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Falling Sword delay

solessthanthree

New Member
Joined
Nov 16, 2012
Messages
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I'm running blessed hammers with Light set and the bot spams Falling sword rapid descent on large packs because it has no cooldown (with obsidian ring of the zodiac). It reduces damage taken and amplifies damage done but does little damage compared to blessed hammers so if I run into elites or high hp enemies, I might be spamming falling sword for ten minutes when hammers would clear them in seconds. Is there a way to add a delay or make it use the ability more effectively? I feel there used to be more class customization. Thanks.
 
i ve got this:

Joined a game!
Loaded profile Adventurer - Greater Rift
Game joined, Resetting profile caches
System.NullReferenceException: Object reference not set to an instance of an object.
at Zeta.Bot.ProfileOrderManager.‫**‪‎‎​‪*‎‪*‎**‫​​‪‫‎‎‏‎‬*‫‎‏**(ProfileBehavior , Boolean )
at Zeta.Bot.ProfileOrderManager.**​‬‬*‎‏‎**‏‪‏‬​‬‪*‬‫‫**(Boolean )
at Zeta.Bot.ProfileOrderManager.​***‏​***​‏​‏​*‏‏‬‬****​​*‬‫‬*(Object , EventArgs )
at Zeta.Bot.GameEvents.*‎*‫‏‬**​‫‬*****‏‬​*​‪**[](EventHandler`1 , Object ,  )

ToggleTargeting, new values: Looting:True LootRadius:50 Combat:True KillRadius:50


Edit:
And there is also another delay issue but i thinks its not a Crusader thing. The bot sometimes stands for 1 - 2 soconds in the Mob and doing nothing, sometimes he dies.
 
Last edited:
You can try this.

It's a basic fix but it might help, not currently using any of my saders, let me know.

View attachment 218156

Keep your original CrusaderLightHammer on your desktop just in case it doesn't work for you.

File goes in DB > Plugins > Trinity > Routines > Crusader

I didn't notice a difference, but thank you for trying. What is it supposed to change? Same thing happens with the cooldown shrine where it just spams FS, but it really becomes a problem on higher GR when the bot ports into a dense enough group and can't stop.
 
I just added a condition to not cast falling sword twice in a row, but it will probably still spam it.

I am not using a Sader ATM, so where is this happening? All of the time when falling sword is on cooldown? Or just on the cooldown pylon?

In short, falling sword is included in movement power, so it's using the skill to advance your location.
 
Thank you that you are helping us!

It spams cause of the polyn or when there are to many mobs. I think i should only cast every 8 seconds
 
Thank you that you are helping us!

It spams cause of the polyn or when there are to many mobs. I think i should only cast every 8 seconds
An 8000 MS delay or a customizeable one in the settings might be a future option, I am jsut working on monk routines ATM
 
I have no idea how to manage a 8000ms delay nor how to customize that :(
 
I just added a condition to not cast falling sword twice in a row, but it will probably still spam it.

I am not using a Sader ATM, so where is this happening? All of the time when falling sword is on cooldown? Or just on the cooldown pylon?

In short, falling sword is included in movement power, so it's using the skill to advance your location.

The bot casts FS whenever it's up and with its rune Rapid Descent and Obsidian Ring, it will FS into a group and have FS immediately come off cd causing it to get stuck in a loop.

It's also used to debuff enemies and reduce damage taken but on higher GR, it will get stuck on the weakest mobs (this is without cd pylon). Thanks for your attention :)
 
there is a really easy fix for that. just choose another rune... the CD rune is not necessary anyways as the 8 seconds falling sword damage reduce does not require falling sword to be cast again so rapidly that you have to use the CD rune at all, nor does it do enough damage to be considered necessary.

i recommend using the flurry rune. this also gives you more defensive stuff (incapacitating for 5 seconds). falling sword can be recasted well within these 8 seconds again (in bigger mob groups it recasts in about 2 seconds but during the 2 seconds downtime it casts your hammers thus dealing damage and killing creeps!).

this even works perfect with cooldown shrines. so just switch your rune to flurry and be glad that the bot works like a charm. the rapid descent rune might be good if you play with your own hands and you can trigger it whenever you want. but when it comes to high grifting with the bot, you can just dumb the rune and grab flurry... way better cooldown using and more defense from the 5 seconds incapacitating. so switching is clearly a win-win situation. you can do higher rifts and do not die that often...

have fun with it. you will be glad, i promise...
 
If you havent found a fix you can try to add this, it worked well for me

its line 305 in CrusaderBase.cs

Code:
 protected virtual bool ShouldFallingSword(out Vector3 position)
        {
            position = Vector3.Zero;

            if (!Skills.Crusader.FallingSword.CanCast())
                return false;

            if ((DateTime.Now - Skills.Crusader.FallingSword.LastUsed).Seconds < 2)  //Gives a delay for 2 seconds          
                return false;
            

            var target = TargetUtil.GetBestClusterUnit() ?? CurrentTarget;
            if (target != null)
            {
                position = target.Position;
                return true;
            }

            return false;
        }
 
If you havent found a fix you can try to add this, it worked well for me

its line 305 in CrusaderBase.cs

Code:
 protected virtual bool ShouldFallingSword(out Vector3 position)
        {
            position = Vector3.Zero;

            if (!Skills.Crusader.FallingSword.CanCast())
                return false;

            if ((DateTime.Now - Skills.Crusader.FallingSword.LastUsed).Seconds < 2)  //Gives a delay for 2 seconds          
                return false;
            

            var target = TargetUtil.GetBestClusterUnit() ?? CurrentTarget;
            if (target != null)
            {
                position = target.Position;
                return true;
            }

            return false;
        }
I geared up my sader to test this build and see what changes are made.

It's worth noting that I wouldnt make any changes to the CombatBase in general. Its better to create an override inside of the hammerdin build itself. I don't see this modification causing any issues since it's really only used for this specific build, but best general practice like I said.

While I am tinkering around inside of the build is there anything else that is needed for it?

I think Falling Sword fix is pretty straight forward:
Kill off the spamming by setting a delay
Falling sword should have an option to make sure it's cast at least every 8 seconds to keep up damage buff
  • Possibly a check for emergency health percentage that forces it to cast into a safe spot?

Other than that, here is how it currently chooses when to use Skills... Any suggestions or needed changes to these options::

Provoke:
Currently it will always cast when off cooldown, when the buff is down and there are any mobs within 15 yards

Laws of Valor Critical:
Currently it will always cast when off cooldown and enemies are within 25 yards

IronSkin:
Currently it will always cast when off cooldown, when the buff is down and there are any mobs within 20 yards

Blessed Hammer:
Will always cast when available, Wrath is above 50, and any mobs are within 10 yards

Akarat's:
Always cast when available.
 
Here is a BETA for you all to test.

PLEASE!
I need feedback on this routine
. Now that the falling sword delay is in, I need to know everything that the bot is and is not doing properly for this build. Please be as detailed as you can so that I can get features put in properly.


Also, a video for higher GR pushes lists some changes to the IcyVeins build:
  • Life per Wrath Spent on shield
  • STR, VIT, CHC on helm [no blessed hammer damage]
    • This is because the limiting factor to get to higher GRs is survival, not blessed hammer damage

Falling Sword Delay:
There is now a slider inside of Trinity > Routine tab for "Falling Sword Delay"
  • This setting is in milliseconds. It's set to 2 seconds [2000] by default, but change it as needed.

I changed some small things around in there as well, things you aren't likely to notice as much.


To use these files:
Go to: DB > Plugins > Trinity > Routines > Crusader
  • Find the existing LightHammer and LighthammerSettings and move them to the desktop
    • Just renaming them will cause your bot to not compile! Move them out of DemonBuddy folders.
  • Put these files from the ZIP into the Crusader folder to replace them
 

Attachments

darn, this seems to be pretty goldlike, did not test though as i am at work and bot running at home :p ... one thing, based on which trinity is this? beta 703? or compatible with evey trinity version?
 
I geared up my sader to test this build and see what changes are made.

It's worth noting that I wouldnt make any changes to the CombatBase in general. Its better to create an override inside of the hammerdin build itself. I don't see this modification causing any issues since it's really only used for this specific build, but best general practice like I said.

While I am tinkering around inside of the build is there anything else that is needed for it?

I think Falling Sword fix is pretty straight forward:
Kill off the spamming by setting a delay
Falling sword should have an option to make sure it's cast at least every 8 seconds to keep up damage buff
  • Possibly a check for emergency health percentage that forces it to cast into a safe spot?

Other than that, here is how it currently chooses when to use Skills... Any suggestions or needed changes to these options::

Provoke:
Currently it will always cast when off cooldown, when the buff is down and there are any mobs within 15 yards

Laws of Valor Critical:
Currently it will always cast when off cooldown and enemies are within 25 yards

IronSkin:
Currently it will always cast when off cooldown, when the buff is down and there are any mobs within 20 yards

Blessed Hammer:
Will always cast when available, Wrath is above 50, and any mobs are within 10 yards

Akarat's:
Always cast when available.

You are right its not a good solution, but it was a solution if he needed a fix, and no one else have wrote anything that helped him before now :)
I as well have demon buddy projects for each build, so in this case it have no effects for what ever i play, but yes you are totally right, it would be much better solution to override - I am sometimes very lazy :D


I will give it a try when i come home and see how to bot play, thanks for the update :)
 
You are right its not a good solution, but it was a solution if he needed a fix, and no one else have wrote anything that helped him before now :)
I as well have demon buddy projects for each build, so in this case it have no effects for what ever i play, but yes you are totally right, it would be much better solution to override - I am sometimes very lazy :D


I will give it a try when i come home and see how to bot play, thanks for the update :)
You're welcome, and I appreciate you taking the time to post a fix for people. I have just been on the lookout for [class]base.cs posts lately, I dont think a lot of people understand how the base performs like we do and I am worried that people are going to break other builds and not understand why. I should probably write a guide for people to make their own combat routines, but lately I have just been trying to go through each class and get all of the META builds made so people dont have to.

Back to Hammerdin, I added generic overrides for every skill the build uses to make it easier for people to change those settings if they like. Most of them are left default but its easier to change around now without having to paste in overrides from the CrusaderBase.cs.

The latest Trinity BETA now comes with the files that I posted in the ZIP above. I had a couple people on Discord test it yesterday along with myself, and it seems to be working pretty good.

Main changes are:
Falling Sword delay setting in Trinity > Routine tab
Added a priority in Falling Sword to be used regardless of Delay when you hit emergency health percentage (this way it will recast and give you some crowd control)
Changed the movement power range to search for 5 mobs to falling sword on to 50 yards. This seems to work much better especially with weighted units around.
 
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