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[Guide/Setup] 4-man party setup for S11

@Tempest is 2 necro dps better than 1 nec and 1 lon wd? I have 2 good rathma dps and gearing up a lon wd but if the 2 rathma is better then there is no need to waste time on the lon wd.
Hehe, hard to say. They seem to be very similar. Two Rathmas are definitely faster for 104-105 and they seem to be less stable in 106+, they tend to die more often. I need more time to explore couple of gear variations to decide.
 
@Hyuks for the sake of it, try this 3-4 weeks old Trinity.
Rathma necro:
Avoidance settings: Orlash 50%, Molten Core 80%, Arcane Sentry 30%. Rest unticked.
Equip Esoteric, Enforcer, Trapped.
No globes, shrines, minions, ClusterSize = 12 for whole group
I am gearing second Rathma, so I run zbarb, zmonk, 2x rathma w/o devour, I use Decrepify on 1st Rathma, Fraily on the 2nd, instead. Raping 104s in about 7-8 minutes. One Rathma got about 4M dps in town (in party), second 3.5M dps atm. Exps little lower than 107s, going about 450-480 b/h. No way this ain't gonna work for you.

Seems fine, except when THIS happens obviously :D :D :D
pYeUHiE.jpg
 
at GR 90 and Esoterics on Rathmas, para 1000+ you should last through anything. What kills you?
 
at GR 90 and Esoterics on Rathmas, para 1000+ you should last through anything. What kills you?
Both rathmas were actually doing nothing, so they kept dying to this guy. They're both at 3M+ sheet dps, both 1k6+ and 1k4+ para, and i cant get to clear stupid GR90 most of the time because bot stop acting for i dont know why. I'm somehow done with trying to make a 3man team working, I'll go back to solo botting on the 1k6+ i guess...
 
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Both rathmas were actually doing nothing, so they kept dying to this guy. They're both at 3M+ sheet dps, both 1k6+ and 1k4+ para, and i cant get to clear stupid GR90 most of the time because bot stop acting for i dont know why. I'm somehow done with trying to make a 3man team working, I'll go back to solo botting on the 1k6+ i guess...
This is really weird, anyone else having this issue?
 
This is really weird, anyone else having this issue?

Yeah, that it's happenning to me a lot... I'm running a 3man team (2 rathma necros and one zmonk, or znecro). The 2 rathma necros stand a lot of the time doing nothing... It's really weird... One is 2500+ paragon, the other is 2000+. The zmonk is 2000+ paragon too... And I can hardly go through io grifts... Most of the times, tryiing fast 80s, dps necros do nothing the most of the time.

I think that happens a lot with 1.3 version. With 1.2 it was running a lot better. I'm no noob at using demonbuddy, have been using it for years, so I'm pretty sure that everything is well configured, but it does not work well.

In 1.2 version, the followers have more logical movement. When they follow the leader, they stop at certain distance. In 1.3, the follow and only stop when they are at exact same position that the leader. This causes a loooot of deaths. Everytime zmonk fights an elite, both dps necros go just to where the monk is, and almost everytime they got killed by arcane, molten, etc... I have tested with avoidance, wuth follower distance, etc. Nothing works, they always do the same.

I have done GR100 in 2 party man manually with a friend. My main necro is almos 4 million dps. My second one is 3 million. Bot should be doing fast 90s easy in a 3man tema, but it goes for 6-7 minutes to do 80s. If I run bots separately, necro can do 90s in the same time... As I said, it's weird...
 
@ZDL good idea, but I still have few problems with your implementation:

1. How is your implementation not gonna ignore combat since it seems to Furious Charge globe immediately as it appears? :)
2. GetOffensivePower() is only called when Trinity or auto-follow activates the combat. So once the leader moves on, the combat switches off, your globe picking stops working in the same manner as it does now.
3. You would need to inject it into GetBuffPower() which is called also outside the combat but Trinity for some reason hardcoded limitation of 500ms for repeating calling of identical spell in GetBuffPower().
4. Why do you check Player' position in the avoidance in Core.Avoidance.InAvoidance(Player.Position), shouldn't you check the globe's? Barbarian should also completely ignore the avoidance.
5. I would guess that putting Furious Charge before Ancient Spear won't give you enough fury consumers (for zodiac ring) to have 100% Ignore Pain uptime.

With all these I can still see a merit in your idea. Although I don't see it solving any of your concerns, it can still solve the overwrite of Trinity's DefaultWeightingProvider.cs mentioned in the OP. Overwrite of DefaultWeightingProvider.cs is dangerous because it is the part of code where targeting and combat activation is decided, it's code is a complete mess, and a probability that Trinity guys will change something relevant inside is high. I will take a look.

1. I don't run whirlwind, spear, or groundstomp so maybe I should have moved charge and the walk to globes to the bottom. My bad. Note that for people running 2 rats + zbarb + znecro you might want to add rend support. I've been running sprint and rend instead of stomp and spear. I don't need globe generation with the znecro and speed is king imo.
2. Don't forget you can customize the globe pickup in DB to only pickup progress globes and ignore health globes, while the routine forces health globe pickup. If you are still picking up health globes via DB then I could see how the behaviour would not have changed. Otherwise, maybe I misunderstood what you mean here.
3. I couldn't really say I haven't dabbled a lot with DB routines.
4. You are right, my bad.
5. I've found the fury generation from furious charge is enough, your mileage may vary.

Ok, this seems to be working. I have added this to 1.3 version, There is also an option to force health globes pickup in the barbarians routine. This overrides Trinity's globes pickup. So for the barbarian tick the globes in Trinity and also in the combat routine. If you untick them in Trinity, combat routine's override will still pickup the health globes but other kinds can be missed. Finally we got rid of DefaultWeightingProvider.cs overwrite, thanks to @ZDL. The last remaining overwrite we do in Trinity is TargetUtil.cs because last time I checked the function looking for Sanctuary buff is wrongly implemented.

Glad you found this useful. One optimization I haven't had the time to do is consider the pickup range on the barb if you have 20 pickup range and the globe is 40 away there's no reason to go all the way to the globes maybe... food for thought anyways.
 
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Strange. I had been running 3 man team on 95 24/7 before my 4th account witch doc join the team and I had no such problem where dps stand still. Maybe try to fresh install again.
 
Yeah, that it's happenning to me a lot... I'm running a 3man team (2 rathma necros and one zmonk, or znecro). The 2 rathma necros stand a lot of the time doing nothing... It's really weird... One is 2500+ paragon, the other is 2000+. The zmonk is 2000+ paragon too... And I can hardly go through io grifts... Most of the times, tryiing fast 80s, dps necros do nothing the most of the time.

I think that happens a lot with 1.3 version. With 1.2 it was running a lot better. I'm no noob at using demonbuddy, have been using it for years, so I'm pretty sure that everything is well configured, but it does not work well.

In 1.2 version, the followers have more logical movement. When they follow the leader, they stop at certain distance. In 1.3, the follow and only stop when they are at exact same position that the leader. This causes a loooot of deaths. Everytime zmonk fights an elite, both dps necros go just to where the monk is, and almost everytime they got killed by arcane, molten, etc... I have tested with avoidance, wuth follower distance, etc. Nothing works, they always do the same.

I have done GR100 in 2 party man manually with a friend. My main necro is almos 4 million dps. My second one is 3 million. Bot should be doing fast 90s easy in a 3man tema, but it goes for 6-7 minutes to do 80s. If I run bots separately, necro can do 90s in the same time... As I said, it's weird...
This is my doing. I have changed the way how those 2 distances in auto-follow settings behave. In 1.2 the follow distance was pretty much ignored. Catch-up distance defined the combat-turn-off-and-run-to-the-leader distance. In 1.3 the Catch-up distance remains the same, however, if they decide to run to the leader, they don't stop till they reach the follow distance. So default follow distance is 10y and thus they always look as they run to the leader. Try to set catch-up = 40, follow = 30. If problems remain, I can always revert the change.
 
I should be able to snatch several hours in the following evenings. I will try to reproduce "doing nothing" some of the guys are seeing. I'll do a fresh install of latest stable DB, get latest Trinity from SVN, perform straight overwrite with 1.3 version and setup a 3-man party. I do not have much experience with 3-mans. Thinking of starting with zmonk + 2 x rathma, which seems that it should work easiest. Ignore Pain's immune freeze can be probably replaced by Sanctuary's rune, globes could be soaked by Siphon of one of the rathmas. I will let you know how it worked for me.
 
Please fix the issue where followers do not teleport to act 1 when the leader does. That's kind of more important. :D
 
1. I don't run whirlwind, spear, or groundstomp so maybe I should have moved charge and the walk to globes to the bottom. My bad. Note that for people running 2 rats + zbarb + znecro you might want to add rend support. I've been running sprint and rend instead of stomp and spear. I don't need globe generation with the znecro and speed is king imo.
2. Don't forget you can customize the globe pickup in DB to only pickup progress globes and ignore health globes, while the routine forces health globe pickup. If you are still picking up health globes via DB then I could see how the behaviour would not have changed. Otherwise, maybe I misunderstood what you mean here.
3. I couldn't really say I haven't dabbled a lot with DB routines.
4. You are right, my bad.
5. I've found the fury generation from furious charge is enough, your mileage may vary.
1. True with the Rend and Sprint. These low GR speedruns do not need mobs packing. I take you run Mutilate rune for Rend and Forced March rune for Sprint? Do you actually kill any trash or you just run from an Elite/Rare to an Elite/Rare? Could be difficult to survive with all the backtracking we have.
5. Every zbarb build needs to have at least 1 fury spender cast with about 1-2s period for Zodiac to keep perma Ignore Pain on the party. In the OP build the Ancient Spear is the only fury spender and hence it must be high on the prio list with some low-set ICD use (I use about 800ms). I can now see your setup got 2 spenders, Rend and Sprint and they are above the Furious Charge, which is ok.
 
1. So this setups is a little squishy. I've been running 95's with a cluster size of 10 killing trash and only ignoring elite minions. Zero deaths last night. If I turn it up it's not actually trash that kills me but packs with arcane or electrified. Especially horde or in tight spaces.

2. Sprint doesn't hit so it doesn't proc zodiac but rend hits a lot of targets so makes up for it and yeah running mutilate and forced march.

EDIT: Probably worth mentioning, I run stand alone instead of blood is power. It's counter-intuitive for a pet build but you're squishiest when you're running all over the map with no minions so I found it to be effective.
 
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Please fix the issue where followers do not teleport to act 1 when the leader does. That's kind of more important. :D

I had the same issue and changed line 111 of zAutoFollow\Coroutines\Coordination.cs from:

Code:
if (Player.IsInTown && AutoFollow.CurrentFollowers.Any(f => f.IsVendoring || f.InDifferentLevelArea))

to

Code:
if (Player.IsInTown && AutoFollow.CurrentFollowers.Any(f => f.IsVendoring))

That solved the issue for me. There's probably a more elegant way to solve this, but it's working ... so good enough for me.
 
Yea, changed that couple of months ago too. You saying it is not in the auto-follow overwrites in the OP page?
EDIT: Crap, it is not. It somehow disappeared from my export files. I remember it will prevent being stuck in other acts as followers will accept rifts directly. Not sure where they return after finishing the rift though.
 
Yeah it's missing.

Players always return to the town a grift was started in.
 
Man, I just tried the composition 1 rath and 3 zdps (barb, necro, wiz) and I would say it's so damn good. The benefit of 3 zdps is you don't need to worry about death especially wizard will blackhole all those bloody arcane sentries.

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@ZDL: you save my day bro :D
 
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Man, I just tried the composition 1 rath and 3 zdps (barb, necro, wiz) and I would say it's so damn good. The benefit of 3 zdps is you don't need to worry about death especially wizard will blackhole all those bloody arcane sentries.

View attachment 228313 View attachment 228314

@ZDL: you save my day bro :D

Nice dude, I wanted to try the zwiz comp but was too lazy to build a zwiz hehe. What routine are you using for your zwiz?
 
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