Alrite have spent the last few days optimizing the Double Danettas to vault around everywhere. Now it works awesome. Wanted to share with everyone. This is now vault everywhere OOC and during combat to get healthglobes/containers for Harringtons/Pick up items.
For Trinity
1) I have Kite distance at 0; you can increase this is you are dying too much...but I am surviving T6 easy with just vault to keep distance with kiting at 0.
2) Set to Vault anytime.
Out of combat Vault: Change in /movement/playermover.cs
During Combat Vault: /combat/abilities/demonhunter.cs
3. Now this was the hardest part to figure. Took a lot of time to read through the whole handletarget.cs and get the toon to vault for all gold, items and containers: In the end it ended up being a subtle change.
Change in combat/handletarget.cs
4. Synergizes really well with xzjv's Harrington's optimization here
5. Also Synergizes really well for pickup healthglobe optimization. I have my own. This is what I use.
Changes in combat/weighting.cs
This code basically either picks up globes in battle if health is less than 60% or Primary resource is < 40% or will pick up everything around after battle (less backtracking for globes otherwise)
I hope this helps. Unfortunately the way Sentry's work Double Danetta doesn't deliver the best DPS. However this makes them very viable. The faster movement speed makes up for the slower killing. Unfortunately after doing all this work I finally got a Bombardier's quiver yesterday and now the kill difference b/t double danetta's and 2H xbow + Quiver is too much. Enjoy the changes though. It makes for a great Botting build. Backtracking and movement is so much faster that it doesn't even bother you. Makes for a really fun bot to watch. Awesome for bounties. Work great for T6 as well...though my testing has shown at T5 I get much faster kill and higher Leg/hr than T6 (best synergy of kill speed and movement speed) averaged ~6-7 leg/hr over 8 hrs of rifting at T5.
Added a zip file with all the modified file necessary. This has the following:
1) Vault Mod
2) Health Potion Mod (Will vault for healt potions)
3) Harrington's Mod. (will vault to use Harrington's as well if you are wearing the belt)
View attachment Trinity Vault Package.zip
For Trinity
1) I have Kite distance at 0; you can increase this is you are dying too much...but I am surviving T6 easy with just vault to keep distance with kiting at 0.
2) Set to Vault anytime.
Out of combat Vault: Change in /movement/playermover.cs
Code:
[COLOR="#FF0000"]//bool hasTacticalAdvantage = HotbarSkills.PassiveSkills.Any(s => s == SNOPower.DemonHunter_Passive_TacticalAdvantage);
//int vaultDelay = hasTacticalAdvantage ? 2000 : Trinity.Settings.Combat.DemonHunter.VaultMovementDelay;
int vaultDelay = Trinity.Settings.Combat.DemonHunter.VaultMovementDelay;[/COLOR]
// DemonHunter Vault
if (Trinity.Hotbar.Contains(SNOPower.DemonHunter_Vault) && !bTooMuchZChange && Trinity.Settings.Combat.DemonHunter.VaultMode != DemonHunterVaultMode.CombatOnly &&
CombatBase.TimeSincePowerUse(SNOPower.DemonHunter_Vault) > vaultDelay &&
destinationDistance >= 18f &&
PowerManager.CanCast(SNOPower.DemonHunter_Vault) && !ShrinesInArea(vMoveToTarget) &&
// Don't Vault into avoidance/monsters if we're kiting
(CombatBase.PlayerKiteDistance <= 0 || (CombatBase.PlayerKiteDistance > 0 &&
(!CacheData.TimeBoundAvoidance.Any(a => a.Position.Distance(vMoveToTarget) <= CombatBase.PlayerKiteDistance) ||
(!CacheData.TimeBoundAvoidance.Any(a => MathEx.IntersectsPath(a.Position, a.Radius, Trinity.Player.Position, vMoveToTarget))) ||
!CacheData.MonsterObstacles.Any(a => a.Position.Distance(vMoveToTarget) <= CombatBase.PlayerKiteDistance))))
)
{
Vector3 vThisTarget = vMoveToTarget;
if (destinationDistance > 35f)
//if (destinationDistance > 7f)
vThisTarget = MathEx.CalculatePointFrom(vMoveToTarget, MyPosition, 35f);
ZetaDia.Me.UsePower(SNOPower.DemonHunter_Vault, vThisTarget, Trinity.CurrentWorldDynamicId, -1);
SpellHistory.RecordSpell(SNOPower.DemonHunter_Vault);
if (Trinity.Settings.Advanced.LogCategories.HasFlag(LogCategory.Movement))
Logger.Log(TrinityLogLevel.Debug, LogCategory.Movement, "Using Vault for OOC movement, distance={0}", destinationDistance);
return;
}
During Combat Vault: /combat/abilities/demonhunter.cs
Code:
// Vault
if (!UseOOCBuff && !IsCurrentlyAvoiding && CombatBase.CanCast(SNOPower.DemonHunter_Vault) && !Player.IsRooted && !Player.IsIncapacitated &&
Settings.Combat.DemonHunter.VaultMode != Config.Combat.DemonHunterVaultMode.MovementOnly &&
// Only use vault to retreat if < level 60, or if in inferno difficulty for level 60's
(Player.Level < 60 || Player.GameDifficulty > GameDifficulty.Master) &&
(TargetUtil.AnyMobsInRange(7f,6) || Player.CurrentHealthPct <= 0.7) &&
// if we have ShadowPower and Disicpline is >= 16
// or if we don't have ShadoWpower and Discipline is >= 22
(Player.SecondaryResource >= (Hotbar.Contains(SNOPower.DemonHunter_ShadowPower) ? 22 : 16)) &&
TimeSinceUse(SNOPower.DemonHunter_Vault) >= Trinity.Settings.Combat.DemonHunter.VaultMovementDelay)
{
//Vector3 vNewTarget = MathEx.CalculatePointFrom(CurrentTarget.Position, Player.Position, -15f);
// Lets find a smarter Vault position instead of just "backwards"
//Vector3 vNewTarget = NavHelper.FindSafeZone(Trinity.Player.Position, true, false, null, false);
Vector3 vNewTarget = NavHelper.MainFindSafeZone(Trinity.Player.Position, true, false, null, false);
return new TrinityPower(SNOPower.DemonHunter_Vault, 20f, vNewTarget, CurrentWorldDynamicId, -1, 1, 2);
}
3. Now this was the hardest part to figure. Took a lot of time to read through the whole handletarget.cs and get the toon to vault for all gold, items and containers: In the end it ended up being a subtle change.
Change in combat/handletarget.cs
Code:
// Change Line 445 If we're doing avoidance, globes or backtracking, try to use special abilities to move quicker
if ((CurrentTarget.Type == GObjectType.Avoidance ||
CurrentTarget.Type == GObjectType.HealthGlobe ||
CurrentTarget.Type == GObjectType.PowerGlobe ||
[COLOR="#FF0000"](CurrentTarget.Type == GObjectType.Gold && CombatBase.CanCast(SNOPower.DemonHunter_Vault)) ||
((CurrentTarget.Type == GObjectType.Container || CurrentTarget.Type == GObjectType.Item) &&
CurrentTarget.Distance > 18f && CombatBase.CanCast(SNOPower.DemonHunter_Vault)) ||[/COLOR]
Monk_SpecialMovement ||
(CurrentTarget.Type == GObjectType.Backtrack && Settings.Combat.Misc.AllowOOCMovement))
&& NavHelper.CanRayCast(Player.Position, CurrentDestination)
)
4. Synergizes really well with xzjv's Harrington's optimization here
5. Also Synergizes really well for pickup healthglobe optimization. I have my own. This is what I use.
Changes in combat/weighting.cs
This code basically either picks up globes in battle if health is less than 60% or Primary resource is < 40% or will pick up everything around after battle (less backtracking for globes otherwise)
Code:
if (!Settings.Combat.Misc.CollectHealthGlobe && Player.PrimaryResourcePct > 1 && Player.CurrentHealthPct >= _playerEmergencyHealthGlobeLimit)
{
cacheObject.Weight = 0;
}
else if (Player.PrimaryResourcePct < 0.4 || Player.PrimaryHealthPct < 0.6 )
{
// cacheObject.Weight = (90f - cacheObject.RadiusDistance) / 90f * 17000d;
// cacheObject.Weight += 100000d;
cacheObject.Weight = 40000d;
}
// Give all globes super low weight if we don't urgently need them, but are not 100% health
// change made to add resource (change > to sign in middle to >= to pick only when needed
else if (!witchDoctorManaLow && (Player.CurrentHealthPct > 1) && Player.PrimaryResourcePct > 1)
I hope this helps. Unfortunately the way Sentry's work Double Danetta doesn't deliver the best DPS. However this makes them very viable. The faster movement speed makes up for the slower killing. Unfortunately after doing all this work I finally got a Bombardier's quiver yesterday and now the kill difference b/t double danetta's and 2H xbow + Quiver is too much. Enjoy the changes though. It makes for a great Botting build. Backtracking and movement is so much faster that it doesn't even bother you. Makes for a really fun bot to watch. Awesome for bounties. Work great for T6 as well...though my testing has shown at T5 I get much faster kill and higher Leg/hr than T6 (best synergy of kill speed and movement speed) averaged ~6-7 leg/hr over 8 hrs of rifting at T5.
Added a zip file with all the modified file necessary. This has the following:
1) Vault Mod
2) Health Potion Mod (Will vault for healt potions)
3) Harrington's Mod. (will vault to use Harrington's as well if you are wearing the belt)
View attachment Trinity Vault Package.zip
Last edited: