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Just noticed, bot just ignored Bloodmaw boss, just stayed still and died.
 
In high rifts Wizzard should use teleport with Safe Passage all the time to keep defense up.
 
LoN Bombardment build works off of the fact that you have a +60% cooldown reduction to allow Bombardment to line up with the physical damage buff of CoE. You also cast Consecration and Iron Skin during CoE to add more damage to the physical CoE, these cooldowns come up much quicker than Bombardment and can be used twice per cycle of CoE. Now the odd thing is inbetween these cycles of waiting for Physical CoE+Bombardment+Consecration+Iron Skin there is nothing for the crusader to do. It just walks around and does nothing getting hit by stuff and having thorns apply to whatever hits it.

Thats where Steed Charge comes in and you can take the "Spiked Barding" glyph and use swiftmount or ingeom to run around with 500% thorns damage being applied to the enemies that you are trying to kill. So checking "Use Steed Charge on CD" helps kill off most of the minions inbetween each cycle of physical CoE which takes 24 seconds.

But the problem right now is that when you check that "use steed charge on CD" it doesnt use the abilities when physical CoE comes up because its spaming the steed charge and hardcoded to not let anything else cast during that time.

edit: also using Steed Charge during Physical CoE just adds to the burst damage that you are doing because all of the abilites snapshot during the physical CoE.
 
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This has been requested a few times already, but since few people are using this build and coding what you ask is not trivial, we have decided to leave support for WoL build as low priority for now, sorry.


Check my reply in your thread.


I have discussed this issue at length with xz jv yesterday. Basically all builds that use movement skills to find the best cluster to jump to cause this sort of problem. We have a few ideas, but none of them are exactly easy to implement, so we will try and work fixes into trinity slowly to make sure we don't break everything else while trying to fix this.


It's not, sorry. We could do it though, but keep in mind LoN builds are a pain in the ass to gear for and we need properly geared up characters to test everything properly. So if we do decide to add support for this one expect it to take a while.


I heard a report like this yesterday and restarting DB solved the issue. Can you try that and see if it works?

Well that makes me sad to hear that, the build hits so hard, I don't see why not a lot of people use it, I can easily clear T10 in like 7 minutes self played I can do 60 grifts self played, I am sure the bot could do the same if it had the logic for the build.
 
can you not add a svn link so we can keep updating trinity from the svn link?
 
Just noticed, bot just ignored Bloodmaw boss, just stayed still and died.
The bot freezes when bloodmaw starts hoping, it's a know issue.

In high rifts Wizzard should use teleport with Safe Passage all the time to keep defense up.
Well it should already. Are you saying this because of the boodmaw thing?

LoN Bombardment build works off of the fact that you have a +60% cooldown reduction to allow Bombardment to line up with the physical damage buff of CoE. You also cast Consecration and Iron Skin during CoE to add more damage to the physical CoE, these cooldowns come up much quicker than Bombardment and can be used twice per cycle of CoE. Now the odd thing is inbetween these cycles of waiting for Physical CoE+Bombardment+Consecration+Iron Skin there is nothing for the crusader to do. It just walks around and does nothing getting hit by stuff and having thorns apply to whatever hits it.

Thats where Steed Charge comes in and you can take the "Spiked Barding" glyph and use swiftmount or ingeom to run around with 500% thorns damage being applied to the enemies that you are trying to kill. So checking "Use Steed Charge on CD" helps kill off most of the minions inbetween each cycle of physical CoE which takes 24 seconds.

But the problem right now is that when you check that "use steed charge on CD" it doesnt use the abilities when physical CoE comes up because its spaming the steed charge and hardcoded to not let anything else cast during that time.

edit: also using Steed Charge during Physical CoE just adds to the burst damage that you are doing because all of the abilites snapshot during the physical CoE.
OK, I'm working on something;

Well that makes me sad to hear that, the build hits so hard, I don't see why not a lot of people use it, I can easily clear T10 in like 7 minutes self played I can do 60 grifts self played, I am sure the bot could do the same if it had the logic for the build.
Again, I'm sorry, but right now there's nothing I can do about it.

can you not add a svn link so we can keep updating trinity from the svn link?
It sounds like a good idea at first, but when you consider we frequently push experimental (read buggy) stuff, then it stops sounding so good.
 
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The bot freezes when bloodmaw starts hoping, it's a know issue.


Well it should already. Are you saying this because of the boodmaw thing?

Not hopping, just all the fight, happy i'm announced it, killed him with hands.

And still teleport is not being used as it should not just on boss, all the time. (it was ok in .11 version)

+ on boss fight and some elite packs bot stay way too far from target, it looks like trinity initiate 2f range check, while it should be 1f with arcane orbit.
 
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That's because we specifically placed some code in CrusaderCombat to prevent Steed Charge being interrupted by anything. The 'Steed Charge Off CD' option really mean 'Spam Steed Charge In Combat'. So if you don't actually want that to happen I'd suggest unchecking that option, unless of course that brings about some other problem. If that's the case, could you please explain?

I can see Krazydrummer explained it well. I will test your fixes as soon as I'm off work! Thanks again for your awesome work :)
 
That's because we specifically placed some code in CrusaderCombat to prevent Steed Charge being interrupted by anything. The 'Steed Charge Off CD' option really mean 'Spam Steed Charge In Combat'. So if you don't actually want that to happen I'd suggest unchecking that option, unless of course that brings about some other problem. If that's the case, could you please explain?

"Spam Steed Charge In Combat" is doing exactly whats its suppose to, its using Steed Charge as an offensive ability which is great. The problem is after so much CDR, it literally becomes the "only" ability that gets used in combat 90% of the time, and thats no good. If you uncheck "Steed Charge Off CD", all your other abilites get used perfectly, but after you use those other abilities and they are all on CD, without "Steed Charge Off CD" enabled, you dont fight with the steed.

This is how combat currently works in .19 for me:

Good: Combat without "Steed Charge Off CD"
1. Steed into Combat
2. Iron Skin
3. Laws
4. Bombard
5. Akarat

Good: Combat with "Steed Charge Off CD" and low CDR
1. Steed into Combat
2. Iron Skin
3. Laws
4. Bombard
5. Akarat
6. Steed Charge til all is dead (perfect)

Bad: Combat with "Steed Charge Off CD" and lots of CDR (Channeling, Ingeom)
1. Steed into Combat
2. Steed
3. Steed
4. Steed
5. Steed

There is 0 downtime in Steed, thus its very rare other skills get used. Hope im explaining this good enough for ya Jubis. I know how much time you put into these routines, so im trying to be as specific as possible. Best way to test is just run a crusader with Ingeom and lots of CDR equip. I know you didnt have a crusader a few days ago to test with.


EDIT: Just noticed you made a new thread specifically for these types of issues with Crusader. Will test the other Trinity with the changes you made and report back in that thread! Reviews so far are all looking good!
 
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it also kept saying weeping hollow or something and just standing stil
 
"Spam Steed Charge In Combat" is doing exactly whats its suppose to, its using Steed Charge as an offensive ability which is great. The problem is after so much CDR, it literally becomes the "only" ability that gets used in combat 90% of the time, and thats no good. If you uncheck "Steed Charge Off CD", all your other abilites get used perfectly, but after you use those other abilities and they are all on CD, without "Steed Charge Off CD" enabled, you dont fight with the steed.

This is how combat currently works in .19 for me:

Good: Combat without "Steed Charge Off CD"
1. Steed into Combat
2. Iron Skin
3. Laws
4. Bombard
5. Akarat

Good: Combat with "Steed Charge Off CD" and low CDR
1. Steed into Combat
2. Iron Skin
3. Laws
4. Bombard
5. Akarat
6. Steed Charge til all is dead (perfect)

Bad: Combat with "Steed Charge Off CD" and lots of CDR (Channeling, Ingeom)
1. Steed into Combat
2. Steed
3. Steed
4. Steed
5. Steed

There is 0 downtime in Steed, thus its very rare other skills get used. Hope im explaining this good enough for ya Jubis. I know how much time you put into these routines, so im trying to be as specific as possible. Best way to test is just run a crusader with Ingeom and lots of CDR equip. I know you didnt have a crusader a few days ago to test with.
Awesome, but I already fixed it :p. Check my new thread.
 
Awesome, but I already fixed it :p. Check my new thread.

Ya i literally just edited the other post and seen your new thread. Good reviews so far, gonna give it a whirl. Appreciate all the time you spend on these routines!
 
My witchdoctor is stutter stepping a crap ton, and not in a good way. While in combat he will constantly rubberband walk around, as if hes trying to avoid molten explosions (But there aren't any, and this happens even if avoid AoE is turned off)
 
anyone on Trinity 2.14.19 and wizard having trouble with the bot not casting arcane orbs at all? it just spams electrocute even though i have 5 stacks of flashes of insight and triumvirate is at 3 all time. Full 80/80 arcane power nearly all the time

How to fix this: Open up Plugins/Trinity/Combat/Abilities/WizardCombat.cs in notepad, and change this:
Code:
// Arcane Orb
            if (!Player.IsIncapacitated && CanCast(SNOPower.Wizard_ArcaneOrb) && !ShouldWaitForConventionElement(Skills.Wizard.ArcaneOrb) &&
                ((Player.PrimaryResource >= 35 && !IsWaitingForSpecial) || (Player.PrimaryResource >= MinEnergyReserve && MinEnergyReserve >= [B][COLOR="#00FFFF"]35[/COLOR][/B])) &&
                // Arcane Orb with Delsere's + Triumvirate
                (!(Sets.DelseresMagnumOpus.IsFullyEquipped && Legendary.Triumvirate.IsEquipped && Passives.Wizard.ArcaneDynamo.IsActive) ||
                GetBuffStacks(SNOPower.Wizard_Passive_ArcaneDynamo) == 5 && GetBuffStacks(SNOPower.P2_ItemPassive_Unique_Ring_052) == 3))
to:
Code:
// Arcane Orb
            if (!Player.IsIncapacitated && CanCast(SNOPower.Wizard_ArcaneOrb) && !ShouldWaitForConventionElement(Skills.Wizard.ArcaneOrb) &&
                ((Player.PrimaryResource >= 35 && !IsWaitingForSpecial) || (Player.PrimaryResource >= MinEnergyReserve && MinEnergyReserve >= [B][COLOR="#FF0000"]0[/COLOR][/B])) &&
                // Arcane Orb with Delsere's + Triumvirate
                (!(Sets.DelseresMagnumOpus.IsFullyEquipped && Legendary.Triumvirate.IsEquipped && Passives.Wizard.ArcaneDynamo.IsActive) ||
                GetBuffStacks(SNOPower.Wizard_Passive_ArcaneDynamo) == 5 && GetBuffStacks(SNOPower.P2_ItemPassive_Unique_Ring_052) == 3))


I'm not sure what the actual intended code is here, but MinEnergyReserve is set to 0 all the time, so this function will never work.
 
My witchdoctor is stutter stepping a crap ton, and not in a good way. While in combat he will constantly rubberband walk around, as if hes trying to avoid molten explosions (But there aren't any, and this happens even if avoid AoE is turned off)
It does this to avoid going melee. There were several complaints about WD going melee, so that's how we fixed it. It's working as intended. Granted, it's not ideal for Endless Walk users, but that's really complicated to fix and would require user a proper navigation grid, which won't happen so soon. So yeah, don't worry about it.

How to fix this: Open up Plugins/Trinity/Combat/Abilities/WizardCombat.cs in notepad, and change this:
Code:
// Arcane Orb
            if (!Player.IsIncapacitated && CanCast(SNOPower.Wizard_ArcaneOrb) && !ShouldWaitForConventionElement(Skills.Wizard.ArcaneOrb) &&
                ((Player.PrimaryResource >= 35 && !IsWaitingForSpecial) || (Player.PrimaryResource >= MinEnergyReserve && MinEnergyReserve >= [B][COLOR="#00FFFF"]35[/COLOR][/B])) &&
                // Arcane Orb with Delsere's + Triumvirate
                (!(Sets.DelseresMagnumOpus.IsFullyEquipped && Legendary.Triumvirate.IsEquipped && Passives.Wizard.ArcaneDynamo.IsActive) ||
                GetBuffStacks(SNOPower.Wizard_Passive_ArcaneDynamo) == 5 && GetBuffStacks(SNOPower.P2_ItemPassive_Unique_Ring_052) == 3))
to:
Code:
// Arcane Orb
            if (!Player.IsIncapacitated && CanCast(SNOPower.Wizard_ArcaneOrb) && !ShouldWaitForConventionElement(Skills.Wizard.ArcaneOrb) &&
                ((Player.PrimaryResource >= 35 && !IsWaitingForSpecial) || (Player.PrimaryResource >= MinEnergyReserve && MinEnergyReserve >= [B][COLOR="#FF0000"]0[/COLOR][/B])) &&
                // Arcane Orb with Delsere's + Triumvirate
                (!(Sets.DelseresMagnumOpus.IsFullyEquipped && Legendary.Triumvirate.IsEquipped && Passives.Wizard.ArcaneDynamo.IsActive) ||
                GetBuffStacks(SNOPower.Wizard_Passive_ArcaneDynamo) == 5 && GetBuffStacks(SNOPower.P2_ItemPassive_Unique_Ring_052) == 3))


I'm not sure what the actual intended code is here, but MinEnergyReserve is set to 0 all the time, so this function will never work.
I don't think you quite understand what is going on there. IsWaiting for special is only true if you have Archon equipped. Since DMO builds don't, it'll always be false and the portion of code you changed will only ever get taken into account if you don't have enough arcane power to cast the orbits, so it won't cast them anyway.
 
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