Been running keywarden profile for a short while now. Sporadic use of steed charge. It's ready to use more than not.
I can confirm bot doesn't spam it even in zerg mode as it is off CD. Something get better if u flag "Spam steed in charge in combat"
Been running keywarden profile for a short while now. Sporadic use of steed charge. It's ready to use more than not.
The bombardment fix made a tremendous difference in grift times. I'm down for about 5-6m a run or so. Thanks again.
using Zeta.Bot;
namespace Trinity.Combat.Abilities
{public class CrusaderCombat : CombatBase{private static DateTime _coeElementTime;
private static Element _coeCurrentElement;
static CrusaderCombat()
{Pulsator.OnPulse += (sender, args) => UpdateCoeTimer();}
public static void UpdateCoeTimer()
{
if (CacheData.Buffs.ConventionElement == _coeCurrentElement) return;
_coeCurrentElement = CacheData.Buffs.ConventionElement;
_coeElementTime = DateTime.UtcNow;
}
public static int RemainingMsToElement(Element element, int offset = 0)
{
if (!Settings.Combat.Misc.UseConventionElementOnly || !Legendary.ConventionOfElements.IsEquipped) return 0;
var msSinceLastElementChange = DateTime.UtcNow.Subtract(_coeElementTime).TotalMilliseconds;
var elapsed = msSinceLastElementChange < 0 ? 0 : (int)msSinceLastElementChange;
var cycles = CrusaderCoERotation.IndexOf(element) -
CrusaderCoERotation.IndexOf(CacheData.Buffs.ConventionElement);
return (cycles > 0 ? cycles : 4 + cycles) * 4000 - elapsed + offset;
}
public static bool ShouldWaitForConventionofElements(Skill skill, Element element = Element.Unknown, int offset = 0)
{
if (!Settings.Combat.Misc.UseConventionElementOnly)
return false;
if (!Legendary.ConventionOfElements.IsEquipped)
return false;
var theElement = element == Element.Unknown ? skill.Element : element;
if (theElement == CacheData.Buffs.ConventionElement)
return false;
if (RemainingMsToElement(theElement, offset) <= 0)
return false;
return RemainingMsToElement(theElement, offset) < skill.Cooldown.TotalMilliseconds;
}
}}
Skills.Crusader.Bombardment.Cooldown
Skills.Crusader.Bombardment.CooldownRemaining
Cooldown = TimeSpan.FromSeconds(60)
to
Cooldown = SkillUtils.ActiveIds.Contains(SNOPower.X1_Crusader_Passive_LordCommander) ? TimeSpan.FromSeconds(39) : TimeSpan.FromSeconds(60)
[Adventurer][Rift] Total XP Gained: 17,376,892,982
[Adventurer][Rift] XP / Hour: 143,593,688,476
So I've been crafting my own GetPower() behavior to the LoN Bombard build. The big differences from what is on the SVN atm would be that, it accurately times the CoE timer. Meaning I can make it cast Ironskin + Bombard 1500ms before Physical CoE hit's, and it can determine if it can use an ability and still have it ready for the next Physical CoE cycle, for when you have the channeling pylon and can cast abilities like mad. There is also some other thing's I've changed that I think is better, but the timing thing is what I thought might be of interest. This is what I have added for the timing part:
Since things likedoes not take into account Passives such as Lord Commander, and possible not In-Geom(not sure), you will need to adjust them somehow. I did it in Trinity\References\Skills.cs . For Bombardment it would be changing [Line 1695]Code:Skills.Crusader.Bombardment.Cooldown Skills.Crusader.Bombardment.CooldownRemainingCode:Cooldown = TimeSpan.FromSeconds(60) to Cooldown = SkillUtils.ActiveIds.Contains(SNOPower.X1_Crusader_Passive_LordCommander) ? TimeSpan.FromSeconds(39) : TimeSpan.FromSeconds(60)
Same goes for Steed Charge. This still won't take care of the In-geom buff though, if it's not already implemented somehow (have not tested).
Both my CrusaderCombat.cs with my behavior and Skills.cs is attached to this post. Feel free to use anything you find useful, if any. It's merged with the latest revision (r374) of Trinity from SVN.
Still room for improvement, but I like how it runs atm, farms GR70 with ease.so it can probably do higher. And it's even smoother thanks to the new Loiter one of you remade, have not died a single time since it was added, so tyCode:[Adventurer][Rift] Total XP Gained: 17,376,892,982 [Adventurer][Rift] XP / Hour: 143,593,688,476
View attachment 197088
View attachment 197089
thx buddy, but it is not work for me. when i use you two files instead of the old one, it make a mistake and i can't boot Trinity....so what is the version Trinity and DB?
Also getting errors, and trinity wont load with changes. Im sure it has to do with the new DB release and how copy / pasta is working currently.I use the latest beta, and latest Trinity via SVN.
thank you, i'll try it.I use the latest beta, and latest Trinity via SVN.
it is the error report:I use the latest beta, and latest Trinity via SVN.
Also getting errors, and trinity wont load with changes. Im sure it has to do with the new DB release and how copy / pasta is working currently.
Any chance you want to zip up your entire Trinity folder? There is no personal info in there, thats all saved in another file inside the DB folder.
Sure. Pretty sure it's the only 2 files I've edited. What is the compile error :S ?
View attachment 197096
Your .zip loads up just fine. Is this the latest svn + your crusader changes all wrapped up?
It DOES work!!! damn thx, your are great man ~Sure. Pretty sure it's the only 2 files I've edited. What is the compile error :S ?
View attachment 197096
Yep, lastest, from the Trinity SVN.
Hey guys,
In which folder should I put skills.cs file?
Thanks!
Plugin/Trinity/Reference/
Hola Carlol.
I want ask you if u can post you gear in http://www.d3planner.com/.
I Want know what I need for farm 70s as LON Sader
if it's not too much, I would be eternally grateful






