ElPaintero
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- Aug 19, 2012
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Quote Originally Posted by JoeC View Post
Ok ive been using Trinity v1.1 since its been the smoothest for me even without the avoidance. i seem to only die in nasty packs. i just reverted to v1.3.1 and with a bit of tweaking the avoidance seems to be OK, im leaving it overnight and ill check back and report what i see once i read the logs.
In the meantime, these are issues that I currently see with v1.3.1:
1) Bot does not pickup Health globes % hp specified nor does it pick them up or use the skill in a timely manner. I changed the heal globe % down to 35% and it seems to wait til its about 20% before trying to get one, sometimes it doesnt even try.
2) The bot no longer attacks smoothly, especially with Frenzy. When there 2 or more units within melee distance, it would attack once, wait 1 second then attack again, like hit pause hit pause ..etc. I increased the ticker to 15 max. and still the same issue.
3) After walking away and targeting mobs once loot hits the floor, in v1.1 he would ALWAYS go back and pickup what was left behind, in v1.3.1 it seems that it only venture to a certain distance before continue on its path. I had set my loot radius to 150 just in case and its still happens.
4) Azmodan fight, when running away from the pool, as soon as he pops WOTB, he would go back to fight him ignoring the pools til he dies. also once on azmo, if he uses the pot once or attempt to pickup a health globe, it would not use it again even though the cooldown is fine.
any response to the above giles?
Item 1) definitely occurs for me. Plugins: Trinity, Rads. TPS=15. I also gave D3 and DB their own special processor cores, and above normal priority.
Also, while barbarian is whirlwinding, it does not avoid any AOEs or "avoidance" items on the avoidance list. Example: It will happily whirlwind on top of molten, desecrator, and arcane sentry, as long as the mob is standing near those AOEs.
Another issue with whirlwinding (hurricane rune) is sprint usage during ww channeling. Currently, the barb will cast sprint, then whirlwind into an enemy. This results in a whirlwind at normal walk speed, which, quite frankly, is crap, and renders Sprint useless because at normal walk speed, no tornadoes spawn. And if no tornadoes spawn, insufficient fury is generated to sustain Whirlwind or Sprint, and the barb must stop to use Frenzy to generate fury. My ideas to fix this: a very short wait timer, and a move command past the mob it's going to attack, after Sprint is cast but before Whirlwind is cast. This should generate fury, because the tornado will hit the mob.
Leap on cooldown. I want leap on cooldown, period. The only time I don't want leaping is when in town (sprint is fine), and when trying to cast town portal.
Separate thought
Idea: for whirlwind barbarian, at a given (adjustable in settings) health %, it will sprint away, casting deadly tornadoes behind it (from Sprint's "run like the wind" rune). These will 1) heal the player, who has low health; 2) allow player to escape being killed; 3) do tons of damage to mobs chasing player (my tornadoes do much more damage than the whirlwind skill does).
Also, if barb could sprint around more and use less whirlwind, that would be good. Whirlwind does a little extra damage on top of the large amounts of damage Sprint does with "run like the wind" rune. So anything to maximize sprinting around (and thus generating tornadoes) would go a long way towards speeding up A3 runs and increasing survivability. Simply sprinting past a mob, then immediately backtracking past that mob again while sprinting would be awesome. This is similar to what I suggested above.
Thanks, Giles. I don't know how you find all the time to deal with all these comments.