Main Thread:
http://www.thebuddyforum.com/demonb...k-addon-item-swap-sweeping-winds-exploit.html
The concept:
Sweeping winds takes a snapshot of certain affixes the moment it is cast and the damage output is based on that snapshot until it wears off.
If you refresh sweeping winds by re-casting before the buff ends, or by hitting a monster - the dps will stay based on the initial snapshot.
How do we take this game mechanic and use it to our advantage?
We swap items to what is relevant for the sweeping winds snapshot, and then after casting the sweeping winds we switch back to defensive gear.
What does sweeping winds include in the snapshot:
Main interest after sweeping winds is cast:
If done with the proper items, you should be able to run MP4-6 based only on the damage output from sweeping winds (i.e under 20k sheet dps).
Critical hit chance is much more important than attack speed, so get a shield instead of going dual wield - You will create more cyclones AND run with higher survivability.
How to make it swap other items:
Go to <DB Installation Folder>/Plugins/GilesTrinity/Abilities/WeaponSwap.cs
Open WeaponSwap.cs and edit it.
At the top you will find this:
The top left corner is Row:0,Column:0 and that slot together with Row:1,Column:0 (one below the top left corner) are reserved for the 2 hand weapon we swap to.
You need to edit Rows,Columns and Items so that they will have the specification inside the {}, this tells WeaponSwap where your item is located and where that item is intended to go.
For instance:
It will look at the 3 arrays: Rows, Columns and Items and will take the variable located in the same spot.
This will take the necklace located Top row, column second from the left AND the ring located 1 box beneath it -> Swap them and the weapon -> Cast blind + sweeping winds -> swap them back to your originals.
Top left corner is ROW:0, COLUMN:0
Bottom right corner is ROW:5, COLUMN:9
*Remember to set your items as protected via opening DemonBuddy, going to settings and "edit protected inventory slots" and coloring the locations in which your items reside - this is an extra precaution to make sure those items won't be sold/ stashed/ salvaged during a town run.
There is a donator version availiable - see main thread for more information.
http://www.thebuddyforum.com/demonb...k-addon-item-swap-sweeping-winds-exploit.html
The concept:
Sweeping winds takes a snapshot of certain affixes the moment it is cast and the damage output is based on that snapshot until it wears off.
If you refresh sweeping winds by re-casting before the buff ends, or by hitting a monster - the dps will stay based on the initial snapshot.
How do we take this game mechanic and use it to our advantage?
We swap items to what is relevant for the sweeping winds snapshot, and then after casting the sweeping winds we switch back to defensive gear.
What does sweeping winds include in the snapshot:
Code:
Weapon Damage (NOT DPS - 1000dps weapon with 1 attack per second is [B]better[/B] than 1000dps weapon with 1.4 attacks per second)
Critical Damage
AVG Damage bonus (rings / amulets)
Dexterity
Bonus to sweeping winds damage
Extra damage vs elites / demons... (not tested - so if you find it really does work, tell me)
Bonus damage to lightning skills
Bonus %damage (for instance inna's favor - Bonus 7-8% elemental damage)
Life Steal
Skill buffs:
Blinding Flash - Faith in the Light -> 30%
Breath of Heaven - Blazing Wrath -> 15%
Deadly Reach - Foresight -> 18%
Combination Strike -> 8% (per spirit generator used)
Main interest after sweeping winds is cast:
Code:
HP
All Resist
Armor
Attack speed
Critical Chance
Life on Hit
Life after Kill
Critical hit chance is much more important than attack speed, so get a shield instead of going dual wield - You will create more cyclones AND run with higher survivability.
How to make it swap other items:
Go to <DB Installation Folder>/Plugins/GilesTrinity/Abilities/WeaponSwap.cs
Open WeaponSwap.cs and edit it.
At the top you will find this:
Code:
private static int[] rows = new int[] {};
private static int[] columns = new int[] {};
/// <summary>
/// Possible Inventory Slots:
/// InventorySlot.PlayerNeck
/// InventorySlot.PlayerRightFinger
/// InventorySlot.PlayerLeftFinger
/// InventorySlot.PlayerHead
/// InventorySlot.PlayerShoulders
/// InventorySlot.PlayerTorso
/// InventorySlot.PlayerBracers
/// InventorySlot.PlayerHands
/// InventorySlot.PlayerWaist
/// InventorySlot.PlayerLegs
/// InventorySlot.PlayerFeet
/// </summary>
private static InventorySlot[] items = new InventorySlot[] {};
The top left corner is Row:0,Column:0 and that slot together with Row:1,Column:0 (one below the top left corner) are reserved for the 2 hand weapon we swap to.
You need to edit Rows,Columns and Items so that they will have the specification inside the {}, this tells WeaponSwap where your item is located and where that item is intended to go.
For instance:
Code:
private static int[] rows = new int[] {[COLOR="#FF0000"]0[/COLOR],[COLOR="#0000FF"]1[/COLOR]};
private static int[] columns = new int[] {[COLOR="#FF0000"]1[/COLOR],[COLOR="#0000FF"]1[/COLOR]};
/// <summary>
/// Possible Inventory Slots:
/// InventorySlot.PlayerNeck - Necklace
/// InventorySlot.PlayerRightFinger - Ring
/// InventorySlot.PlayerLeftFinger - Ring
/// InventorySlot.PlayerHead - Helmet
/// InventorySlot.PlayerShoulders - Shoulders
/// InventorySlot.PlayerTorso - Chest
/// InventorySlot.PlayerBracers - Bracers
/// InventorySlot.PlayerHands - Gloves
/// InventorySlot.PlayerWaist - Belt
/// InventorySlot.PlayerLegs - Pants
/// InventorySlot.PlayerFeet - Boots
/// </summary>
private static InventorySlot[] items = new InventorySlot[] {[COLOR="#FF0000"]InventorySlot.PlayerNeck[/COLOR],[COLOR="#0000FF"]InventorySlot.PlayerRightFinger[/COLOR]};
This will take the necklace located Top row, column second from the left AND the ring located 1 box beneath it -> Swap them and the weapon -> Cast blind + sweeping winds -> swap them back to your originals.
Top left corner is ROW:0, COLUMN:0
Bottom right corner is ROW:5, COLUMN:9
*Remember to set your items as protected via opening DemonBuddy, going to settings and "edit protected inventory slots" and coloring the locations in which your items reside - this is an extra precaution to make sure those items won't be sold/ stashed/ salvaged during a town run.
There is a donator version availiable - see main thread for more information.
Last edited: