GilesSmith
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- Joined
- Jun 2, 2012
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I think a lot of others have probably noticed this, but the built-in looting mechanisms in DB can be a bit "unreliable" at times. Now generally they work, and they get most things, but there are a lot of oddities, probably more than I'll mention below but here's what I've found so far (these are things I've found regardless of version, loot rules, plugins or routines... they seem to be part of the core of DB);
* The "MinDamage" and "MaxDamage" stats are not being read from wizard orbs, witch doctor mojos, rings, or amulets. If you set a filter either of these stat required, the items will never match the rule.
* Sometimes stats are being read slightly off, eg an item that has a MagicFind of 16 is being read as 15.99 by DemonBuddy, and so will NOT match a filter requiring at least 16 MagicFind.
* Most witch-doctor mojos (off-hand) are considered as itembasetype Gem, itemtype Unknown. Some mojo sub-types are considered as an Armor-Shield though.
* All wizard sources tested so far (the 1 orb, the 3 balls, the book, the skull) are considered to be itembasetype Gem, itemtype Unknown.
* The two-handed flag in lootrules is unreliable (outright ignored for many weapon types, only applied to some?)
* Some weapons are being entirely ignored (eg monk-only Daibos, barbarian-only mighty weapons) regardless of rules. Their base item-type is flagged as "Unknown" rather than "Weapon".
* There is no filter support for life-on-hit or pickup-radius.
* There is some confusion about whether a set of rules are "AND" lists or "OR" lists - they seem to be AND lists but sometimes act like OR lists - could be because of having different quality flags or only setting quality flag on the first rule in a ruleset?
* Request: Can we have the ability to enter "PrimaryStat" as a stat entry, which will be treated by DB as either Strength, Dexterity or Intelligence? This would save MANY MANY copy-paste rulesets where we want specific criteria matched with any of the three main-stats.
* "Quality" flag should be set at <itemrule> level and apply to a whole ruleset, NOT be able to be set for each individual rule (what happens within a single ruleset if you have two different quality entries for different rules? What about not listing the quality flag for every seperate <rule> within a ruleset?)
* Demon Cloaks, Witch Doctor Masks, Barbarian Mighty Belts and Monk Spirit Stones have a base item type of "Unknown" and are always ignored by filters because of this! They need item types adding (there is already one for wizard hats, apparently).
* Does the itemtype "Helm" also include itemtype "wizardhats", or will only the itemtype "wizardhat" cover them?
* If DB goes off to do a repair-run, it can jump immediately to your "sell" section, without first checking for "keep" and "salvage" (ignores loot rule priority order), so you can lose everything in your backpack.
* If you have a full backpack and there are still items on the ground, it can TP to town, go through the normal stash/salvage/selling, go back through the portal, and then immediately end the run (ignoring all the items it couldn't fit in the backpack).
* Sometimes if it reaches the end of a run it'll ignore one final item on the ground regardless of backpack space, and just finish the run.
* Somewhat related to looting, the bot can sometimes get stuck at the stash, constantly moving/swapping items over and over for hours.
This isn't a gripe/moan/whinge thread - I genuinely love DB and all the work done by both the dev-team and the community at large with all the contributed profiles, rulesets, plugins, and even just researching stuff done by the non-techies. But I thought I'd try and provide a constructive criticism of the looting mechanisms - nobody wants to think their bot might have accidentally sold, or ignored, a $250 RMAH item drop!
I wonder, could the whole looting system be made as a separate, editable .cs file similar to how the combat routines are done?
* The "MinDamage" and "MaxDamage" stats are not being read from wizard orbs, witch doctor mojos, rings, or amulets. If you set a filter either of these stat required, the items will never match the rule.
* Sometimes stats are being read slightly off, eg an item that has a MagicFind of 16 is being read as 15.99 by DemonBuddy, and so will NOT match a filter requiring at least 16 MagicFind.
* Most witch-doctor mojos (off-hand) are considered as itembasetype Gem, itemtype Unknown. Some mojo sub-types are considered as an Armor-Shield though.
* All wizard sources tested so far (the 1 orb, the 3 balls, the book, the skull) are considered to be itembasetype Gem, itemtype Unknown.
* The two-handed flag in lootrules is unreliable (outright ignored for many weapon types, only applied to some?)
* Some weapons are being entirely ignored (eg monk-only Daibos, barbarian-only mighty weapons) regardless of rules. Their base item-type is flagged as "Unknown" rather than "Weapon".
* There is no filter support for life-on-hit or pickup-radius.
* There is some confusion about whether a set of rules are "AND" lists or "OR" lists - they seem to be AND lists but sometimes act like OR lists - could be because of having different quality flags or only setting quality flag on the first rule in a ruleset?
* Request: Can we have the ability to enter "PrimaryStat" as a stat entry, which will be treated by DB as either Strength, Dexterity or Intelligence? This would save MANY MANY copy-paste rulesets where we want specific criteria matched with any of the three main-stats.
* "Quality" flag should be set at <itemrule> level and apply to a whole ruleset, NOT be able to be set for each individual rule (what happens within a single ruleset if you have two different quality entries for different rules? What about not listing the quality flag for every seperate <rule> within a ruleset?)
* Demon Cloaks, Witch Doctor Masks, Barbarian Mighty Belts and Monk Spirit Stones have a base item type of "Unknown" and are always ignored by filters because of this! They need item types adding (there is already one for wizard hats, apparently).
* Does the itemtype "Helm" also include itemtype "wizardhats", or will only the itemtype "wizardhat" cover them?
* If DB goes off to do a repair-run, it can jump immediately to your "sell" section, without first checking for "keep" and "salvage" (ignores loot rule priority order), so you can lose everything in your backpack.
* If you have a full backpack and there are still items on the ground, it can TP to town, go through the normal stash/salvage/selling, go back through the portal, and then immediately end the run (ignoring all the items it couldn't fit in the backpack).
* Sometimes if it reaches the end of a run it'll ignore one final item on the ground regardless of backpack space, and just finish the run.
* Somewhat related to looting, the bot can sometimes get stuck at the stash, constantly moving/swapping items over and over for hours.
This isn't a gripe/moan/whinge thread - I genuinely love DB and all the work done by both the dev-team and the community at large with all the contributed profiles, rulesets, plugins, and even just researching stuff done by the non-techies. But I thought I'd try and provide a constructive criticism of the looting mechanisms - nobody wants to think their bot might have accidentally sold, or ignored, a $250 RMAH item drop!
I wonder, could the whole looting system be made as a separate, editable .cs file similar to how the combat routines are done?
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