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I've attempted to edit to match your coding but I just receive compiler errors. Is this an older version of trinity by chance?

Using latest trinity 2.14.24. Some people are saying it's giving compiling errors. Try using this snippet for the teleport function instead.

Code:
// Defensive Teleport: SafePassage
            if (CanCast(SNOPower.Wizard_Teleport, CanCastFlags.NoTimer) && Runes.Wizard.SafePassage.IsActive &&
                Player.CurrentHealthPct <= Settings.Combat.Wizard.SafePassageHealthPct &&
                ((!Legendary.AetherWalker.IsEquipped || Player.PrimaryResource > 40)))
            {
                var bestClusterPoint = TargetUtil.GetBestClusterPoint(5f, 10f);
                // Teleporting exactly on top of targets prevents them from taking damage
                var slightlyForwardPosition = MathEx.GetPointAt(bestClusterPoint, 4f, Player.Rotation);
                return new TrinityPower(SNOPower.Wizard_Teleport, 55f, slightlyForwardPosition);
            }

Note that there are two safe passage teleport functions, one for defensive when you're under 50 percent health as a safety avoidance measure, then there's one for when you're above 50 percent. Make sure you're replacing the second function. It's located right after the calamity offensive teleport function.
 
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as long as you guys are trying weighting tweaking. mind giving my weighting.cs a shot?
I think i solved a few more skipping elites/ orb problems by giving them more weight. Just only use this for GR, although has been working fine outside of GR too.

Copy into Plugins/Trinity/Cache/Weighting.cs, also just set your shrines to maximum priority in trinity.

some feedback would be great, cant say for sure orbs are 100% fixed. but i havn't missed an elite pack in a while.
View attachment 197327

Summary of Changes:
-gave orbs max weight (From calculating its weight, to 50000. also increased range from 40 to 150)
-Gave elites/yellows/bosses/uber second highest weight (From 200,400,500 to 45000 all across) (if shrine and elites have the same weight or elites>shrine, the bot decides to try kill any elites near a shrine first, then pickup the shrine, missing out killing two elites with shrine benefit)
-reduced the range of max weight of doors (From 10 to 4). (kill adira act 5 map would cause alot of elite skipping, cause of close proximity shrines, doors etc. Has been smoother now, at least it seems that way)

NOTE: Weighting, skpping stuff is all being worked by the devs. Its tricky, it is very hard to fit the needs of everyone, priorties weighting etc. dev's are working on it. This is just a small tweak to (maybe) increase your performance in GR!

Ran about 30 GR's with the modified weighting.cs file. Noticed an overall average of about 40 seconds improvement on GR 72. Haven't tried it on anything else. I watched it for about a hour and didn't see it miss a progression orb which is huge. Thanks for the edit. Will continue to use and provide any additional feedback.
 
I've noticed a pretty big issue with the bot for the high grifts, when the grift is lets use 97% finished as an example, the large mob count makes the bot run around like a moron for at least 30 seconds, just to find the 3 percent, when the 3 percent is right beside him. (I know this because turbo hud shows the percentage given by the mobs 40 yards away. What I just saw made me shake my head, grift was at 99.8% and the bot just ran across a rather large map for 3 minutes just to get a mob that fit the requirement for it to attack. I had to intervene during the guardian fight because it was going to be a few seconds short of completing the rift on time, this was a 75 grift.

You have to keep in mind that the bot is programmed as an all purpose, multi-use-case program. It's logic thus reflects that mentality, it's very generalized. It doesn't understand it's current progress rate vs time left to create a sense of urgency to break it's programmed targeting rules. You'll have to code a function in to lower your cluster demands when that condition comes about. To be frank that's going to happen a lot on any GR where your average completion time is closer to the time limit. You should run your bot on a rift where your average completion time is more around the 10-11min mark for maximum efficiency.
 
You have to keep in mind that the bot is programmed as an all purpose, multi-use-case program. It's logic thus reflects that mentality, it's very generalized. It doesn't understand it's current progress rate vs time left to create a sense of urgency to break it's programmed targeting rules. You'll have to code a function in to lower your cluster demands when that condition comes about. To be frank that's going to happen a lot on any GR where your average completion time is closer to the time limit. You should run your bot on a rift where your average completion time is more around the 10-11min mark for maximum efficiency.


My bot runs fine, I test different grifts with different setups to see what changes I can get to optimize my settings. I don't actually have to do much number crunching, just look at the average xp per hour from turbohud and I get an accurate reading, so as long as that number is going up after a decent sample i'm fine. If anything, anyone who is using the built in EXP/Hour in db to calculate their efficiency is completely confusing themselves with what's the most optimal build for them.

With regards to the bot all purpose, using enemies within a cluster becomes highly inefficient. You can't weight 5 spiders and 5 unknowns the same, it would be ideal to have the bot just farm whatever based on progression given, since rifts and grifts are all progression oriented.

There's ur stats for efficiency, not a troll 1 second stat grab either, just left the bot running a new build one of the posters earlier mentioned to test it out, it's ran a few keys now.
dbstats.webp
 
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Thank u so much for this guide! i managed to go from 70b xp to 95b xp/h and doing 78 Gr's as p1350 and not optimal gear!
 
im pretty new to s5, around 300+ paragon.

anyone have a guide with DMO ET channeling version? and is it viable?

i still don't have the gear for the arcane orb.
 
guys did you tried trinity .28? Works it better than stable .24?
 
o hey dioxy186 if you can keep up your Trinity misc set up with all the new Trinity if you do change it can you plz post your new set ups :)
 
I'm currently doing
Grift: 75
Completed: 10/10
Best time: 8 minutes, 42 seconds
Worst time: 13 minutes, 11 seconds
XP/h: 110b xp/h~ none rested.
Deaths: 0

Settings:
24a2be5ace7992d77e6ad9d89b8758f4

Paragon: 1050~
Profile dps: 2,3m

Build: Normal DMO with Ward + Ancient Defenders.

So it works fine aswell :-)
 
I'm currently doing
Grift: 75
Completed: 10/10
Best time: 8 minutes, 42 seconds
Worst time: 13 minutes, 11 seconds
XP/h: 110b xp/h~ none rested.
Deaths: 0

Settings:
24a2be5ace7992d77e6ad9d89b8758f4

Paragon: 1050~
Profile dps: 2,3m

Build: Normal DMO with Ward + Ancient Defenders.

So it works fine aswell :-)
whats about avoidance?
 
Can you post a prnt screen or send me a private message your skills you use and your exact trinity settings ? ty in advance
 
ueg1Jyh.png

0zUX87d.png


best run time 9mins / average run time 12mins some times with 5mins left on the time
here is a better picture of the trinity settings that I've collected in this posted and few others that works for me. works for my repeat runs GR-70 on my wiz that is PLevel-931 everything Ancient with gem+71
 
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So it seems the Flash Fire is way more viable with "low" Gear. GR60 are in 2-5 min with low gear. I guess keep this to farm better Gear for DMO, so DMO will outplay at some point the Flash Fire.
 
@ bboytech what trinity do you use? It seems to me that the newest is worse then it was before bcs sometimes it don't even finish 70 for me now.
 
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