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[Guide/Setup] Crusader solo setup: 200B exp per hour no grift key burn

Trinity .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...
 
Problems like that with items is a known issue in Trinity for a while now, there are many posts on this in their forums, and it's unrelated to this setup.

They are working on a new townrun that will solve this I think
 
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.

thank you
 
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!
 
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!

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.
 
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
It's my careless mistake. But in that situation, because bot cast Bombardment on time, It also did much more damage than original version.
 
Nope. Your scenario is iron skin delayed 2-3 seconds right? Let's do the math for 3 seconds delay:

Let X be the damage a normal cast of bombardment does.

No wait: casts bomb 1.5 seconds before phys phase starts, bombs overlap phys perfectly: X*3 dmg

Wait for iron skin: casts bomb delayed by 3 seconds, so bombs are cast 1.5 seconds after phys phase started, and start landing 3 seconds after phys phase started.

1 out of 4 seconds of the bombs will overlap physical phase and so have both coe and iron skin multiplier: .25*X * 3 *4=3X

3 out of the 4 seconds of bombs only have iron skin: .75*X * 4=3X

So in total waiting for iron skin we got 6X dmg, twice that of the no waiting option.
 
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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.

Thanks Capeman!
 
Trinity .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...
just use newest trinity + custom RTFM and it will not salvage unids
 
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.
 
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Code:
[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
Quite better than before
 
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.

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.
There's no need for "long long time", just 1500 ms. I think you read the CanCastBombardment and ShouldWaitForConventionofElements Func too. In CanCastBombardment Func:
Code:
                if (ShouldWaitForConventionofElements(Skills.Crusader.Bombardment, Element.Physical, 1500, 1000))
                    return false;
and this ShouldWaitForConventionofElements Func is the key to make sure that bot cast Bombardment at exact time. It's very short. Even if there's no ShouldWaitForConventionofElements limit, bot only got 4000 ms. You think 4000ms is a long long time???
One suggestion, next time before you do any calculation, you'd better to do a little homework. Such as reading sourcecode, watching bot working...
 
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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
 
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

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).
 
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).
and I'm pretty sure you're trolling at this point, because that is pure nonsense.

I will ask once more, politely, that if you want to discuss such significant (and in my opinion, terrible) variations in the build to open your own thread for it, so as to not take the discussion off topic.
 
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let's do the same calculation for Hexing pants:

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.
 
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.
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.
 
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