hey i noticed this too on flash wizard. i made a little fix on my trinity. he hasn't missed a globe yet, even when he teleports away, he comes back for it!
Fix in Plugins/Trinity/Cache/Weighting.cs
Code:
//Ignore because we are TownPortaling
if (TownRun.IsTryingToTownPortal())
{
cacheObject.WeightInfo += string.Format("Ignoring {0} - Town Portal.",
cacheObject.InternalName);
break;
}
if (!Settings.Combat.Misc.CollectHealthGlobe)
{
cacheObject.WeightInfo +=
string.Format("Ignoring {0} - Collect Health Globe Setting.",
cacheObject.InternalName);
}
if (cacheObject.Distance <= [COLOR="#FF0000"]150f[/COLOR])
The red text is all I changed, originally it was 40f, meaning 40 yards. this isnt good for us or speed builds i think, as once we teleport to say dodge, it might miss the globes that drop just beyond 40 yards? I increased to 150...so far so good. Let me know how you go!
Also I made a change to spectral blade to be cast closer, if that is what you're using.
Thats in Plugins/Trinity/Combat/Wizard.cs. the changes I made are in red:
Code:
// Spectral Blade
if (CanCast(SNOPower.Wizard_SpectralBlade))
{
[COLOR="#FF0000"]//[/COLOR]var bladeRange = Runes.Wizard.ArcaneOrbit.IsActive ? 4f : 15f;
return new TrinityPower(SNOPower.Wizard_SpectralBlade, [COLOR="#FF0000"]2f[/COLOR], CurrentTarget.ACDGuid);
}
I commented out the option for the condition of spectral blade range, and made the range 2 yards. you can try upto 5 yards. but I found 2 yards is perfect, he never spectral blades from range missing those precious explosive blasts!
edit: this image best describes the distance in the game.
http://www.diabloii.net/gallery/data/632/medium/D3_Distance_Map.jpg
you can then see 40 yards is very missable for orbs, as i've seen big packs of orbs drop closer to off screen