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[Plugin] Escape Desecrator \ Arcane

going to leave this running for 10 hours so i can give you some solid feedback to work with, how do i post a log again?

FYI I'm a monk so only option I tick is move from beams, everything else is unchecked as I can just tank it.

Using move at 99% health check, and standard range check.

Xeno!
 
When I tested the last version last evening with this settings: only arcane 15 yards 80%. It didn't appear to dodge arcane either. I didn't do much testing though. But I saw him actually standing in arcane and fighting while under 80% hp all the way through 50% and then he won.

Same here. Worked fine with v 0.3 but not with v 0.4. Seems like there is a problem with Desecrators aswell.. Haven't tested any other affix.
 
Same here. Worked fine with v 0.3 but not with v 0.4. Seems like there is a problem with Desecrators aswell.. Haven't tested any other affix.
Need logs from DB when you stay in this affixe + your config (hp and distance), becouse when i testing this with my wizard (80% hp and 8 range) - it work good.
 
Need logs from DB when you stay in this affixe + your config (hp and distance), becouse when i testing this with my wizard (80% hp and 8 range) - it work good.

Ill post it as soon as I get home tomorrow! Thanks for a great plugin btw. And its nice to see how active you are to answer/fix problems <3
 
yer had to turn it off in the end, he tried to run from the beams and just ended up spinning on the spot and dying :P
 
If you have bugs with this plugin, i need logs + your class + more info about "what happened". Without this i cant repeat this situations to fix or improve this.
 
A suggestion: needs multiple awareness sometimes. For instance, I just died running from a desecrator all the way down an arcane laser lol
 
What you think about, if i again disable botmain, but implement own (like at beplhegor) AI to use health potions and globes? it is necessary to enter?
 
Hi,

Thanks for putting effort and time in making this addon. I've tested this addon for many hours as a monk but to be honest it doesn't help at all. I also unchecked all others options but the arcane enchanted but even then it fails to run away from them. There is nothing useful to post regarding logs. If only this addon managed to keep the character safe from arcane beams then it would be a BIG improvement to DB since 99% of deaths at least for melee are caused by them since with a decent LoH you can survive all other shit.

Currently DB is not so intelligent as the character stands right on the beam spot and dies in seconds and since it cannot resume from where it died, either it logs out and starts a new game or it runs the profile all over again, which is very very frustrating.

Anyway thanks for actually trying to do something about it.
 
Hi,

Thanks for putting effort and time in making this addon. I've tested this addon for many hours as a monk but to be honest it doesn't help at all. I also unchecked all others options but the arcane enchanted but even then it fails to run away from them. There is nothing useful to post regarding logs. If only this addon managed to keep the character safe from arcane beams then it would be a BIG improvement to DB since 99% of deaths at least for melee are caused by them since with a decent LoH you can survive all other shit.

Currently DB is not so intelligent as the character stands right on the beam spot and dies in seconds and since it cannot resume from where it died, either it logs out and starts a new game or it runs the profile all over again, which is very very frustrating.

Anyway thanks for actually trying to do something about it.

Your quite the optimist aren't you? sigh.

I find this plugin to be better than nothing, it works when your hero is standing on multiple desecrater and LOH is not enough. I think it would be harder to implement very intelligent movement around arcanes since they are a moving object.
 
Your quite the optimist aren't you? sigh.

I find this plugin to be better than nothing, it works when your hero is standing on multiple desecrater and LOH is not enough. I think it would be harder to implement very intelligent movement around arcanes since they are a moving object.

Sadly, for melee it is worse than nothing. If the enemy is a ranged, and you are melee, you will get stuck running in and out and in and out of desecrate until you die.
 
I can try do this better only if you help me :<
 
p.s. look like i havent this problems with my barb, that farming inferno elites, hmhm..
 
p.s. look like i havent this problems with my barb, that farming inferno elites, hmhm..
I said it earlier, but maybe you missed it since it was the last post on the page.

Melee needs special rules when fighting ranged mobs otherwise my barb just runs out then right back in then out then in of aoe... because the ranged mob doesn't move.

Ranged Mob | Desecrate | -------8yards------ | Me ... I move away, the ranged mob stays where he is since he's ranged, I meet the requirement for being far enough away and I run back into attack but I go right back to where desecrate is. So I lose a little more health and move out again. Then I'm far enough away and I move back into attack and take a little more damage then move back again. This repeats until I die.

Edit: I drew a picture to help explain.
JJZuD.png
 
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Okay, thanks, i understand. How you think it must work at this situation?
btw, rly good, if all can make pictures, like this !
 
Okay, thanks, i understand. How you think it must work at this situation?

The best solution, I think, would be (on ranged mobs) to run through the mob rather than away from it. So you get on the opposite side of the desecrate. And if it can't escape the desecrate after like 2 attempts, have it ignore it and just try to kill the mob before it's too late.

Edit: Another picture
EWiuD.png
 
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So, looks like I need to find a position that is closest to the target, that bot wants to kill, and this position must be secure from other affixes, right?
And maybe make my own hp + globes pickup, and if i cant come to target, that bot want attack (cus there many affixes) - then just wait?
Look like i need self route, or stop belphegor, till all conditions are true (we run from affixe, wait while we can move to mob safe (at this time we just use potions and globes, and then come to mob, and only after this enable belphegor)

true?
 
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I'm lazy and haven't read the thread but 0.4 still prevents running to health globes. I haven't checked it but this should work:


Code:
private static DiaObject HealthGlobes
                {
                    get
                    {
                        return ZetaDia.Actors.GetActorsOfType<DiaItem>().Where(i => i.ActorSNO == 4267 && 
           i.Distance <= 34f).OrderBy(i => i.Distance).FirstOrDefault();
                    }
                }
            
        public void OnPulse()
                {
                    if (ZetaDia.IsInGame && ZetaDia.Me.IsValid)
                    {
                        if (ZetaDia.Me.HitpointsCurrentPct < 0.65 && 
                            HealthGlobes != null)
                        {/*
                        if (!BotMain.IsPaused)
                        {
                            SimpleValueRetriever<bool> shouldGetGlobe = ShouldGetGlobe;
                            BotMain.PauseWhile(shouldGetGlobe);
                        }*/
                            if (Zeta.CommonBot.PowerManager.CanCast(SNOPower.DemonHunter_Vault))
                            {
                                ZetaDia.Me.UsePower(SNOPower.DemonHunter_Vault, HealthGlobes.Position, ZetaDia.Me.WorldDynamicId);
                            }
                            else if (Zeta.CommonBot.PowerManager.CanCast(SNOPower.Wizard_Teleport))
                            {
                                ZetaDia.Me.UsePower(SNOPower.Wizard_Teleport, HealthGlobes.Position, ZetaDia.Me.WorldDynamicId);
                            }
                            else if (Zeta.CommonBot.PowerManager.CanCast(SNOPower.Barbarian_FuriousCharge) && false)
                            {
                               //something clever
                            }
                            else //people should suggest abilities to use with the run to the health globe 
                                //like smokescreen, spirit walk, dashing strike or whatever
                            {
                                Movement.MoveTo(HealthGlobes.Position, 2.5f);
                            }
                        }
                        else
                        {
                            if (CombatTargeting.Instance.LastObjects.Count(u => IsDebuff((DiaUnit)u)) >= 1)
                            {
                                MoveAway();
                            }
                            if (ZetaDia.Actors.GetActorsOfType<DiaObject>(true, false).Count(u => IsDebuff((DiaObject)u)) >= 1)
                            {
                                MoveAway();
                            }
                        }
                    }
                }

edit: I used http://www.thebuddyforum.com/demonbuddy-forum/combat-routines/58270-belphegor-test-release.html and http://www.thebuddyforum.com/demonb...globes-pick-up-health-globes-when-needed.html and put it into this plugins pulse function. the range and health % might need to be tweaked, btw.
 
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Tested for hours on my monk as well and I also experienced the above pictures/discriptions. However I tried to work around the problem by fearing (with Breath of Heaven + Penitent Flame run) the mobs and setting the evader to kick in at 70%.
In the end the plugin caused 75% less death wich is imo a very good result! Becoz the mobs get feared the move away a little and that way the bot doesnt run back to the same spot and thus not back into danger (it kind of follows a path as described above).

All in all very happy with the plugin! Tnx a lot Outside :)
 
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