but i just saw it salvage unidentified legendaries :S this is the first time i see it do that...
I didn't have any problems with this on .44, or least it wasn't nearly as noticable as it was with the latest SVN versionI found this bug since version "2.14.31".
[Adventurer][Rift] Runs count: 52
[Adventurer][Rift] This run time: 0:06:54
[Adventurer][Rift] Average run time: 0:06:27
[Adventurer][Rift] Best run time: 0:03:06
[Adventurer][Rift] Worse run time: 0:09:36
[Adventurer][Rift] This run XP Gained: 24,371,935,523
[Adventurer][Rift] This run / Hour: 211,422,900,281
[Adventurer][Rift] Total XP Gained: 903,129,160,862
[Adventurer][Rift] Total XP / Hour: 161,466,666,629
[Adventurer][Rift] Best XP / Hour (single run): 288,882,802,820
[Adventurer][Rift] Worse XP / Hour (single run): 11,256,311,403
[Adventurer][Rift] Best XP / Single run: 30,269,025,730
[Adventurer][Rift] Worse XP / Single run: 832,123,514
let's do the same calculation for Hexing pants:
let's even assume you have perfect rolled hexing pants, so the -dmg when not moving is just 20%.
Assume that Akkarat champion is up (which means hexing pants do less), and 30% bombardment damage.
Let X be the damage a normal cast of bombardment does.
If you were moving when you cast bombs, it does X*(1+0.35+0.3+0.25) = 1.9X dmg
If you were standing when you cast bombs, it does X*(1+0.35+0.3-0.2) = 1.45X dmg
option 1: neither iron skin or bomb wait for movement check, this is always 1.45X * 3 * 4 = 17.4X dmg
option 2: iron skin and bomb wait for movement.
option 2, wait 0.5 second:
bombs start landing 0.5 second after phys phase started.
3.5/4 seconds of the bombs will overlap physical phase: 0.875 * 1.9X * 3 * 4 = 19.95X dmg
0.5/4 seconds of bombs will not overlap physical phase: 0.125 * 1.9X * 4 = 0.95X dmg
Total 20.9X dmg, better to wait
option 2, wait 1 second:
bombs start landing 1 second after phys phase started.
3/4 seconds of the bombs will overlap physical phase: 0.75 * 1.9X * 3 * 4 = 17.1X dmg
1/4 seconds of bombs will not overlap physical phase: 0.25 * 1.9X * 4 = 1.9X dmg
Total 19X dmg, better to wait
option 2, wait 2 second:
bombs start landing 2 seconds after phys phase started.
2/4 seconds of the bombs will overlap physical phase: 0.5 * 1.9X * 3 * 4 = 11.4X dmg
2/4 seconds of bombs will not overlap physical phase: 0.5 * 1.9X * 4 = 3.8X dmg
Total 15.2X dmg, better to not wait
Keep in mind that any time the bot is standing still for more than one second, it's a bug, and can probably be solved by going to a stable trinity version.
What is happening the vast majority of times, is that the move check causes the bot to delay the cast of bomb by a fraction of a second, and the above calculation should show you why this is a good thing.
Important note: From my experience all missed cycles are one of two cases:
(1) bot stands for a long long time. In combat this is a bug
(2) bot is on his way to interact with an object. This is trinity's doing and unrelated to this setup. Basically if the bot is on his way to open a door/chests/pick up, it won't even ask the combat routine what to do.
So keep in mind that maybe you are seeing (2) and thinking it's because of these iron skin/move checks, but it's not. There is no way to solve (2) in the scope of these files without removing sync with CoE altogether.
if (ShouldWaitForConventionofElements(Skills.Crusader.Bombardment, Element.Physical, 1500, 1000))
return false;
Do you understand the line of code you are talking about is checked about 10 times a second?When you do your calculation, you just forgot one thing:
If you stand still during the moment of cast Bombardment, you did 0 damage. Because you didn't cast Bombardment.
Do you understand the line of code you are talking about is checked about 10 times a second?
it isn't one "moment of cast bombardment". As long as you are moving at some point during the window that is several seconds long, it will cast it
and I'm pretty sure you're trolling at this point, because that is pure nonsense.Even if that code is checed 1000 times a second, still useless -- the window of Bombardment casting is only 4 secondes long(in fact, it's 1.5 seconds).
let's do the same calculation for Hexing pants:
Everything i've read and tested in game minimally shows Bombard snapshots Hexing pants. Btw the buff from Hexing Pants stays up for ~1sec after you stop moving.Your calculations is completely wrong:
1) Bombardment can't be casted while moving
2) There is no skills in D3 that snapshoting Hexing Pants, the damage that hexing pant provide is recalculated in every game tick.
And chongeryan is right, movement check is nonsenses and even more it reduce overal damage output because in certain situations, like rare stucks or attempt to activate pylon that was already activated, bot will skip atleast one bobardment rotation.