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Trinity - Wizard Class

Also the range for electrocute - Arc Lightning needs to be fixed since it has a shorter range than the other electrocute runes.
 
Also the range for electrocute - Arc Lightning needs to be fixed since it has a shorter range than the other electrocute runes.
There's actually no way to read a rune on skills. I keep nagging Apoc/Nesox about this to add support into DB, but nothing so far. Fingers crossed...
 
Sorry for noobish questions but I just registered end thinking of trying botting act 1 champ wizard with this plugin. Does someone have experience about stats required to get that working ok with this suggested build? Or is there better low budget build available?
By default it only works with the example cm build and to change that I need to edit the code?
 
OMG my wizard just got so much more powerful after the 1.5.1.2 update.
Now if only could calculate where to teleport for avoidance, the bot would play better than I do. lol.
 
Holy shit Giles, bot is running perfectly. Only thing I edited for my archon wizard was the buff requirement before archon - I commented that part out since sometimes it wouldn't cast it because it didn't have enough arcane power for both buffs + archon (I just made it cast both buffs every 60 seconds). Other than that, it's amazing, love you dude.
 
Hi Giles, excellent work with the latest version.

Using archon really speed up the runs. It lowers full run with 10+ min.

The only problem I found is when fighting (extra) fast elite packs with illusions and extra health. In this combination (or similar), the monsters will come very quickly in your melee range and if the wiz is surrounded it dies extremely fast.

Is there a way to disable the Archon for certain type of affixes or generally for elites and champions?
 
Hi Giles, excellent work with the latest version.
Using archon really speed up the runs. It lowers full run with 10+ min.
The only problem I found is when fighting (extra) fast elite packs with illusions and extra health. In this combination (or similar), the monsters will come very quickly in your melee range and if the wiz is surrounded it dies extremely fast.
Is there a way to disable the Archon for certain type of affixes or generally for elites and champions?

It is possible to check for specific affixes on elites, yes - so it's possible to do "different things for different affixes" - but everybody probably knows that my MAIN aim with Trinity is to only code things in that "works best for everyone" (or best for *MOST* is actually closer to the truth) - I only like to add options/configs when there is no choice (no "best/better" solution best for most people). What happens that causes the problem exactly, and can you think of any other way to help prevent/fix it, other than disabling archon use? Detecting the enemies at further range and enabling archon sooner, perhaps?
 
It is possible to check for specific affixes on elites, yes - so it's possible to do "different things for different affixes" - but everybody probably knows that my MAIN aim with Trinity is to only code things in that "works best for everyone" (or best for *MOST* is actually closer to the truth) - I only like to add options/configs when there is no choice (no "best/better" solution best for most people). What happens that causes the problem exactly, and can you think of any other way to help prevent/fix it, other than disabling archon use? Detecting the enemies at further range and enabling archon sooner, perhaps?

It's not a big problem tho... I was checking the logs and it was going with 1 death per hour till it met the Phase beasts. It died 7-8 times in a row on them.

I don't think that enabling Archon prior fight will prevent it. Actually this problem might only appear with blinking illusionist mobs (Phase beasts, naga, etc.) Also, fighting bosses will be better with Storm chaser (for now). I have 1k LoH with 45%cit and it's not enough to kill Azmo standing in the pulls.

If you tell me how to disable it for bosses and elites I can test it and provide feedback.
 
If you tell me how to disable it for bosses and elites I can test it and provide feedback.

At the moment, you'll have to disable it for "all elites" rather than specific elites (just to save any complex code for now incase you aren't too familiar with the code). If you open the code up (in any editor, even notepad), and ctrl+f to find this section of code;
Code:
                        // Archon
                        if (!bOOCBuff && !bCurrentlyAvoiding && hashPowerHotbarAbilities.Contains(SNOPower.Wizard_Archon) &&
                            [COLOR="#0000FF"](iElitesWithinRange[RANGE_30] >= 1 || iAnythingWithinRange[RANGE_25] >= 1 || playerStatus.dCurrentHealthPct <= 0.6 || (targetCurrent.bThisEliteRareUnique && targetCurrent.fRadiusDistance <= 30f)) &&[/COLOR]
                            playerStatus.dCurrentEnergy >= 25 &&
                            (GilesUseTimer(SNOPower.Wizard_Archon) || 
                             (settings.bEnableCriticalMass && DateTime.Now.Subtract(dictAbilityLastUse[SNOPower.Wizard_Archon]).TotalMilliseconds >= 20000)) &&
                            PowerManager.CanCast(SNOPower.Wizard_Archon))

You can stop it casting on bosses and elites (and only cast on greys) by doing this;
Code:
                        // Archon
                        if (!bOOCBuff && !bCurrentlyAvoiding && hashPowerHotbarAbilities.Contains(SNOPower.Wizard_Archon) &&
[COLOR="#0000FF"]                            iAnythingWithinRange[RANGE_25] >= 1 &&
                            iElitesWithinRange[RANGE_30] == 0 &&
                            !bAnyBossesInRange &&[/COLOR]
                            playerStatus.dCurrentEnergy >= 25 &&
                            (GilesUseTimer(SNOPower.Wizard_Archon) || 
                             (settings.bEnableCriticalMass && DateTime.Now.Subtract(dictAbilityLastUse[SNOPower.Wizard_Archon]).TotalMilliseconds >= 20000)) &&
                            PowerManager.CanCast(SNOPower.Wizard_Archon))

(I highlighted the line I changed, and what I changed it to, in blue). Basically it will now cast archon on greys... BUT - not if there is a boss in range, and not if there is an elite in range! If you want it to still cast on elites (but not bosses), delete the " iElitesWithinRange[RANGE_30] == 0 &&" line entirely from the above change.
 
After testing it seems that the actual combat of the bot is MUCH improved, however I cannot seem to find a way to stop it automatically going for a melee attack when it drops out of Archon instead of resetting and going back to DS/FN Spam.

It seems this problem persists in the newest version, very rarely but it does. Anyone else experiencing this too?
 
It seems this problem persists in the newest version, very rarely but it does. Anyone else experiencing this too?

Very very rarely, think I've seen it happen once or twice in 12+ hours.

Edit: Just found this while browsing through, legend Giles

Code:
private const bool bFullAnalysis = false; // Teehee I typed "Anal" LOLOLOL
 
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I've been testing around mainly because of the changes to Energy Twister coming with 1.05 and found Meteor (Star Impact, Liquify) to be viable as replacements for Energy Twister.. but right now Trinity is handling them wrong.. Meteor code needs to be reviewed and changed so something similar to Energy Twister. This will require better gear to to work.. 18+ APoC, 40%+ CC and if all possible -AP items for Meteor.. ideally offhand with -5 and SOJ with -5 will reduce cost to 20 AP per cast.

Yes this build will be more expensive but its better compared to ET because Meteor on its own does huge DPS add to that Explosive Blast and you have something quit nice;)
 
Giles, I read a post of yours somewhere saying that the current DB cannot hold the mouse button down, it has to do it in bursts (like Disintegrate is set up at the moment)

Can you please hassle the dev's about this? I just tested a full A3 run with my Archon build which the bot dies about 5-10 times an hour depending on affixes. Solo I took down over 45 elite packs without moving (except to dodge Frozen) because with 100k dps the elites go down before they can use abilities. But because the bot uses bursts instead of a constant stream it takes at least double the time to kill them (don't ask me how it's that big of a difference but I did time a few to check). If this was sorted out it means that theoretically I can pretty much turn all avoidance off yet get less deaths per hour lol.

Lemme know :)
 
While I was monitoring my cm wiz, I noticed my wiz didn't attack a barricade (called Small Charred Barricade) in act 3's Rakkis Crossing located left down the stairs to the left of wp.
 
I've been testing around mainly because of the changes to Energy Twister coming with 1.05 and found Meteor (Star Impact, Liquify) to be viable as replacements for Energy Twister.. but right now Trinity is handling them wrong.. Meteor code needs to be reviewed and changed so something similar to Energy Twister. This will require better gear to to work.. 18+ APoC, 40%+ CC and if all possible -AP items for Meteor.. ideally offhand with -5 and SOJ with -5 will reduce cost to 20 AP per cast.

Yes this build will be more expensive but its better compared to ET because Meteor on its own does huge DPS add to that Explosive Blast and you have something quit nice;)

I wouldn't bother trying to make a build around meteor. lizz seem determined to kill ANY Cm builds.
part of patch notes for latest patch on the PTR:
Wizard

Ice Armor
Now reduces damage from melee attacks by 8% 12%
Skill Rune - Crystallize
Armor bonus per stack reduced from 30% to 20%
Meteor
Skill Rune - Star Pact
Proc coefficient reduced from 0.1 to 0.05
Skill Rune - Meteor Shower
Proc coefficient reduced from 0.25 to 0.10625
Skill Rune - Liquefy
Proc coefficient reduced from 0.125 to 0.10625
Ray of Frost
Skill Rune – Sleet Storm
Weapon damage increased from 215% to 333% 280%
Spectral Blade
Proc coefficient reduced from 0.222 to 0.14
Skill Rune – Healing Blades
Heal amount reduced from 8% to 5% of critical damage done
Skill Rune - Thrown Blades
Proc coefficient reduced from 0.111 to 0.08
Storm Armor
Now triggers much more frequently

Bug Fixes

Archon: Teleport
Now properly breaks roots when cast
Magic Weapon
Skill Rune - Blood Magic
Blood Magic should now work with damge over time spells (such as Archon: Disintegrate, Ray of Frost, etc)
Illusionist
Illusionist should now reset the cooldown of Archon: Teleport when it procs

Check out the number of proc reductions, its redicoulous.
 
I wouldn't bother trying to make a build around meteor. lizz seem determined to kill ANY Cm builds.
part of patch notes for latest patch on the PTR:
Wizard

Ice Armor
Now reduces damage from melee attacks by 8% 12%
Skill Rune - Crystallize
Armor bonus per stack reduced from 30% to 20%
Meteor
Skill Rune - Star Pact
Proc coefficient reduced from 0.1 to 0.05
Skill Rune - Meteor Shower
Proc coefficient reduced from 0.25 to 0.10625
Skill Rune - Liquefy
Proc coefficient reduced from 0.125 to 0.10625
Ray of Frost
Skill Rune ? Sleet Storm
Weapon damage increased from 215% to 333% 280%
Spectral Blade
Proc coefficient reduced from 0.222 to 0.14
Skill Rune ? Healing Blades
Heal amount reduced from 8% to 5% of critical damage done
Skill Rune - Thrown Blades
Proc coefficient reduced from 0.111 to 0.08
Storm Armor
Now triggers much more frequently

Bug Fixes

Archon: Teleport
Now properly breaks roots when cast
Magic Weapon
Skill Rune - Blood Magic
Blood Magic should now work with damge over time spells (such as Archon: Disintegrate, Ray of Frost, etc)
Illusionist
Illusionist should now reset the cooldown of Archon: Teleport when it procs

Check out the number of proc reductions, its redicoulous.

Forget star pact then, get 20+ APOC and use Astral Presence + Energy Armor (pinpoint Barrier) to have 140 max AP = 4 Liquify's you can get off before you run out of AP.

I tested star pact out yesterday with a measly 10 APOC haha, managed an entire run on MP6. If liquify has the same proc rate as that then it's all good :)

I will be posting a build that is definitely viable for MP10 as soon as I can get a decent APOC weapon on PTR, with videos etc :)
 
Liquify has better proc rate because the fire dots proc as well over time;)

oh and hellfire ring is the most stupid thing I've ever seen 5Million damage.. and it does not trigger on CRIT/PROC like Blizzard claimed it is triggering on Attack..
CM/WW is viable in 1.05 MP10 if you have 2.6 AP ~20 APoC ~40+% CC tested it earlier but you will need seriously good AR/Armor for MP10.
 
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Liquify has better proc rate because the fire dots proc as well over time;)

All meteor runes have a DOT that procs :)

Anyway, using a cheap storm crow with 10apoc, occulus with 9 apoc and I'll get a 1.4as wand with 10 apoc, MP10 will be a joke lol
 
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All meteor runes have a DOT that procs :)

Yeah but Liquify stays in place for 6 seconds? Star pact sucks compared to that.. only problem is Meteor build requires you to have atleast -5 Arcane power to meteor better 10.. and getting that on a APoC offhand right now is kinda hard because prices went insane.. I had to pay 150mil for 30% to elite -5 Arcane on meteor SOJ~_~
 
Yeah but Liquify stays in place for 6 seconds? Star pact sucks compared to that.. only problem is Meteor build requires you to have atleast -5 Arcane power to meteor better 10.. and getting that on a APoC offhand right now is kinda hard because prices went insane.. I had to pay 150mil for 30% to elite -5 Arcane on meteor SOJ~_~

You dont need -Meteor AP cost really.

If you just stack APOC up to 25-30, with a decent attack speed it's all good.

Using Star pact, Chain reaction, Deep Freeze, Diamond Shards/Crystal shell, Energy Tap, Astral Presence I proc'd enough vs one elite to keep it permstunned with 10apoc only lol (mp6)

EDIT: If you're using SOJ + Hellfire then you sacrifice Zuni Pox + set bonus which is a bit annoying, personally I'll stick with ZP + Hellfire, unless I can stack +Damage% vs elites to 50%+ to make it viable

RE-EDIT: They've re-nerfed all proc rates, reducing them even more. Cant survive at 30 Apoc 2.2AS 40%CC with liquify/SC/Any other proccing skills. Looks like perma Diamond skin + Perm Freeze is at an end for good.
 
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