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Plugins\Trinity\Combat\Abilities\View attachment 196359
Plugins\Trinity\Combat\View attachment 196360
Plugins\Trinity\Combat\View attachment 196363
Plugins\Trinity\Cache\View attachment 196361
Plugins\Trinity\Movement\View attachment 196362

Trinity settings same as before except two things:

1. Minimum trash mob pack size is "1" and Trash Pack Cluster Radius is 70
2. Furious charge OOC is "checked"

DB ver. is 1.1.2881.442
Trinity ver. is 2.13.90
Adventurer ver. is 1.3.4.1
going to test ** thx alot dude !!
 
it's work i guess i need to test, but u can solve the autoattacking problem vs 1-2-3 trash mob ?
update: not working just stuck much more and trying to autoattack

Mine is working fine with >1 charge.
Don't forget to click OOC furious charge in DB barbarian combat setting.
 
and where you can download the Trinity ver. is 2.13.90??
is there a difference from the new Trinity 2.14.11?
 
I'm running latest everything (adventurer,trinity and DB) and I am using the above posted files from Keestune with cutiejohnjohn's recommendation of turning on FC OOC and it seems to be working ok.

It still stops sometimes and auto attacks things and it seems to run out of FC Charges at times and gets a bit confused but it's not so bad.

For some reason though mine works pretty good on rifts but on bounties it goes completely retarded and just runs through monsters, occasionally stopping to fight. I have Safe Zerg turned off. Could be an Adventurer issue but i'm curious if anyone else is seeing it?
 
I'm running latest everything (adventurer,trinity and DB) and I am using the above posted files from Keestune with cutiejohnjohn's recommendation of turning on FC OOC and it seems to be working ok.

It still stops sometimes and auto attacks things and it seems to run out of FC Charges at times and gets a bit confused but it's not so bad.

For some reason though mine works pretty good on rifts but on bounties it goes completely retarded and just runs through monsters, occasionally stopping to fight. I have Safe Zerg turned off. Could be an Adventurer issue but i'm curious if anyone else is seeing it?
same here ^^ hope we can find a solution
 
Yeah I want to run the BountyCycleRift profile that Adventurer brought out but its epic fail right now :(

EDIT: been watching it for a while now on Rifts and its pretty fricken awesome! thanks heaps!
 
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There is 3 reason in my build why you can loose all charges:


1. Invulnarability on elites: working on it.
2. Trinity cache is not refreshing mobs status in time(dead is considering as alive for short time): nothing that i can do.
3. Invisible mobs(Snakes): working on it.
 
4. You unfortunately rolled a barbarian who is missing a few key chromosomes and you are inevitably handicapped for the remainder of your life on this planet :(
 
There is 3 reason in my build why you can loose all charges:


1. Invulnarability on elites: working on it.
2. Trinity cache is not refreshing mobs status in time(dead is considering as alive for short time): nothing that i can do.
3. Invisible mobs(Snakes): working on it.

Are you able to confirm there are issues with Bounties for you also Keestune so we can rule out your config? I'm happy to point the finger at Aventurer! hehe

20 deaths per hr on a grift 46 but he is so BS that he is still finishing them with half the time left lol
 
and you can follow any responses to make sure that he did not collect the balls experience that das more time there to kill bolego number of mobs .
?)
 
whether it is possible to do so would be after the murder of the elite pack , not to collect the balls of experience , it will give us more time to Kill Simple mobs .
 
whether it is possible to do so would be after the murder of the elite pack , not to collect the balls of experience , it will give us more time to Kill Simple mobs .

Mine seems to do this anyway, mine ran past two purple balls of experience that were within arms reach... sometimes it goes for them, sometimes it doesn't. It's quite odd.
 
Could be just me but it seems to not prioritise elite mobs, it will charge into a pack of them, charge away (which is fine), but never charge back.
 
yes, but I'm talking about other things . I'm talking about something that would be in the GR he did not collect the balls of experience after the assassination of the elite pack.
slower progression in greater rifts => we kill more mobs => more overall EXP
 
and you can follow any responses to make sure that he did not collect the balls experience that das more time there to kill bolego number of mobs .
?)

I have no problem with bot is not picking up globes, there is no point to w8 for them while the drop, anyway bot is picking up 80%+ of globes. And another thing why you should'nt worry about bot is not picking up globes: more exp, - while globes reduce your completion time, they do not provide additional exp, in high densty rift i would prefer my bot to not pick up globes at all, since the EXP is the goal, but in overal piking up globes is OK but not worth to waste time while w8 for them to drop or returning to pick them up.

Could be just me but it seems to not prioritise elite mobs, it will charge into a pack of them, charge away (which is fine), but never charge back.

This is the feature of my build, bot prioritize elites in only one condition: when elite is 20+ yard away and have atleast 2-3(deepend on FC charges) mobs on the way to it or near it. It is based on my experience, especially on high lvl GR, i had less exp/h when had priority on elites.
 
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Ok great! :) yeah i'm only in the 40's right now but I can see how that would work later on.

40 deaths per hour right now! my gear sucks haha
 
But in this build uses such modification file Trinity->Cache->Weightning.cs
there is described below
https://www.thebuddyforum.com/demon...4-guide-ww-barb-50b-xp-hr-afk-rift-grift.html


Can you move this function?

Sorry dude in my last post i just missunderstand you. I totally agre that exp/h is better when you not picking up globes. In order to do so you can do it by urself if you wish, easy modification:

find this in weighting.cs:

Code:
case TrinityObjectType.ProgressionGlobe:
                            {

and add one line like this:

Code:
case TrinityObjectType.ProgressionGlobe:
                            {
                                 break;
 
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