Running the routine with the latest beta build of DB which includes a newer trinity (I think), and I am not totally sure.. but it does seem better.. Will keep watching for a bit.
Running the routine with the latest beta build of DB which includes a newer trinity (I think), and I am not totally sure.. but it does seem better.. Will keep watching for a bit.
Yeah when I get some time, I'm planning on completely reworking that Trag'Oul routine on the SVN
I was thinking maybe to do a T13 GR 70 Speedfarm build based on this first, I think I could get it to work really well:- http://www.diablofans.com/builds/93538-inarius-lazystorm-txiii-gr60-70-speedfarm
And what do you mean nothing to do, you can have hours of fun watching the bot play your Necro
Edit: What GR level does that Speedfarm build you listed reasonably run at speed?
https://www.thebuddyforum.com/threa...ass-cannon-gr-100.402497/page-24#post-2518434Hey,
I've never used other combat routines besides the ones provided by demon buddy.
How do I get this to work?
Thanks I will try this.
Do y'all have the problem where the bot walks back and forth as if two different things are luring it and it is trying to do both at once? Really slows down the times for me. Not sure if it's a setting somewhere I need to change? Just got this bot yesterday and the manual is nowhere to be found (invalid link) so I may have something set wrong. Typically happens when it wants to attack something but also wants to grab a health globe or progress globe. Which kinda doesnt make sense cause other times it ignores the health and progress globes and I have it set to ignore health globes anyways as per OP setting suggestion.
I now have it as low as 30 and it still does the same thing... -_-
doesn't seem to have actually changed the distance it attacks them any.
Hey Bantou,
I could test out most of the speed builds available and let you know what seems to run the smoothest without much complicated game play required and post the builds from diablofans.
It happens quite regularly, as in... probably a couple times per rift/GR minimum. Any idea how to fix this?
Routine works great! Been able to do a 91 so far with no gear augs (yet). Only complaint is that it isn't so good at dodging blood stars and stands in poison corpses.
One thing I'd like to be able to do but unsure how is manually control the movement, but still have the bot casting. Or to at least be able to override the movement without pausing the whole bot (if it's fighting stuff it doesn't really respond to my clicking around). Anyone know if there's any settings I can change to be able to do this? Ty!
if (Core.Avoidance.InAvoidance(Player.Position))
return false;
if ((IsValidTarget(target) && target.Position.Distance(Player.Position) > MinimumRange) || (Core.Rift.IsNephalemRift && Core.Rift.IsGaurdianSpawned && IgnoreRange) || !IsInCombat || Core.Avoidance.InAvoidance(Player.Position))
if ((((Legendary.ReapersWraps.IsEquipped || Legendary.ReapersWraps.IsEquippedInCube) && Player.PrimaryResourcePct < GetGlobesPct) || (Player.CurrentHealthPct < EmergencyHealthPct && CollectForHealth)) && !IsInCombat && target != null && !Core.Avoidance.InAvoidance(Player.Position))
So Bantou, here's the stuff I was talking about earlier. Like I said, I could be completely wrong.
Lines 407-408 in ShouldMove:
Code:if (Core.Avoidance.InAvoidance(Player.Position)) return false;
ShouldMove is called by TryMovementPower which is called by GetOffensivePower - basically every tick while in combat. In ShouldMove, you're doing a logical check to see if you are in an area that requires avoiding (Core.Avoidance.InAvoidance returns true if you need to move, I think... I checked a few other routines using InAvoidance and its a return of true if in a bad area). If InAvoidance returns true, you return false to ShouldMove. My understanding of that logically is that you are saying you should not move when in a spot that requires avoidance. If that's the case, you would be seeing instances where you are in an avoidance zone, TryMovementPower runs, ShouldMove returns false, and you stand still.
Line 196 in GetMovementPower:
Code:if ((IsValidTarget(target) && target.Position.Distance(Player.Position) > MinimumRange) || (Core.Rift.IsNephalemRift && Core.Rift.IsGaurdianSpawned && IgnoreRange) || !IsInCombat || Core.Avoidance.InAvoidance(Player.Position))
This one confuses me a bit, but it looks as if this is a logical statement to determine if you should go find healthglobes or not. If I have a valid target above minimum range, or guardian is spawned, or I'm not in combat, or I'm currently in an avoidance zone, then run the FindHealthGlobe code below it. This is probably fine, but I'm not sure you want to be running the healthglobe search while in an avoidance area. Might be better off breaking that out into something higher in the priority.
Line 199 in GetMovementPower:
Code:if ((((Legendary.ReapersWraps.IsEquipped || Legendary.ReapersWraps.IsEquippedInCube) && Player.PrimaryResourcePct < GetGlobesPct) || (Player.CurrentHealthPct < EmergencyHealthPct && CollectForHealth)) && !IsInCombat && target != null && !Core.Avoidance.InAvoidance(Player.Position))
In this case, we're basically looking to see if we should go to a health orb for resources or HP. We check to see if we are _not_ in an avoidance zone (aka in a safe area) before walking to the orb. I believe you'd be better off changing to see if the orb itself is in a safe area before running to it, since it doesn't appear to currently check if the orb is in an avoidance area. You'd change to !Core.Avoidance.InAvoidance(target.Position) instead.
Seems to me the biggest things are the return of false for ShouldMove when in an avoidance area that you need to get out of, and not checking to see if an orb is in a safe spot before walking to it.
Idk either to be honest, but it might be the only way. It's how I see other people doing it, so it's probably the best way.ShouldMove would override the default movement (including avoidance), if I let, just to keep the targets in range or collect globes and such, and I don't want to override (or block), the default avoidance movement (the default avoidance might not be perfect, but I'm not ready to try to do any better)
For the second part, that returns the Walk to the original destination passed (the avoidance movement), if in avoidance, or if not, will consider to walk to healthGlobe destination. I'm being a bit tricky, changing the destination in GetMovementPower, because the bot is really just using this to ask how to move (Walk or Bloodrush), and I'm taking advantage of the situation, to tell it to move where I want it to go instead, but I want to be careful, and only change it's destination sometimes
The last point is kind of the final if else statement, that determines whether I prefer the bot to move to it's destination (avoidance perhaps), or mine (health globe)
P.S. I'm actually not certain that Core.Avoidance.InAvoidance is the best way to check whether the bot thinks it should be trying to avoid something.
I'm not sure the built in bone armor logic but you could override that with something better pretty easily.This is working great, I switch it up a little tho, I am using bone armor and decrepify---->http://www.diablofans.com/builds/93665-rathma-god-eater-of-souls-gr-100 this build and the survival has gone up and the dps has stayed the same or greater can't really tell cuz they still die super fast. But I was wondering what would I need to add to make it use bone armor to keep stacks up?
I'm not sure the built in bone armor logic but you could override that with something better pretty easily.