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[A1 Inferno]FallenDev's, Bossqwerty-spiced FoM zorked edition -> MP10 E-skipping

I noticed the last few profiles (since the version where it doesn't go back to town to leave game) that I get a whole bunch of trees and such on my ass and then when it goes to leave game I die in like 2 seconds. Does this at the "Old man chest" as well if its the last DC check. Any easy way to fix/avoid this?

I know its ment for barb mp10 and its not a HUGE issue dying once per game but I would still like to avoid it if possible. I only do mp2-3 and use a monk so its not as huge a deal for me.
 
I noticed the last few profiles (since the version where it doesn't go back to town to leave game) that I get a whole bunch of trees and such on my ass and then when it goes to leave game I die in like 2 seconds. Does this at the "Old man chest" as well if its the last DC check. Any easy way to fix/avoid this?

I know its ment for barb mp10 and its not a HUGE issue dying once per game but I would still like to avoid it if possible. I only do mp2-3 and use a monk so its not as huge a deal for me.
well that's difficult ... I'd need a separate version just for that. And maintaining 2 versions is quite troublesome as it is.

@ all the others that argue about best barb speccs: go on, maybe I get new ideas :P
It's ok for me if you discuss barb speccs here since for one I asked for it and also I think speccs and profiles are kind of linked and have to synergize.


And a last sidenote: For now I won't post screens of my actual settings. I spent to much time finetuning to my barbs. You may ask a specific setting but I don't want to open every layer of my changed variables, making screenshots and stuff :D
 
I was having the leave crypt immediately and get stuck error on the new 1.5.4 version again, so I went into the maximum crypt profile, and edited the stepID number to the one I got from my info dump while in the instance. I have no idea what that does or if it's a meaningful change, but it seemed to have fixed my problem.
 
Would you be so kind to share what exactly you changed? Would love to get rid of this problem :P

:)
 
Would you be so kind to share what exactly you changed? Would love to get rid of this problem :P

:)

In the normal and maximum crypts file, there's the "TrinityExploreDungeon" tag. There's a StepID attribute for this tag. Like so:

Code:
<TrinityExploreDungeon questId="136656" stepId="1"

I went to DemonBuddy while I was in the Decaying Crypts Level 1, clicked on the Info Dumping tab, then clicked on the refresh button near the Quest box, which contained a StepID number. I don't know if this number is unique for me, so I won't list the exact number, but I took this number and replaced the 1 in stepId="1" with it. I hope this helps some people.
 
if you want more LPH , try this
Weighting.cs
Code:
// ignore non-legendaries and gold near elites if we're ignoring elites
                                // not sure how we should safely determine this distance
                                if ((CombatBase.IgnoringElites && cacheObject.ItemQuality < ItemQuality.Legendary &&
                                    ObjectCache.Any(u => u.Type == GObjectType.Unit && u.IsEliteRareUnique && u.Position.Distance2D(cacheObject.Position) <= 40f)) ||
									[B]( (AvoidanceObstacleCache.Any(aoe => cacheObject.Position.Distance2D(aoe.Location) <= aoe.Radius)) && cacheObject.ItemQuality < ItemQuality.Legendary)[/B])
                                {
                                    cacheObject.Weight = 0;
                                }
hero will not pick up non-legendaries in aoe (like flowers from trees :p)
 
In the normal and maximum crypts file, there's the "TrinityExploreDungeon" tag. There's a StepID attribute for this tag. Like so:

Code:
<TrinityExploreDungeon questId="136656" stepId="1"

I went to DemonBuddy while I was in the Decaying Crypts Level 1, clicked on the Info Dumping tab, then clicked on the refresh button near the Quest box, which contained a StepID number. I don't know if this number is unique for me, so I won't list the exact number, but I took this number and replaced the 1 in stepId="1" with it. I hope this helps some people.
Hmm. I thought the stepId = "1" was some kind of placeholder or generall affix to be set if it's not important which step ID is active. But I don't know.
The step ID should not be client specific though.
 
how can i get it to skiip health shrines as it's not in trinity options with all the other shrines.
Thanks


edit: thanks for the quick reply!
 
how can i get it to skiip health shrines as it's not in trinity options with all the other shrines.
Thanks

Weighting.cs

use quotes to ignore code or cacheObject.Weight = 0
Code:
[B][SIZE=5]/*[/SIZE][/B]
 case GObjectType.HealthWell:
                            {
                                if (!Settings.WorldObject.UseShrine)
                                    break;

                                if (MonsterObstacleCache.Any(unit => MathUtil.IntersectsPath(unit.Location, unit.Radius, Player.Position, cacheObject.Position)))
                                    break;

                                if (AvoidanceObstacleCache.Any(aoe => MathUtil.IntersectsPath(aoe.Location, aoe.Radius, Player.Position, cacheObject.Position)))
                                    break;

                                if (prioritizeCloseRangeUnits)
                                    break;

                                if (MovementSpeed < 1)
                                    break;

                                // As a percentage of health with typical maximum weight
                                cacheObject.Weight = 50000d * (1 - Trinity.Player.CurrentHealthPct);

                                break;
[SIZE=5][B]*/[/B][/SIZE]
 
if you want more LPH , try this
Weighting.cs
Code:
// ignore non-legendaries and gold near elites if we're ignoring elites
                                // not sure how we should safely determine this distance
                                if ((CombatBase.IgnoringElites && cacheObject.ItemQuality < ItemQuality.Legendary &&
                                    ObjectCache.Any(u => u.Type == GObjectType.Unit && u.IsEliteRareUnique && u.Position.Distance2D(cacheObject.Position) <= 40f)) ||
									[B]( (AvoidanceObstacleCache.Any(aoe => cacheObject.Position.Distance2D(aoe.Location) <= aoe.Radius)) && cacheObject.ItemQuality < ItemQuality.Legendary)[/B])
                                {
                                    cacheObject.Weight = 0;
                                }
hero will not pick up non-legendaries in aoe (like flowers from trees :p)

Do you mean to comment this block out? I see them in 1.7.3.8. Are you suggesting for lower-version user?
 
I have a suggestion for DC routing, not sure if it's technically possible:

Whenever in DC level 1, move to 2 level while engage(but not kill) those zombies to let them produce small zombies.. And in the 2nd floor, open the chest(could do the quest if it improves efficiency), go back to level 1 and clean. You'll likely to get double amount of zombie kills, essentially doing a double run of DC at the cost of running through the level 1 one more time (which should be short as a WW barb)

If it's doable, you could do it on the maxDC profile as an experiment (which match the spirit, doesn't it)
 
Do you mean to comment this block out? I see them in 1.7.3.8. Are you suggesting for lower-version user?
normal
Code:
// ignore non-legendaries and gold near elites if we're ignoring elites
                                // not sure how we should safely determine this distance
                                if (CombatBase.IgnoringElites && cacheObject.ItemQuality < ItemQuality.Legendary &&
                                    ObjectCache.Any(u => u.Type == GObjectType.Unit && u.IsEliteRareUnique && u.Position.Distance2D(cacheObject.Position) <= 40f))
                                {
                                    cacheObject.Weight = 0;
                                }
my
Code:
// ignore non-legendaries and gold near elites if we're ignoring elites
                                // not sure how we should safely determine this distance
                                if ((CombatBase.IgnoringElites && cacheObject.ItemQuality < ItemQuality.Legendary &&
                                    ObjectCache.Any(u => u.Type == GObjectType.Unit && u.IsEliteRareUnique && u.Position.Distance2D(cacheObject.Position) <= 40f)) ||
									( (AvoidanceObstacleCache.Any(aoe => cacheObject.Position.Distance2D(aoe.Location) <= aoe.Radius)) && cacheObject.ItemQuality < ItemQuality.Legendary))
                                {
                                    cacheObject.Weight = 0;
                                }

better looking code
Code:
 if (cacheObject.ItemQuality < ItemQuality.Legendary &&((CombatBase.IgnoringElites &&
                                    ObjectCache.Any(u => u.Type == GObjectType.Unit && u.IsEliteRareUnique && u.Position.Distance2D(cacheObject.Position) <= 40f)) ||
									 AvoidanceObstacleCache.Any(aoe => cacheObject.Position.Distance2D(aoe.Location) <= aoe.Radius)))
                                {
                                    cacheObject.Weight = 0;
                                }
 
I upgraded from 1.2 to 1.5+ and now my DIABLO III window is freezing after 4-5 hours of botting (Max decay and normal FOM). I have no problems with other profiles. I am using 1.7.3.5 Trinity, but I did do the latest update to 1.7.3.8 and 1.7.3.9 alpha. It did not make a difference when swapping. I did a full clean of re-install of DB as well, along with reassigning processor cores, which did not remedy the problem.
 
thats strange, used all profiles and my cpu usage and temps are same
but i am using older tirnity 1.7.3.3
cuz new ones got problem with elites
 
I upgraded from 1.2 to 1.5+ and now my DIABLO III window is freezing after 4-5 hours of botting (Max decay and normal FOM). I have no problems with other profiles. I am using 1.7.3.5 Trinity, but I did do the latest update to 1.7.3.8 and 1.7.3.9 alpha. It did not make a difference when swapping. I did a full clean of re-install of DB as well, along with reassigning processor cores, which did not remedy the problem.
that seems to be a strange problem and should not be profile related :/
 
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