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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"
 
Seems the thing I die most to is those annoying Beams atm. Rest is working flawlessly.
 
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:

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;
}
}​
}


Since things like
Code:
Skills.Crusader.Bombardment.Cooldown
Skills.Crusader.Bombardment.CooldownRemaining
does 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:
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.
Code:
[Adventurer][Rift] Total XP Gained: 17,376,892,982
[Adventurer][Rift] XP / Hour: 143,593,688,476
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 ty :)

View attachment CrusaderCombat.cs
View attachment Skills.cs

EDIT: Working with DB Beta 1.1.2896.594. If overwriting your Trinity folder does not work, try download this: https://www.thebuddyforum.com/demon...port-read-crusader-stupid-16.html#post2143788
 
Last edited:
Appreciate you sharing your work Newk. Makes the community better. Also gives Jubis/Xzjv different ways to look at and solve issues which is good for everyone.

Gonna test these changes and will report back in a few hours.
 
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 like
Code:
Skills.Crusader.Bombardment.Cooldown
Skills.Crusader.Bombardment.CooldownRemaining
does 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:
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.
Code:
[Adventurer][Rift] Total XP Gained: 17,376,892,982
[Adventurer][Rift] XP / Hour: 143,593,688,476
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 ty :)

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?
 
Last edited:
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.
 
I use the latest beta, and latest Trinity via SVN.
it is the error report:
Compiler Error: c:\DB\Demonbuddy448\Plugins\Trinity\Combat\Abilities\CrusaderCombat.cs(12,31) : error CS0234: The type or namespace name 'RadarCanvas' does not exist in the namespace 'Trinity.UI.UIComponents' (are you missing an assembly reference?)
Compiler Error: c:\DB\Demonbuddy448\Plugins\Trinity\Coroutines\BuyItemsFromVendor.cs(16,7) : warning CS0105: The using directive for 'Zeta.Common' appeared previously in this namespace
Compiler Error: c:\DB\Demonbuddy448\Plugins\Trinity\Coroutines\BuyItemsFromVendor.cs(17,7) : warning CS0105: The using directive for 'Zeta.Bot' appeared previously in this namespace
Compiler Error: c:\DB\Demonbuddy448\Plugins\Trinity\Coroutines\TakeItemsFromStash.cs(12,7) : warning CS0105: The using directive for 'Zeta.Common' appeared previously in this namespace
Compiler Error: c:\DB\Demonbuddy448\Plugins\Trinity\Coroutines\TakeItemsFromStash.cs(13,7) : warning CS0105: The using directive for 'Zeta.Bot' appeared previously in this namespace
Compiler Error: c:\DB\Demonbuddy448\Plugins\Trinity\Movement\StuckHandler.cs(11,7) : warning CS0105: The using directive for 'System.Threading.Tasks' appeared previously in this namespace
Compiler Error: c:\DB\Demonbuddy448\Plugins\Trinity\Settings\Loot\ItemListSettings.cs(27,7) : warning CS0105: The using directive for 'System.Text' appeared previously in this namespace
Compiler Error: c:\DB\Demonbuddy448\Plugins\Trinity\Settings\Loot\ItemListSettings.cs(28,7) : warning CS0105: The using directive for 'System.IO' appeared previously in this namespace
Compiler Error: c:\DB\Demonbuddy448\Plugins\Trinity\Combat\Abilities\CrusaderCombat.cs(723,50) : error CS0246: The type or namespace name 'IActor' could not be found (are you missing a using directive or an assembly reference?)
Compiler Error: c:\DB\Demonbuddy448\Plugins\Trinity\Framework\Grid\GridPoint.cs(5,19) : warning CS0660: 'Trinity.Framework.Grid.GridPoint' defines operator == or operator != but does not override Object.Equals(object o)
Compiler Error: c:\DB\Demonbuddy448\Plugins\Trinity\Framework\Grid\GridPoint.cs(5,19) : warning CS0661: 'Trinity.Framework.Grid.GridPoint' defines operator == or operator != but does not override Object.GetHashCode()
Compiler Error: c:\DB\Demonbuddy448\Plugins\Trinity\Items\ItemWrapper.cs(12,18) : warning CS0660: 'Trinity.Items.ItemWrapper' defines operator == or operator != but does not override Object.Equals(object o)
 
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 Trinity.zip
 
Yep, lastest, from the Trinity SVN.

Ya figured that out really quickly when the timing on bombardments were spot on :D No more wasted damage. This is really nice!

You should update your Adventurer xp tracker. Replace Adventurer/Game/Stats/ExperienceTracker.cs with:View attachment ExperienceTracker.cs

Gives a very detailed report of your xp/hr and records your best / worst runs.

First run with your settings: (new crusader, not great geared at all, just a 63).

ydztYOw.png


EDIT: Run number 2.

jIkQgoU.png


Oh baby, look at that breakin 100bil an hour in T63! Still messing with cluster size / trash pack size. Any suggestions?


EDIT: And the 3rd run! Still trying to find the sweet spot!

XbjXdyQ.png
 
Last edited:
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

It's an exact copy of the LoN Bomb build posted by Drahque on diablofans. Only difference is shield/weapon setup. I'm very high on the EU leaderboards so I don't want to go out with that sort of info. But something like this http://www.d3planner.com/415793918 but with a different weapon/shield setup. Just remember that having an item ANCIENT is more important than having a non-ancient version, even if the stats are perfect on your non-ancient
 
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