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[1.7.1.6] Bugs Compendium

Barb issue:
When avoiding aoe, it keeps ww'ing. This wastes fury.
 
Companions blue items issue

I noticed that DB skip them.
Trinixy Settings is default - pickup EVERYTHING
 
BarbWW: After killed bosses/some elites it thinks its still alive and AFK/waste Fury with WW on it for a long time till the "death animation" is ended this results i many deaths for me on ubers.

And what is that bulls**t when it kites all mobs/elite/bosses when HP is low its the worst thing ever.
 
Updated with graploos and arenty's issues. The only class that has not stated any problems are the Witch Doctors as of yet.
 
BarbWW: After killed bosses/some elites it thinks its still alive and AFK/waste Fury with WW on it for a long time till the "death animation" is ended this results i many deaths for me on ubers.

And what is that bulls**t when it kites all mobs/elite/bosses when HP is low its the worst thing ever.

I fixed this and have submitted a merge request to rrrix's for inclusion into Trinity....was really hampering my Uber game too. The first part anyway...not sure about the low HP kiting.

If you want a quick fix, download my weighting.cs version off git and replace yours in Trinity (I'm actively using it with the latest trinity) By the way this will fix the issue for ALL classes...my monk wouldn't attack but just stand there and wait until the animation was finished:
https://www.assembla.com/code/magiG...95f8dfb50d3bad67f1dc747f/Sources/Weighting.cs
 
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what up with CM wizard? i can play myself at mp7 no problems but the bot cant even play mp3.

i think the problem is that it doesnt cast spells fast enough and rarely use Energy Twister
 
@arenty, I've already listed the CM/WW Wiz issues in the first post. Unfortunately for us, there are a lot more severe bugs that require attention. So until then, Wizards will have to wait.
 
I fixed this and have submitted a merge request to rrrix's for inclusion into Trinity....was really hampering my Uber game too. The first part anyway...not sure about the low HP kiting.

If you want a quick fix, download my weighting.cs version off git and replace yours in Trinity (I'm actively using it with the latest trinity) By the way this will fix the issue for ALL classes...my monk wouldn't attack but just stand there and wait until the animation was finished:
https://www.assembla.com/code/magiG...95f8dfb50d3bad67f1dc747f/Sources/Weighting.cs

I'm surprised this worked, since, I have a check in the cache system that if any Unit has <= 0 hit points, it's not added to the cache (therefor, no longer a target...) Maybe that's broke though.
 
bot always clicking again and again on the empty shrine he already used before, if he repeat the way after resurrection or smthing else. its old bug. fix it if its possible. ty
 
I'm going to attempt a couple things to see if I can find a temp solution. I will release the Potion Cap and see if it doesn't get stuck in this loop. If that doesn't do the trick, I will Ignore All potions and see if that works as well.

I consider this a pretty serious bug considering it completely locks up D3 eventually and because its an infinite loop it prevents any inactivity timers from kicking in, but I did find a temp solution to the problem:

Don't use a potion cap at 100. Either ignore all the potions or gather all the potions. I chose the latter but I'm assuming here they both work at preventing this infinite loop.

You will still occasionally see "ignoring potion" spamming in DB logs but it no longer locks up at the vendor.
 
I posted 1.7.1.7

Trinity - Download Here

Changelog:

Changelog 1.7.1.7:

  • Monk performance issues should be resolved
  • Fix for monk blinding flash (by Magi)
  • Improved overall performance (removed potential duplicate actor update & frame locking)
  • Fixed attacking monsters/ubers with 0% health
  • Removed kiting when below 15% health (kiting still works if turned on in class config)
  • Fixed salvaging legendaries
  • Increased range that blocking destructables are destroyed at (from 2 to 5), may need further adjustment
  • Rolled back dynamic gold pickup logic to "simple" - (for a more advanced version, see thread 1.7.1.7 mods by SP).
  • Added additional chest/resplendent chest SNO's
  • Fixed gold pickup flip-flop (stuck) while moving to pickup far away gold
 
Anyone getting weird stucks at stairs (heart of damned or cursed) at 1.7.1.6?? noticed it on my barb and my monks..
 
i Try 1.7.1.6 yesterday, and i saw my window D3 lag and reduce frame alot (Ping still green 21x), i don't know why, try to disable all effect in D3 ( i setting low before) then i go back to use 1.6.3.4 , it's ok now. Today you have nice post 1.7.1.7, i will try it later, thank for update
Iam testing it: have problem:
My DH attack speed is 1.96 but, 1.7.1.7 attack shot slow, why? can i modify shot at 1.96 speed? i saw it have shot at lower speed, the ball lightning not fast as i keep pressing mouse
 
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Monk Issues
From what I can deduce, the issues mentioned below are mostly monk related.

Monk Weapon Swapper Error
http://www.thebuddyforum.com/demonb...27-bug-1-7-1-5-monk-weapon-swapper-error.html
Problem: Monk Weapon Swapper Error

Description: Spams weapon swap every town run even if you don't have it enabled. Causing lag and performance drop. Verified this no longer happens using forced town runs.

--EDIT--
Forgot to mention that I tested this on the latest development build as well to see if it was resolved. I still received many weapon swap spams every town run.
--EDIT--

Solution:

Abilities\WeaponSwap.cs

@ line 145
Change
Code:
// Don't run if we're not a monk
            if (GilesTrinity.playerStatus.ActorClass != ActorClass.Monk)
                return;
To
Code:
// Don't run if we're not a monk
            if (GilesTrinity.playerStatus.ActorClass != ActorClass.Monk || !GilesTrinity.Settings.Combat.Monk.SweepingWindWeaponSwap)
                return;

@ line 301
Change
Code:
if (GilesTrinity.playerStatus.ActorClass != ActorClass.Monk)
            {
                return;
            }
To
Code:
if (GilesTrinity.playerStatus.ActorClass != ActorClass.Monk || !GilesTrinity.Settings.Combat.Monk.SweepingWindWeaponSwap)
            {
                return;
            }
 
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Good find My420Time, don't have a monk to test it though. Updated first post to reflect your changes!
 
1.7.1.7 gold pickup is bugged, not taking into consideration the minimum gold pile amount and picks up every gold pile.
 
iam still using 1.6.3.4 so faster than 1.7.1.6, 1.7.1.7 shot slower than real speed of my DH. And 1.7.1.6 have slow frame in my D3
 
Testing 1.7.1.7 now.

BUG: Gold piles do not honor the minimum slider in the UI and simply pick up everything.

--------------

Is it time to perhaps migrate what hasn't been fixed and what is new to a separate thread for 1.7.1.7? We don't want these threads getting uber long and want to keep it from becoming a spaghetti monster of version problems/fixes.

Or we keep the thread going while under 1.7.1.x and once we hit 1.7.2.x we move to another thread. Whatever works.

-------------

So far performance does seem improved in 1.7.1.7. I'm also noticing better kiting/attacking with my DH. Did encounter one stuck (never happened before in 1.7.1.6) in tower of the damned. Will continue to test and see if I find any other issues.
 
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