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Clunky Combat / Routine / Bot Issue's

Nixon233

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Sep 30, 2013
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I can't figure out for the life of me if it is the routine that is slowing things down or targeting. It just isn't as smooth as dare I say the competitor ( and yes each has there ups and downs ) but setting them both aside, I still find the targetting is terrible on the basic routine, It could be something to do with lineofsight ? but regardless of attack in place or not the bot seems to somehow end up face tanking for most of the battles.

Maybe more experienced botters can shed some light and or pushed but here are some things I personally, and others that I have talked to have issue's with.
-Face tanking mobs (even in ranged and attack in place enabled, with settings at around 50-70ish for ranged)
-LineOfSight, I feel as if the bot isn't really checking often enough where mobs are IE. Mob moving towards, it gets the one cord and then that's it, instead of calculating movement etc.
-Input, As I stated above it feels sluggish when it comes to clicking of skills, when skills can be spammed because they have no cooldown the bot throws a cool down it feels like.
- POTIONS!!! even with Nauts re-write I find this portion of the bot to be udder garbage. With Nauts, it spams the pots literally whenever, not combat situation at all. With the standardized Flask plugin, it only seems to drink from flask one and even when it does it doesn't seem to keep spamming them to get the life back up (could be user error in this which I am expecting)
- Stuck! Docks, City of Sarn, and other places we have all come to known, any word if this is a navigation issue ?
- Pot / Chest UI should override pots totally, this is frusturating in the docks, when a chest is down the stairs or boulder, the bot has a HARD ON to go get it and then gets stuck.

All I can think of at the moment, and can provide examples and logs if needed for any of the above. Will edit as I think about more issue's I've come accross or suggestions / Idea's
 
@potions - are you using standard, or with a immediate recovery suffix like bubbling or seething?
autoflask has a timer on waiting for all the healing to complete before using another flask
so if you use a regular or bubbling flask, it won't use another while the 'heal over time' aspect is still going on, even if your health is decreasing and you have a seething flask available
to test, try using only seething flasks and see if it solves the issue
 
I can't figure out for the life of me if it is the routine that is slowing things down or targeting. It just isn't as smooth as dare I say the competitor ( and yes each has there ups and downs ) but setting them both aside, I still find the targetting is terrible on the basic routine, It could be something to do with lineofsight ? but regardless of attack in place or not the bot seems to somehow end up face tanking for most of the battles.

Maybe more experienced botters can shed some light and or pushed but here are some things I personally, and others that I have talked to have issue's with.
-Face tanking mobs (even in ranged and attack in place enabled, with settings at around 50-70ish for ranged)
-LineOfSight, I feel as if the bot isn't really checking often enough where mobs are IE. Mob moving towards, it gets the one cord and then that's it, instead of calculating movement etc.
-Input, As I stated above it feels sluggish when it comes to clicking of skills, when skills can be spammed because they have no cooldown the bot throws a cool down it feels like.
- POTIONS!!! even with Nauts re-write I find this portion of the bot to be udder garbage. With Nauts, it spams the pots literally whenever, not combat situation at all. With the standardized Flask plugin, it only seems to drink from flask one and even when it does it doesn't seem to keep spamming them to get the life back up (could be user error in this which I am expecting)
- Stuck! Docks, City of Sarn, and other places we have all come to known, any word if this is a navigation issue ?
- Pot / Chest UI should override pots totally, this is frusturating in the docks, when a chest is down the stairs or boulder, the bot has a HARD ON to go get it and then gets stuck.

All I can think of at the moment, and can provide examples and logs if needed for any of the above. Will edit as I think about more issue's I've come accross or suggestions / Idea's

I totally agree with all of the above. Especially the stuck detection isn't very good when it have to log out every five min. Sadly the bot doesn't seem to be developed a lot, as we don't have alot of people in the community who can do it
 
I can't figure out for the life of me if it is the routine that is slowing things down or targeting. It just isn't as smooth as dare I say the competitor ( and yes each has there ups and downs ) but setting them both aside, I still find the targetting is terrible on the basic routine, It could be something to do with lineofsight ? but regardless of attack in place or not the bot seems to somehow end up face tanking for most of the battles.

Maybe more experienced botters can shed some light and or pushed but here are some things I personally, and others that I have talked to have issue's with.
-Face tanking mobs (even in ranged and attack in place enabled, with settings at around 50-70ish for ranged)
-LineOfSight, I feel as if the bot isn't really checking often enough where mobs are IE. Mob moving towards, it gets the one cord and then that's it, instead of calculating movement etc.
-Input, As I stated above it feels sluggish when it comes to clicking of skills, when skills can be spammed because they have no cooldown the bot throws a cool down it feels like.
- POTIONS!!! even with Nauts re-write I find this portion of the bot to be udder garbage. With Nauts, it spams the pots literally whenever, not combat situation at all. With the standardized Flask plugin, it only seems to drink from flask one and even when it does it doesn't seem to keep spamming them to get the life back up (could be user error in this which I am expecting)
- Stuck! Docks, City of Sarn, and other places we have all come to known, any word if this is a navigation issue ?
- Pot / Chest UI should override pots totally, this is frusturating in the docks, when a chest is down the stairs or boulder, the bot has a HARD ON to go get it and then gets stuck.

All I can think of at the moment, and can provide examples and logs if needed for any of the above. Will edit as I think about more issue's I've come accross or suggestions / Idea's
I totally agree with all of the above. Especially the stuck detection isn't very good when it have to log out every five min. Sadly the bot doesn't seem to be developed a lot, as we don't have alot of people in the community who can do it
Hey all, much appreciate the criticism.
But one main thing about this bot which outweighs all competition, is the ability for users to add content.
That in itself is the selling point and why I can help develop small things.
Things take time to make and work, if there is more then one brain going at it, progress will be faster. If it's closed boxed like competition, where everything depends on one person to make content, the bot will be stale/buggy.
Combat routine works fine for me with my variety of builds, and yes I stay away from the buggy ones, the game itself has an enigmatic array of builds available, at a simple glance of the forums.
Cheers.

Edit, forgot to mention, a movement addition plugin will help, this will use "skill" based movements to try to get to a location after X failed attempts, this mostly resolves stuck issues.
Face tanking can be fixed, but imho, kill them before they kill you I like more =).
 
Sorry, what do you use as the movement skill what plug in? What one works?
 
Hey all, much appreciate the criticism.
But one main thing about this bot which outweighs all competition, is the ability for users to add content.
That in itself is the selling point and why I can help develop small things.
Things take time to make and work, if there is more then one brain going at it, progress will be faster. If it's closed boxed like competition, where everything depends on one person to make content, the bot will be stale/buggy.
Combat routine works fine for me with my variety of builds, and yes I stay away from the buggy ones, the game itself has an enigmatic array of builds available, at a simple glance of the forums.
Cheers.

Edit, forgot to mention, a movement addition plugin will help, this will use "skill" based movements to try to get to a location after X failed attempts, this mostly resolves stuck issues.
Face tanking can be fixed, but imho, kill them before they kill you I like more =).

Point is I'm NOT trying to face tank lol, Mybuild has no problem pumping out dps and locking up the whole screen when shocking and freezing but it can rarely get to that point because of the Line Of Sight issue's built in with just the targeting system in the core routine. Yeah, I'm using the movement plugin with lightning warp to get as close to the guide as I can that I am following
 
My pussyarcher routine doesn't facetank. Infact when it is getting it in the face from >=magic it vaal gems then uses a gem skill to back the hell out of there.
Then attacks from range again. If it finds itselfs facetanking a >=rare and cannot vaal or get out of melee range it logs out. LOL.

It also spams tornado shot around a few times when there is a monster nearby but not in line of sight.

I will post up the routine after the 1.3 league ends :) but it is nothing more than a hack job of the example combat routine.

WIMM
 
Exilebuddy is in maintenance mode (which means no active development), so if development seems slow or lacking, that's the specific reason why. I've been more than happy to work with anyone that is trying to do dev for EB though, as many people will tell you, but the dev/user community for this bot is extremely small compared to the other Buddybots. Pretty much all of the updates for the past few months were from things that came up from people trying to do things or from things I've noticed in Hearthbuddy that I wanted to carry over.

As for what I'm doing, I've been helping out Hearthbuddy since the start of Oct. That project is in need of a massive update much like EB was for the 1.2 update, so the majority of my dev time is handling things there. PoE has the big update coming, which will eat up a lot of time trying to fix whatever breaks next, but I don't forsee any really large changes or improvements to he project for a while. As has been talked about many times before, EB had a full year of full time dev (myself, after Apoc had to help with other projects), but due to the way this game is, and how things have changed, we're left with what you see now.

I can't figure out for the life of me if it is the routine that is slowing things down or targeting. It just isn't as smooth as dare I say the competitor ( and yes each has there ups and downs ) but setting them both aside, I still find the targetting is terrible on the basic routine, It could be something to do with lineofsight ? but regardless of attack in place or not the bot seems to somehow end up face tanking for most of the battles.

An easy way to figure that out, is make a simple routine that uses a few skills and nothing else. My previous reply to you on the matter is still relevant.

In short, I know ExampleRoutine isn't that great, but it never was meant to be. It's just something simple that works and shows people how they can do things. That's all we pretty much provide. My development time on this project can't be spent trying to make a perfect CR for everyone. That's what people in the community are for, or if need be, Buddy hires people to do it. That's not to say I don't try to work in improvements when I can, but it's not something I can really focus on or dedicate time to in a way that anyone would actually see results.

- Stuck! Docks, City of Sarn, and other places we have all come to known, any word if this is a navigation issue ?
Those issues are considered "unfixible" and there's no plans to try and change anything. The inability to move where we want in an accurate way coupled with 2d pathfinding that has no meaningful geometry data means that areas like those either need a totally different system (not possible) or area specific adjustments to change how pathfinding works (not supported).

It's unfortunate, but there's no better alternative. If we switch back to the old pathfinding library that allowed us to help avoid the issue better, pathfinding would be so long and slow, the bot would be unusable. For a while, pathfinding was a huge issue for us until we finally got RecastDetour setup and working with the data PoE has. It's not pretty, and there's a lot of things I'd like to do different, but the development time trying to come up with something that'll work perfectly in a random area generated game just isn't worth it.

- Pot / Chest UI should override pots totally, this is frusturating in the docks, when a chest is down the stairs or boulder, the bot has a HARD ON to go get it and then gets stuck.
That defaults the purpose of why that task is there then. If you want to disable it, you can, but then you're going to run into cases where the bot is blocked by chests and is unable to get though them, because it's not opening them. It's annoying, but so are a lot of mechanics in this game that make botting harder than we'd like.

Probably not what you wanted to hear, but that's just the way things are for now. I'm happy the project is still alive, and we do have users, but there's not too much that can really change. Remember almost all of EB was just rewritten in Aug-Sept., so barring another total breakdown from 1.3 or Act 4 next year, there's not much that could change outside of the scope of the current project goals. As I've mentioned before, I do want to redo the item filter system, work in a profile system for bot options, and make CRs use more dynamic scripting mechanics, but those don't really translate into greatly improving the botting experience in this game.
 
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