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All in all, after looking at 2 hours of 4 men runs, I have to say it's somewhat buggy but not enough to take us out. Let's just say we'll need to wait for the real deal from the next stable DB release. I am quite happy that it works for most of the parts. Gambling is still buggy of which I thought it was fixed, based on solo runs. Not quite the same scenario in 4 men.

I went ahead and just updated to version DemonBuddy Beta 1.1.2914.596 as suggested, and it looks like it's doing a lot better. My friend who is sitting in as the 4th player temporarily (who was watching it mess up before) says it looks like it's running a lot smoother when surrounded by monsters.... if I notice anything change/bug out again I'll let you know asap. May be going to sleep here soon though. Appreciate the updates.


Regards
 
I have got 2 dmo wizards + 1 barb with builds from the first post. (average 950 paragon all)
I am looking for someone to provide me with trinity setup for both the leader (barb) and dmo followers to make them complete gr75 with decent time run with another 4th guy leaching.
Current setup providied is not working at all for me (will clear up to gr72), i have my own setup that allow me to clear gr75 most of the time (about 80% , but sometimes just seconds left) but i completely have no idea about how all this cluster stuff works and i need it go a bit better
willing to express my gratitude financialy :P
 
I have got 2 dmo wizards + 1 barb with builds from the first post. (average 950 paragon all)
I am looking for someone to provide me with trinity setup for both the leader (barb) and dmo followers to make them complete gr75 with decent time run with another 4th guy leaching.
Current setup providied is not working at all for me (will clear up to gr72), i have my own setup that allow me to clear gr75 most of the time (about 80% , but sometimes just seconds left) but i completely have no idea about how all this cluster stuff works and i need it go a bit better
willing to express my gratitude financialy :P

Do you mind sharing your setup? I'm still experimenting with combat setting. Would love to try out other settings.

If anyone can get kill elites under % to work, please share.
 
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I have the barb leader on 100/100 elite mob settings, with ignore minions and always attak cluster, trash mob ignore 70, size 12, cluster 70, always ignore 0.5 rest default
while dmo wizards are 100/100 elite mob , ignore minions, trash ignore 40, size 10, cluster 15, always kill trash below 7% rest default

i am actually able to clear 77 gr like that, but i think they should be able to do better, but with most of my settings its a lucky guess, not that i knew what i was exactly doing lol

(dmo wizards are with safe passage teleport, no illusory boots)
 
I remember in last season.. I tried that.. and the gem upgrade was messed up.. is it fixed? how do we make my main.. that is not the party leader... upgrade the gems I want him to upgrade.. not the same ones as the team leader will upgrade.
Tks
 
I remember in last season.. I tried that.. and the gem upgrade was messed up.. is it fixed? how do we make my main.. that is not the party leader... upgrade the gems I want him to upgrade.. not the same ones as the team leader will upgrade.
Tks
I am not 100% sure if it's fixed. This is what I did on all my DBs, and It hasn't bother me yet.

gemupgrade.jpg
[/URL][/IMG]
 
Anyone know why my wizards run backwards (for about 2 seconds, sometimes teleporting too) after they revive, rather than towards the group leader (maybe it's trying to go to a previous pathing point)? And then just die again because they run back into stray monsters :/

Also, is the pickup health globe setting working for the Barbarian? I have checked "prioritize health globes" with life set to 100% and my barb ignores them while in combat, even if they're right next to him. Been trying for a while now; I wanted to check with you guys before I went and looked into the combat code for Barbarians and tried to debug the priorities from there.

Thanks


// Update:
I was able to get the Barbarian to pickup the health globes. Sorry for any confusion. I must have overlooked the health % when I was going back and forth with adjusting settings for an earlier issue.
 
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New YAR version is out. It solves problems with kickstart profile that us ,lots of users, were having. Now simplefollow does not work ok with gem upgrading. Without YAR it worked fine for me. Also sometimes there's a problem where leader does not wait for followers to be on screen and opnes the grift and starts it alone...
 
I remember in last season.. I tried that.. and the gem upgrade was messed up.. is it fixed? how do we make my main.. that is not the party leader... upgrade the gems I want him to upgrade.. not the same ones as the team leader will upgrade.
Tks
Hey,
Simplefollow never upgraded gems according to leader's list. It uses QuestTools priority list of each follower. However, Simplefollow plugin reads leader's upgrade threshold percentages. The problem people are having with this system are just those 50 cap legendary gems. The QuestTools plugin does not avoid their upgrades once they are capped at 50. There is an easy fix for that in Plugins\Quest Tools\Profile Tags\CompleteGreaterRiftTag.cs, where you need to replace (around line 111)

.Where(item => item.ItemType == ItemType.LegendaryGem && GetUpgradeChance(item) > 0.00f && GetUpgradeChance(item) >= minimumGemChance)

with

.Where(item => item.ItemType == ItemType.LegendaryGem && GetUpgradeChance(item) > 0.00f && GetUpgradeChance(item) >= minimumGemChance && !(item.JewelRank == 50 && (item.ActorSnoId == 428355 || item.ActorSnoId == 405796 || item.ActorSnoId == 405797 || item.ActorSnoId == 405803)))

Credit for this is not mine, I think found it somewhere on these forums few months ago. The line above just avoids upgrading those 4 gems once they are at 50.
 
Anyone know why my wizards run backwards (for about 2 seconds, sometimes teleporting too) after they revive, rather than towards the group leader (maybe it's trying to go to a previous pathing point)? And then just die again because they run back into stray monsters :/
Hey Ruby,
this may be caused by Trinity Config->Combat->Misc->Flee in Ghost Mode
 
Awesome find, Tempest. I'll get that file up on page one tonight, heading to work atm. BTW guys, the new MonkCombat.cs, Barbarian FollowerService.cs, and trinity settings are working amazing on page one. I am ahead grift 85 many times in a 3 men team. Try it out!

wiz/barb/monk. That's based on P1500 main dps, just for reference.
 
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Hey Ruby,
this may be caused by Trinity Config->Combat->Misc->Flee in Ghost Mode

Awesome find Tempest, I'l try it out now. You really read my mind (was just thinking about this!), I've been bashing my head over this for a while lol.


// Edit:

Finally! The bots no longer go mental after dieing :) They now continue on the proper path. Thanks
 
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For those of you who use DMO Energy Twister, I highly recommend replacing the Energy Twister combat calculation (Trinity/Combat/Abilities/WizardCombat.cs) with the following (casts energy twister closer to you towards the target, so that the twister doesn't cast behind the target; this makes it travel longer ontop of targets/more dps):

// Energy Twister SPAMS whenever 35 or more ap to generate Arcane Power
if (!Player.IsIncapacitated && CanCast(SNOPower.Wizard_EnergyTwister) && !ShouldWaitForConventionElement(Skills.Wizard.EnergyTwister) &&
Player.PrimaryResource >= 25 &&
(!Legendary.EtchedSigil.IsEquipped || Sets.TalRashasElements.IsFullyEquipped || Sets.DelseresMagnumOpus.IsFullyEquipped && !Legendary.Deathwish.IsEquipped) &&
// If using storm chaser, then force a signature spell every 1 stack of the buff, if we have a signature spell
(!hasSignatureSpell || GetBuffStacks(SNOPower.Wizard_EnergyTwister) < 1))
{

Vector3 bestClusterPoint = TargetUtil.GetBestClusterPoint();

var PartDiffX = (bestClusterPoint.X - Player.Position.X) / 4.0f;
var PartDiffY = (bestClusterPoint.Y - Player.Position.Y) / 4.0f;

Vector3 earlyPathShot = new Vector3(Player.Position.X + PartDiffX, Player.Position.Y + PartDiffY, Player.Position.Z);

const float twisterRange = 50f;
return new TrinityPower(SNOPower.Wizard_EnergyTwister, twisterRange, earlyPathShot);//bestClusterPoint);

}
 
For those of you who use DMO Energy Twister, I highly recommend replacing the Energy Twister combat calculation (Trinity/Combat/Abilities/WizardCombat.cs) with the following (casts energy twister closer to you towards the target, so that the twister doesn't cast behind the target; this makes it travel longer ontop of targets/more dps):

// Energy Twister SPAMS whenever 35 or more ap to generate Arcane Power
if (!Player.IsIncapacitated && CanCast(SNOPower.Wizard_EnergyTwister) && !ShouldWaitForConventionElement(Skills.Wizard.EnergyTwister) &&
Player.PrimaryResource >= 25 &&
(!Legendary.EtchedSigil.IsEquipped || Sets.TalRashasElements.IsFullyEquipped || Sets.DelseresMagnumOpus.IsFullyEquipped && !Legendary.Deathwish.IsEquipped) &&
// If using storm chaser, then force a signature spell every 1 stack of the buff, if we have a signature spell
(!hasSignatureSpell || GetBuffStacks(SNOPower.Wizard_EnergyTwister) < 1))
{

Vector3 bestClusterPoint = TargetUtil.GetBestClusterPoint();

var PartDiffX = (bestClusterPoint.X - Player.Position.X) / 4.0f;
var PartDiffY = (bestClusterPoint.Y - Player.Position.Y) / 4.0f;

Vector3 earlyPathShot = new Vector3(Player.Position.X + PartDiffX, Player.Position.Y + PartDiffY, Player.Position.Z);

const float twisterRange = 50f;
return new TrinityPower(SNOPower.Wizard_EnergyTwister, twisterRange, earlyPathShot);//bestClusterPoint);

}

Going to give it a try now, thanks!

EDIT: Can see a nice little average increase left on the timer, thanks for the share!
 
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For those of you who use DMO Energy Twister, I highly recommend replacing the Energy Twister combat calculation (Trinity/Combat/Abilities/WizardCombat.cs) with the following (casts energy twister closer to you towards the target, so that the twister doesn't cast behind the target; this makes it travel longer ontop of targets/more dps):

// Energy Twister SPAMS whenever 35 or more ap to generate Arcane Power
if (!Player.IsIncapacitated && CanCast(SNOPower.Wizard_EnergyTwister) && !ShouldWaitForConventionElement(Skills.Wizard.EnergyTwister) &&
Player.PrimaryResource >= 25 &&
(!Legendary.EtchedSigil.IsEquipped || Sets.TalRashasElements.IsFullyEquipped || Sets.DelseresMagnumOpus.IsFullyEquipped && !Legendary.Deathwish.IsEquipped) &&
// If using storm chaser, then force a signature spell every 1 stack of the buff, if we have a signature spell
(!hasSignatureSpell || GetBuffStacks(SNOPower.Wizard_EnergyTwister) < 1))
{

Vector3 bestClusterPoint = TargetUtil.GetBestClusterPoint();

var PartDiffX = (bestClusterPoint.X - Player.Position.X) / 4.0f;
var PartDiffY = (bestClusterPoint.Y - Player.Position.Y) / 4.0f;

Vector3 earlyPathShot = new Vector3(Player.Position.X + PartDiffX, Player.Position.Y + PartDiffY, Player.Position.Z);

const float twisterRange = 50f;
return new TrinityPower(SNOPower.Wizard_EnergyTwister, twisterRange, earlyPathShot);//bestClusterPoint);

}

Thanks Ruby, I love it when I see codes like these. I'm learning something new everyday. Great find!
 
Going to give it a try now, thanks!

EDIT: Can see a nice little average increase left on the timer, thanks for the share!
Thanks Ruby, I love it when I see codes like these. I'm learning something new everyday. Great find!

Thanks :) Glad to see it's helping. I was getting frustrated that it was casting energy twister directly on/behind the mobs for barely any damage... so I just threw something together to make it cast at an earlier point towards the target. If I see any other adjustments for anything I'll let ya know. Worked out better than I thought; I really felt like it played just like I did when I used Energy Twister wizard.

Btw, does anyone know why my characters still try to ressurect my other characters sometimes, even though I have the checkbox disabled for "Ressurect Dead Players" under "Objects"?
 
Awesome find, Tempest. I'll get that file up on page one tonight, heading to work atm. BTW guys, the new MonkCombat.cs, Barbarian FollowerService.cs, and trinity settings are working amazing on page one. I am ahead grift 85 many times in a 3 men team. Try it out!

wiz/barb/monk. That's based on P1500 main dps, just for reference.
Arcane orbit or ET wiz? 2 globe supp?
 
Arcane orbit or ET wiz? 2 globe supp?

That was Arcane Orb, WW Barb, and LOH Monk.

Meanwhile I am going to take some time studying codes hoping to get ETs and DH support up & running. I want to push over 90+ bad :)
Most of the files I provided were based on borrowed codes, and a few that I did. I need to up my skill on C# to get better files, and hopefully will get more helps from other devs. I'll be posting questions in Dev support soon to get more helps. If anyone has related codes or suggested codes, please pm me. I'll implement them on files asap, thanks in advance.
 
im at 80 (14mins) now with et,globemonk/barb and sup wd. Basically my wiz just needs better gear and the augmentations on every piece (only got 5 so far).
I adapted the settings to 9 mobs in 35 yards for my monk and 4 in 20 yards for the wizard. Seems great so far.

Another thing: I switched to auto-follow as it is much more convenient now. Great guide!

edit: One of the biggest improvements was the 1/4 range code from the guy above for the Energy Twisters. It does so much more :)
 
im at 80 (14mins) now with et,globemonk/barb and sup wd. Basically my wiz just needs better gear and the augmentations on every piece (only got 5 so far).
I adapted the settings to 9 mobs in 35 yards for my monk and 4 in 20 yards for the wizard. Seems great so far.

Another thing: I switched to auto-follow as it is much more convenient now. Great guide!

edit: One of the biggest improvements was the 1/4 range code from the guy above for the Energy Twisters. It does so much more :)

Were the followers able to cast spells while following? I am thinking about changing to AutoFollow.
 
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