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Try this: go to Trinity/Combat/Abilities and open CrusaderCombat.cs with your preferred text editor. Press ctrl+F and search for

Code:
            if (IsBombardmentBuild && !ShouldWaitForConventionofElements(Skills.Crusader.ShieldGlare, Element.Physical, 2500, 0) &&

Change that 2500 to whatever value you want too. This is the 'start' timer, so 2500 here means it'll be greenlit 2500 milliseconds before the Physical phase starts. Note that you shouldn't set that value to something smaller than zero.

Currently running TX rifts for keys, I'll give this a shot when i load up GR's later tonight/tomorrow.

would be great if you could fix this item rules issue for shields/crusader shields on one of the svn releases :)
https://www.thebuddyforum.com/demon...witness-missing-damage-rules.html#post2159517
 
I'm not sure if shieldglare is dynamic like coe or not
It's a debuff on the mobs so it doesn't get calculated until the damage happens. Shield glare should be cast right after bombardment.
 
It's a debuff on the mobs so it doesn't get calculated until the damage happens. Shield glare should be cast right after bombardment.

ahh ok cool. so then as long as its cast before DAMAGE occurs? doesn't matter which you cast first? bomb or shield?

then the:

if (CanCast(SNOPower.X1_Crusader_Bombardment) || !GetHasBuff(SNOPower.X1_Crusader_IronSkin))
return false;

is perfect to ensure this happens
 
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ahh ok cool. so then as long as its cast before DAMAGE occurs? doesn't matter which you cast first? bomb or shield?

then the:

if (CanCast(SNOPower.X1_Crusader_Bombardment) || !GetHasBuff(SNOPower.X1_Crusader_IronSkin))
return false;

is perfect to ensure this happens
You want to bombardment first because it lasts for nearly 5 secs, has a small delay before landing, is very timing sensitive with CoE, and is the source of all your damage. Shield glare lasts 4 secs so if you cast it immediately after the bombardment then the debuff should last through the whole bombardment/physical cycle and if it doesn't get cast with perfect timing due to avoidance or w/e then your whole cycle isn't screwed whereas if you miss the timing on bombardment then it's 16 secs down the drain.
 
I mean tying it to Physical cycle would be better than tying it to bombardment. The problem is i think with 61.5CDR you can cast it and have it up again for Phys? With 61.5CDR our Shield glare cooldown is 4.62 seconds. So in theory all you would want to do is have a check to make sure that Shield Glare is held for Physical when there is Less than 5s until %Phys CoE.
 
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Is the .zip file on the OP in this thread up to date? Should I install that over my current Trinity 2.14.39 from the sticky'd thread?
 
It isn't up to date because I forgot to update it, sorry. The latest version is the test build xzjv uploaded in the trinity thread yesterday. So far people seem to like it.
 
It isn't up to date because I forgot to update it, sorry. The latest version is the test build xzjv uploaded in the trinity thread yesterday. So far people seem to like it.


No problem. Do I have to use an SVN for it? I haven't ever used an SVN before and I was wondering if it is really a big improvement compared to the .zip file in the Sticky'd Trinity post up top...?
 
My LoN build use Akarat's Champion-Rally.
So in one physics I can use Bombardment two times.
I want to use this skill order: 1.Iron Skin 2.Bombardment 3.Akarat's Champion-Rally 4.Bombardment
How to do this?
 
how can I let the bot know im running LON Bombardment build? I'm still missing some essential piece, like the belt. my crusader keep doing melee in combat and doesnt spam steed charge. I have spam steed charge in combat checked. it spam charge out of combat perfectly, but in combat, it just use one charge randomly then start to melee untill elites die. Sometime, it will dismount during the steed charge and start meleeing
I'm using the newest version of all plug ins. thank you

edt: I removed the belt check in combat file, it seems to work now
 
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You guys getting stuck on these objects?
347229570e2240a80e051cbee504470c.png
 
Would also be optimal if we used Bombardment whenever we hit the Phys% CoE not just when we are fighting.. For instance we are running through mobs until we meet an elite pack or a large cluster... could be killing some of those mobs on the way when Phys CoE is up... since we hold bombardment for Phys anyway this is only a gain.
 
Would also be optimal if we used Bombardment whenever we hit the Phys% CoE not just when we are fighting.. For instance we are running through mobs until we meet an elite pack or a large cluster... could be killing some of those mobs on the way when Phys CoE is up... since we hold bombardment for Phys anyway this is only a gain.
not a good idea, because lots of times you will be encountering an elite pack right after you casted bombardment on trash, then you have to wait a full cycle to damage the elite pack, I would rather not take the chance as you go higher the grift more valuable the coe cycle becomes.
 
not a good idea, because lots of times you will be encountering an elite pack right after you casted bombardment on trash, then you have to wait a full cycle to damage the elite pack, I would rather not take the chance as you go higher the grift more valuable the coe cycle becomes.
You would be waiting for the next phys cycle in both cases.

Always cast on phys - Kills trash and progresses bar while looking for elite pack. Would have to wait until next phys CoE to cast anyhow in which cast bombardment will be off cd as per usual.

Only cast for elites - CoE phys rotation hits, bombardment isn't cast. More trash is left alive therefore progress par is hindered.

He is correct. Bombardment should be cast on every physical rotation no matter the surroundings.
 
Interesting. I think I can do that.

Tell me one thing tho, should it follow the same order an in-combat casting? IronSkin+ShieldGlare then Bombardment?
 
Well it should be kind of spamming it already. The only reason it wouldn't cast it is if it was already too close to the CoE TimeSpan or if there weren't any mobs around.
 
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