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Bot dies when mobs explode.

Phalanx

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Mar 29, 2013
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Hello,

as the already mentioned, the bot often dies when elite-packs create explosions upon dying.
For a spectator it looks like there are two forces inside the bot fighting each other.
One part of the bot wants to pick up the loot inside the blast radius, the other part of the bot wants to get away from the explosion radius as quick as possible.
This results in hectic movement. Often the bot ends up running inside the explosion radius, killing him in the process. :(

Does someone have an idea on how to fix or at least avoid this problem without sacrificing the loot?

Thanks in advance.
Cheers! ;)
 
check the avoid radius under Trinity settings
 
Same problem here. Avoid radius set to max and health % set to max. Using wizard, the bot will sometimes port away and run back into it to die, other times, it will go right to the edged of the blast radius and do a stutter step type movement, and still die. The only time it doesn't die to molten explosions, is if it gets lucky, like if there's an explosion starting to go off, and it gets distracted further away by some other monsters.
 
Same here, I've been testing this bug recently.
It seems like there's a conflict between Avoiding & Kiting.
Unfortunately the players can't fix it by setting the DB.

As Phalanx said above, the bot always moves around at the edge of explosion, 90% chance they get killed.
Sometimes my DH uses Vault and go straight into the explosion to kill himself.

It looks like my bot wanna avoid the explosion but he also wanna go hit something in the same time.
Sometimes after the bot stay out of it, it moves several steps back to the explosion. Sometimes the bot dosen't recognize he was standing in the circle of explosion.
 
There are very important things I forgot to mention:
1) For the explosion of Grotesque, I've set my bot on 30 Radius & 100 HP to avoid it.
However, it dosen't recognize it at all. I've been counting the times of death on Grotesque for the whole day. 100% chance bot get killed from it, because the bot steps into the circle of Grotesque everytime.
2) For the explosion of Molten Core, I'd say the chance to avoid it is about 30%, a bit better than Grotesque.
3) I've been changing the Avoiding Radius from 5-30, none of them works
 
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There are very important things I forgot to mention:
1) For the explosion of Grotesque, I've set my bot on 30 Radius & 100 HP to avoid it.
However, it dosen't recognize it at all. I've been counting the times of death on Grotesque for the whole day. 100% chance bot get killed from it, because the bot steps into the circle of Grotesque everytime.
2) For the explosion of Molten Core, I'd say the chance to avoid it is about 30%, a bit better than Grotesque.
3) I've been changing the Avoiding Radius from 5-30, none of them works

The avoidance system works "ok" in trinity but its a very long standing issue of not being perfect. There is nothing you are going to be able to do on your end to stop these deaths outside of overgearing the content for now. Its a known issue, but not an easy fix. Skilled developers in the past have tried to fork off trinity to improve the avoidance, but nothing has ever worked perfectly. Its just something you are going to have deal with for now.
 
The avoidance system works "ok" in trinity but its a very long standing issue of not being perfect. There is nothing you are going to be able to do on your end to stop these deaths outside of overgearing the content for now. Its a known issue, but not an easy fix. Skilled developers in the past have tried to fork off trinity to improve the avoidance, but nothing has ever worked perfectly. Its just something you are going to have deal with for now.

Nope man, you are talking about a different topic. Read it again if you don't understand it.

I'm not here to blame anyone, 50/50 chance to die on Molten Core, I've been fine with that for 3-4 seasons. 100% die on Grotesque, that's a new issue.

And I'm not going to deal with that by myself, that's why I posted all the issues this time.

And I will keep posting from now on, don't reply it if u feel too hard to undestand it. Deal with it this time babe.
 
The avoidance system works "ok" in trinity but its a very long standing issue of not being perfect. There is nothing you are going to be able to do on your end to stop these deaths outside of overgearing the content for now. Its a known issue, but not an easy fix. Skilled developers in the past have tried to fork off trinity to improve the avoidance, but nothing has ever worked perfectly. Its just something you are going to have deal with for now.
In my humble opinion, people like you make this kind of bugs even harder to fix.

No one is asking for perfection, I'm trying to help them to mark the new bug.
 
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In my humble opinion, people like you make this kind of bugs even harder to fix.

No one is asking for perfection, I'm trying to help them to mark the new bug.

And im telling you this has been reported literally 100s of times. Whats happening is not a "bug", its just how the combat system works. When Trinity 3.0 was being actively developed the avoidance system was much better because the devs were able to create the avoidance system from the ground up instead of adding it later. Infact the avoidance system was working too well a lot of the time in Trinity 3.X and caused problems with actual combat.

So you may continue to spam in all the giant letters you want, but at the end of the day you will end up "dealing with it", because this is not an easy fix and most likely will never get fixed until 3.0 (which is 100% rewrite of Trinity) because of the amount of restructuring that would be involved to make the current avoidance system work correctly.
 
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