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Braizo

New Member
Joined
Dec 18, 2015
Messages
13
Hi,

tried to search for an answer to this but couldnt find any.

I am running a dualwield reave build with the off hand being a mace, so cannot be used.

I noticed bot is slightly pausing between attacks, as if its waiting for multistrike 3 hits to finish before initiating another attack.

The melee attack speed is noticably more fluid and faster when i manual hold down mouse button. Basically it is hitting:

one, two three...pause(very brief) then, one, two three....

is there a melee pause between attacks in the routine to not spam multiple clicks? any idea how to fix this?

dunno if this matters:

attacks 0.9 times a sec
 
The melee attack speed is noticably more fluid and faster when i manual hold down mouse button. Basically it is hitting:

That's because you're directly interacting with the client in an uninterrupted way. EB runs external to the client, and has to do a few things differently to interact with it without taking control of your PC. As a result, the default setup will have some delay between execution because of the rate the bot runs, among other things. The current setup pretty much works in a generic sense for as many things as possible, while the trade-off is skills won't always trigger as fast as they can.

Achieving similar results is possible in EB though, but requires you to write/use a custom routine that uses skills in that manner. You need custom logic for it to work correctly because it's a different design when using skills. Think about the difference in client behavior between using attack in place and not and the implications that result (namely moving). The game's desync issue has been mostly fixed in the client, but it was the core reason why the current routine was designed the way it was. Essentially, the current CR is just one massive example of something that works, but is not partially tuned to any build or skill.

Basically, you'd be using the BeginUseAt/BeginUseOn/BeginUse functions in LokiPoe.InGameState.SkillBarPanel. You'll want to think about how the skill you're using works, and code around things like detecting when you need to switch targets so you stop the current attacking sequence so you can properly move again. In this game, you do have to be aware of skill nuances and code around certain side-effects if things don't end up working how you'd like. For example, Cyclone has always had known issues and trying to make a CR that uses it optimally without it getting stuck not casting due to the way the client handles the casting logic is a really challenging task.

Check out the other forum sections and have a look at other routines people are working on and have made. People requested the aforementioned API functions for doing what you're asking so there might be a routine that does it already, but I'm not sure though.
 
Ah ok.

It's not game breaking for reave, was just curious if it was something I was messing up in how i setup the bot or if it was built into the design. I played Poe during its beta way back when it was first released so am very familiar with the desync that plagued the game until recently. makes sense how it was coded.

cheers for the in depth reply explains a lot.
 
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