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[Plugin] Giles Trinity

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1 handers can be valuable as an off-hand to barbarian whirlwinders, as the DPS is irrelevant, only the stat bonuses are, so they can still score quite highly. Still, the odd junk item is always going to happen :P

Unless they changed the way it works they average the dps between the 2 weapons then add 15% IAS which is your "weapon damage" (other stats included ofc) now.. dps matters on the off-hand just as much as the main hand.

*edit: After more research I've found all kinds of crazy opinions on the subject.

Hes what I think now;

Dual wielding gives you 15% IAS. Weapon swings independently of each other. This is why you'll notice different attack speeds on your character sheet depending on which weapon is next to attack (if they differ in Attack Speed). Weapon damage is calculated before each swing therefore DPS on off hand is equally important.
 
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My WW barb has about 53.5% crit chance, I installed Db twice and kept the default plugin as well.

The build I am trying is the same as the one you posted in page #2, the WW with overpower (No WOTB)

I have all that is needed to successfully run a ww tornado barb, except maybe damage (about 44k with shield but was planning on investing in a weapon once i had proof that it actually worked).

Did anyone have to change the code within WW barb so the bot doesn't freeze up and sit there while elites kill it?

Oh, does anyone run ww barb at 24% ms? My barb is set like that and could that be the cause of it freezing up? will check after maintenance.
 
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Hey Giles, 1.4.8 is great I love that it picks up in combat! That helps alot on getting all loot, but when an item drops and its running towards to get it, it dont use WW or sprint, and sometimes get stuck in a big pile of mobs, while trying to get to the loot. Is there a way to fix this?

Keep up the good work :D
 
Another suggestion :

Can you increase the priority on avoiding those arm pools from heralds of pestilence in act 3? Those pools account to about half of my deaths, my wizard fears them much more than any combination of nasty elites. It should be like whenever she sees them, immediately stop anything she's doing and haul ass away from there.
 
Another suggestion :

Can you increase the priority on avoiding those arm pools from heralds of pestilence in act 3? Those pools account to about half of my deaths, my wizard fears them much more than any combination of nasty elites. It should be like whenever she sees them, immediately stop anything she's doing and haul ass away from there.

this may be a kill radius issue, try increasing it in the profile by 5 and then 10 to see if it fixes it
 
Was it just after entering a portal, or in an area of map with particularly tight corridors and narrow bends? If so then it will be your routine/profile having an extremely short kill radius for that map-zone set to help prevent stucks. I find that most routines/profiles actually have this value set far too low (lower than is necessary), and they could all be increased by about 10 foot or so in every single routine I've seen to date - especially since Trinity handles unreachable monsters a lot better than default DemonBuddy/Belphegor does.

First thanks for your quick feedback!

Yes the place it happened was one of those rather narrow pathways in the Tower. I checked the profile but as far as I can see every part of it starts with the same initialization of:

combat="True" looting="True" lootRadius="80" killRadius="40"

and then a set of move commands only (with some actor checks here and there for portals or conditions since it is a "death support" profile). It doesnt get changed in between. Might be the bot just came back from a townrun (if that what you also mean by using a portal). Havent seen the behaviour again either since so I bet it was some glitch :)
 
MaleG:

Can you tell me what you do differently for mantra of healing spam, to what it currently does? :O

Hi again Giles!
Long story short, it does exactly as other Mantras do:spamming during combat, while now it doesnt seem to happen with mantra of Healing (the code is the same, just replacing the name, and deleting the "out of combat" use for healing purpose).

Its shield "on activation" is worth a spamming routine I think :P

EDIT in particular, in the Healing section, is missing
Code:
 && (iElitesWithinRange[RANGE_30] >= 1 || iAnythingWithinRange[RANGE_30] >= 3)
 
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Just wondering if PowerManager.CanCast() returns false if you're frozen by ice balls? The reason I ask is because you can use Ignore Pain while incapacitated (frozen). But I notice the bot will not use it if I'm frozen and below 45% health, instead will use it as soon as I become unfrozen. Any way around that?
 
I'm definitely seeing this for both EB and ET.. and often it won't even close distance for the melee weapon if I am out of AP.

I just changed all of the various EB/ET/melee ranges from 10f to 7f (when using wiz CM) and it is much better.
 
My WW barb has about 53.5% crit chance, I installed Db twice and kept the default plugin as well.

The build I am trying is the same as the one you posted in page #2, the WW with overpower (No WOTB)

I have all that is needed to successfully run a ww tornado barb, except maybe damage (about 44k with shield but was planning on investing in a weapon once i had proof that it actually worked).

Did anyone have to change the code within WW barb so the bot doesn't freeze up and sit there while elites kill it?

Oh, does anyone run ww barb at 24% ms? My barb is set like that and could that be the cause of it freezing up? will check after maintenance.

I run a WW barb with 24% ms, no problems so far, including freeze ups (except maybe in Rakki's when there is a ton of mobs and thats only on one machine).
 
Giles you made any progress with the tree aoe issue?

As far as I can find, there is no object available in dump ractors of the actual poison after it has dropped. Has anyone else been able to see anything when the poison is already "up"? I can only seem to get the actual pods themselves (before they explode).
 
About that avoidance stuff, I also see that with the new version of Trinity, my barbarian does not always run from freezing bombs, even if i check avoid when 100% health. In the previous version (actually do not know what was my earlier one, but i think it was 1.4.6.1 or 1.4.7 that was not happening. He run right away from it and avoid being freezed. Now 90% of my rip screen is because of that nasty freeze. I have to install other version to check if it will help.
 
Unless they changed the way it works they average the dps between the 2 weapons then add 15% IAS which is your "weapon damage" (other stats included ofc) now.. dps matters on the off-hand just as much as the main hand.

*edit: After more research I've found all kinds of crazy opinions on the subject.

Hes what I think now;

Dual wielding gives you 15% IAS. Weapon swings independently of each other. This is why you'll notice different attack speeds on your character sheet depending on which weapon is next to attack (if they differ in Attack Speed). Weapon damage is calculated before each swing therefore DPS on off hand is equally important.

Dual wielding is... weird. What your saying is true in a lot of cases, but WW barbs work differently (I'm pretty sure). Whirlwind itself alternates between your main and offhand between damage ticks, but Sprint tornadoes, which are most of your dmg, only take mainhand damage. That's why a lot of barbs get a stat-stick in their offhand. Ideally of course, you would want good dps on both weapons, but 80crit 800loh 200str 100vit 1os on a 300dps weapon is somewhat easier to get than on a 900dps weapon.
 
v1.4.9 uploaded:
- Legendary Item Stash Mobile Notifications - with iPhone "Prowl" app (Prowl - iOS Push Notifications) or Android "Notify My Android" app (Notify My Android - Home). Enter your API keys on the new "Mobile" config tab to receive mobile notifications.
NOTE: To get your key, log on to your account on the appropriate website, and from your account page, "Generate a key" - enter this key into your Trinity config.
- Pause function should be more reliable (shouldn't trigger inactivity/anti-stuck plugins if you stand around while paused).
- Should now correctly update your skills/hotbar after you make changes, without needing to restart the bot.
- If you have whirlwind, you will now use whirlwind to reach shrines, items, breakibles etc. if you have fury and there are monsters within radius, to keep WW'ing everywhere.
- Wizards with critical-mass enabled and teleport on their hotbar will use teleport rapidly when in combat, teleporting in a roughly-randomized position close to the target.
- Wrath of the berserker now only causes your character to avoid ice-balls - other AOE stuff is as per your settings (since you only use wrath on elites, and only elites cause AOE's!)
- Wrath is no longer used on goblins (this is 90% of the time a waste).
- Some other changes to some wizard/witch-doctor skills (particularly aimed at critical mass/grave injustice builds).
(v1.4.9.1 hotfix) - Legendary notifications should now work with multiple legendary stashes at the same time.
(v1.4.9.1 hotfix) - A few more indestructible barricades added to the blacklist.

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IMPORTANT: Updating Plugin Versions:
To minimize or fix problems (random slowdowns, oddities with avoidance settings ignoring certain avoidance types), you should do the following things every time you update Giles Trinity or if you get any problems after updating;
1: Make sure DemonBuddy is closed
2: Go into the DemonBuddy folder, and DELETE the entire "CompiledAssemblies" folder from within the DB folder (this is completely fine and safe to do - DemonBuddy will rebuild this folder!).
3: Go into the /settings/ folder within DemonBuddy - in this folder, delete "GilesTrinity.cfg".
4: Load DB and configure the plugin again
Following these quick, simple instructions will fix a lot of random issues that can crop up between upgrades. The reason for these requirements is largely down to the size and complexity of Giles Trinity.
 
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Legendary Item Stash Mobile Notifications, you got to be f*cking kidding me..... Although I just read it, I had to post this right away. Didnt even have time to read the rest of your post...... OMG
 
I would like to see "Reduced Level Requirement" get additional weight on item scores. Some items that are otherwise junk are godlike to a level 45 when they have that -15level on them.

It would be nice if more of those were thrown in storage for me to filter out.

Partly to sell, but they arent worth much... mostly because I am working on a -15level set for faster leveling of new bots thru the slower levels.

reduced level requirement by 18 Levels on crossbow, bows or most of the 1h weapons bump their prices pretty high...

How is the attribute included into the Weapon score?
 
Is there a way to test if the notify is working?
Put a legendary item in your backpack. Fill the rest of your backpack up with whatever (items from stash, random vendor-bought junk, anything) so backpack is full. Start bot - it'll have to town-run straight away to empty your pack.
 
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