Technically there is no difference, channeling is simply casting a spell very fast. If its not channeling its because its not casting fast enough, which is likely because its moving or trying to something else between casts.
Channeling
Can you please still look into what can be done to force the bot to stand in place and channel for as long as possible? Force it to stop trying to do what it's trying to do? There are many posts around the forums and I have had people PM me on forums and Discord asking how to fix it.
I understand what you're saying, but the game differentiates between when the button is being clicked really fast and when it's being held down.
- When firebats is clicked really fast, it results in every click being at 450% weapon damage.
- When the button is held down, after 3 seconds it's doing 850% weapon damage... Literally double.
Essentially what I mean by the "casting" vs "Channeling" is that you cast a skill like Energy Twister. Click and move on, not hold down the button. It seems that the bot is treating firebats like a spell that's meant to be cast instead of channeled. At least, that's what it looks like.
The only enemies it reliably channels against is RGs. Perhaps it is getting distracted by mobs, but that should be changed... It should not have to locust/haunt every new trash mob that comes in range, especially ones that are worth 0.001% of the Rift Completion. They will die so fast it doesn't matter.
The way it currently is using firebats is losing out on the damage ramp up that makes it such an OP skill/build.
I can confirm this by watching a GRift 75 and looking at the damage numbers the way the bot is using firebats. Then I run another 75... This time, whenever I the bot positions to DPS, I hold down the firebats key and force it to channel.
Clear time is minutes faster. The damage numbers are drastically different. 100+ billion crits on CoE rotation with most buffs on. Taking half of that away because it's not channeling causes a huge problem.
Take a look at the D3Planner here for example:
Diablo III Character Planner
In the skills/effects tab,
- Slide the Firebats "Channeled for" slider to 0... You get 67 billion DPS
- Slide it to "channeled for" 5 seconds... 134 billion.
- If the bot let's go of the button for FireBats for even a fraction of a second, this starts over.
- Also turn on Bane of the Powerful, CoE and 5 stacks of Gruesome Feast.
- 0 second channel of Firebats is 350 billion DPS. 5 seconds is 700 billion.
As a final example of what I am saying...
Against a Rift guardian, the bot will actually cast wall of death, haunt, locust then channel firebats until the RG dies... Which is almost always under 8-9 seconds in GRift 75. It takes longer than that to kill normal elites because it's not channeling. Check the picture below for an example of crits while channeling at 850% weapon damage.
Avoidance
I have turned these settings down so far that I typically leave them at 10-20 health percent and turned most of them off.
This is because when my bot is channeling, it rarely dies (Likely due to Taeguk stacks in addition to staying close to the group). As soon as it starts kiting or flip flopping in an attempt to find safety, it gets rekt.
Despite these settings, and my health being near 100%, the bot will constantly stop channeling, and start over. I don't think avoidance is causing the issue, although Thunderstorm and Arcane Sentry have both been causing my bots to flee regardless of health or avoidance settings.
Taeguk
There are other implications that affect gameplay due to this lack of channeling. Taeguk for example.
Taeguk gives more damage of course... But the reason I can take off my Esoteric for Taeguk is the huge armor bonuses per stack. For INT classes, this is very important...
- 0 Taeguk stacks with no buffs I am at 7600 Armor.
- With 10 stacks of Taeguk I am 9000 [Insert Vegeta meme here].
- With other buffs in server I fluctuate between 12000 and 13000.
When I am at full stacks, My health doesn't dip much. at 0 Stacks my health globe could give someone a seizure.
Positioning
WD is simply not moving into the fray far enough. It should be looking to path into the mobs instead of stay on the borders of the battle. Firebats w. illusory boots are equipped or Spirit Walk is
Group Play
During group play, the WD will be standing in Inner Sanctuary. It should force channel while within Inner Sanctuary because it's nearly impossible to die as long as it's channeling and keeping Taeguk stacks up.
In emergency health situations I run to the Inner Sanctuary and start channeling FireBats. I am less likely to die in that position than I am running for safety.
I could care less about Oculus circles. My problem isn't DPS, it's staying alive when the bot isn't channeling.
I won't bore you with my long winded whining, but I will include this screenshot that I took while I was writing this:
10 Taeguk Stacks, CoE Rotation, Endless walk at 100,
No Gruesome Feast.
186.5 Billion Crit in the foreground, 109.6 billion crit right behind it.
I think what TwoCigars means is if you were playing manually casting would be pressing the button and channeling would be holding down the button.
A FB WD is almost worthless at this point in time as it just sits there at the edge of the fights and casts locus/haunt and then casts FB for 1 second (even if it doesn't kill said mob) and then goes back to locus/haunt. I don't know if it's possible, coding wise, to make it where it doesn't want to locus/haunt every enemy 10x before it uses FB. It would be nice to have some kind of <USE FB MORE OFTEN THAN OTHER SKILLS> code or something to make it want to "channel" properly.
^This
Probably a limited TL : DR of what I said.
I think that combat should go like this:
Check best position within mobs (highest density is smallest radius)
If Illusory boots, travel up to X yards to get there (too far = death)
If distance is greater that X yards and Spirit Walk is available, use Spirit Walk
If no illusory or Spirit walk, limit travel distance when health drops below 60%
Check to see if there is a beneficial ground effect within 20 yards of best position
Check for Necrosis (Wall of Death)
10 second 60% damage reduction should always be on to survive
Basically always needs to be up when in combat.
Should also be cast when buf drops and out of comabt with health under 40%
Check for Locust Swarm on enemies
.80 of mobs give or take. Prioritize Elites if in range.
If Pestilence rune, cast only once
Mana is above 300 (will be lower if wearing Topaz in helm, but I prefer amethyst)
Check for Haunt on enemies
.80 of mobs give or take. Prioritize Elites if in range.
*No Mana check. Rush of essence is a required passive for this build.
Check for best position in mobs again
Is there a ground effect within X yards that I should stand in before channeling?
Inner Sanctuary
Oculus circle
Big Bad Voodoo
etc.
Check for Soul Harvest Stacks
Will stacks end within the next 5 seconds? Re-Cast before channeling.
If stack expiration is >5 seconds but enemies withing range are greater than current stacks, recast.
Stack expiriation >5 seconds, current mob count is lower than current stacks, do not cast.
Criteria above met, Channel Firebats
Do not recast Locust Swarm or Haunt unless <.20 of mobs have them both
Pestilence spreads so fast that you probably don't need to recast
Haunt moves to another enemy when the first one dies so it doesn't need to be recast often
Recast for Elites without them both
Lower Avoidance Setting if standing in survival ground effect and currently channeling.
Do not move unless emergency health situation arises
If 10 second Necrosis debuff ends and above 80% health, continue to channel
If Necrosis debuff ends and health is below 80%, break channeling to recast
In emergency Health situations (<.40) Don't just kite blindly:
If standing in Inner Sanctuary, wait until <.30 or <.20
Check for Necrosis (60% damage reduction)
Cast if not already up
Check for Soul Harvest stacks,
If no stacks and enemies in range, cast.
Check for Spirit Walk availability
Check for Inner Sanctuary or other sustain ground effect and if it can be reached
10 yards? 20 yards if illusory boots? 30+ Yards if can cast Spirit walk?
Attempt to continue channeling unless
Health drops below 20%
Avoidance is also triggering
Safe area is within X yards
If combat is handled correctly, we will end up in less emergency health situations.
When we do hit emergency health, it's often because one of our de-buffs/buffs has dropped and we need to try recasting them. Kiting with Necrosis down and no Taeguk stacks is guaranteed death.
Edit: Image not aligned. Fixed. LoL