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SVN is pretty much a way to keep stuff updated without having to copy/paste/unzip. it uses a repository (online, URL) and if you hit the "Update SVN" on the contextual menu it'll update it from the URL, if update there is. You also have a built-in changelog
Thank you for explaining that! :)
 
To those having issues, the build works almost perfectly. You are doing something incorrectly, such as not having the required items or skills. See the troubleshooting section of the guide.

On about 90% of my runs using SVN, this is what my progress bar running Grift 75 looks like:

kwEliXW.png


Can you tell us your stats? How much Thorns/Strength/Bombardmentdamage/areadamage ?
 
To those having issues, the build works almost perfectly. You are doing something incorrectly, such as not having the required items or skills. See the troubleshooting section of the guide.

On about 90% of my runs using SVN, this is what my progress bar running Grift 75 looks like:

kwEliXW.png


Can you tell us your stats? How much Thorns/Strength/Bombardmentdamage/areadamage ?
firtst page, links on d3planner
 
#1 Season Solo (91) uses Condemn (Vacuum) instead of Laws.
Bad idea. That may work for a human, but it will get the bot killed. You want the bot to skirt the outside of clusters, only charging in when CoE procs. Leave the grouping to your templar follower.
 
Shouldn't we use Bomb when Phys COE procs when out of combat running through mobs? Considering we have to wait on CoE anyway its only going to be a gain.
 
Noobish question here :) i downloaded the svn and made into my DB file 2 files to put there the 2 links you have a the 1st page. Now what i have to do?:)
 
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Can't you just show us your trinity settings mate? Do I really need to download your trinity? :)
 
I think that i find out the Steed charge problem, i had to put Ignor trash further option to 0 and not using zerg mode, to make it use SC when doing bounties. (found it on an other post)
 
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To those having issues, the build works almost perfectly. You are doing something incorrectly, such as not having the required items or skills. See the troubleshooting section of the guide.

On about 90% of my runs using SVN, this is what my progress bar running Grift 75 looks like:

kwEliXW.png


Can you tell us your stats? How much Thorns/Strength/Bombardmentdamage/areadamage ?

Wtf how? You gotta have the best gear ingame and have like 1.5k paragons haha :)
 
I'm super confused about what SVN is.
Does it affect how the bot works in a positive way or can i just keep using the normal trinity/adventurere?

SVN is a source control system used for development of software. A way of storing files on the inter-webs. But why is it useful you say? Because we have multiple people working on the code, and those people upload their changes to SVN. In the event that someone broke everything, its easy to roll back to a previous version. If people changed the same files there are tools to compare the changes side by side and resolve the issue. It also gives us a place to record notes about what we changed so that when it comes time to make a release its easy to go back and write up the release notes. There are other benefits but those are the big ones.

This is something I've been curious about and we may need a developer to answer. With the BombSader, trash is negligible because 95% of the time you are killing elites (so it doesn't matter too much), but I am still curious about the way this setting works in general. Perhaps we can squeeze more efficiency out of it. Here is what I have observed:

With density #, combat triggers only if a trash pack is > that # inside your chosen cluster radius. Then it seems to stop killing once the existing mobs are < your density #. So for example, if you set the number to 10, it will trigger on ten but then stop at 9. Obviously, that is inefficient.

With rift value %, combat triggers when it spots a total > that rift value % inside your chosen cluster radius, but then stops immediately when it is under that number. So for example, if you set the number to 5%, it will trigger on 5%, but then stop at 4.9%. Obviously, this is inefficient as well.

So then apparently we must combine the two metrics. If we set the density # to 10 but then the rift value to 1%, it should theoretically kill all ten mobs down to a value of 1% and then stop (provided the # metric has more weight than the % metric, otherwise it would attack pretty much all mobs). But again, this doesn't necessarily solve the problem you stated, it's more of a compromise. Also, the reason I set radius to 15 was to look for more dense packs, which could be killed quickly by a bombardment.

Thanks for making this point, definitely looking for insight into how this works.

I agree this has been a problem. How would you want it to work in an ideal world ?

We could make it trigger into a 'kill all the stuff' mode, so that with a cluster size of 10, once that threshold is reached it goes and kills everything. But the tricky part i think is how you limit it. After a while you would be wasting your time killing just a few mobs.

... after 'kill some stuff' is triggered, stop when:


  • Targets or Player are a certain distance away from the trigger point?
  • A min/max mob count? (ignore until 10 are nearby then kill down to 6)
  • A min/max total rift % value within a radius?
 
I'm doing GR80 using Fisher's "Power" setup and getting pretty good results:

Code:
[Adventurer][Rift] Runs count: 12
[Adventurer][Rift] This run time: 0:11:43
[Adventurer][Rift] Average run time: 0:11:40
[Adventurer][Rift] Best run time: 0:09:49
[Adventurer][Rift] Worse run time: 0:14:39
[Adventurer][Rift] This run XP Gained: 31,115,920,873
[Adventurer][Rift] This run / Hour: 159,304,041,272
[Adventurer][Rift] Total XP Gained: 398,637,721,515
[Adventurer][Rift] Total XP / Hour: 170,695,770,882
[Adventurer][Rift] Best XP / Hour (single run): 211,422,505,590
[Adventurer][Rift] Worse XP / Hour (single run): 134,258,854,500
[Adventurer][Rift] Best XP / Single run: 35,670,106,742
[Adventurer][Rift] Worse XP / Single run: 28,939,592,185

Trash pack size 8, 20 yard range.

Turbohud stats:
- 183 billion xp/hr
- 47.8 legs/hr
- 5.7 deaths/hr
 
I'm doing GR80 using Fisher's "Power" setup and getting pretty good results:

Code:
[Adventurer][Rift] Runs count: 12
[Adventurer][Rift] This run time: 0:11:43
[Adventurer][Rift] Average run time: 0:11:40
[Adventurer][Rift] Best run time: 0:09:49
[Adventurer][Rift] Worse run time: 0:14:39
[Adventurer][Rift] This run XP Gained: 31,115,920,873
[Adventurer][Rift] This run / Hour: 159,304,041,272
[Adventurer][Rift] Total XP Gained: 398,637,721,515
[Adventurer][Rift] Total XP / Hour: 170,695,770,882
[Adventurer][Rift] Best XP / Hour (single run): 211,422,505,590
[Adventurer][Rift] Worse XP / Hour (single run): 134,258,854,500
[Adventurer][Rift] Best XP / Single run: 35,670,106,742
[Adventurer][Rift] Worse XP / Single run: 28,939,592,185

Trash pack size 8, 20 yard range.

Turbohud stats:
- 183 billion xp/hr
- 47.8 legs/hr
- 5.7 deaths/hr


Very nice xan you answer me please ?

1. Whats your paragon ?
2. Do you have the same exact setup of POWER build from the thread post #1 ?
3. Do you use any modified files ?
4. Trinity, Adventurer version ?


Im paragon 1200 pretty well equipped, cant go higher than like 75
 
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Very nice xan you answer me please ?

1. Whats your paragon ?
2. Do you have the same exact setup of POWER build from the thread post #1 ?
3. Do you use any modified files ?
4. Trinity, Adventurer version ?


Im paragon 1200 pretty well equipped, cant go higher than like 75

1) Paragon ~1800
2) Yes, except I'm using Final Witness instead of Lidless Wall (my Lidless kinda sucks)
3) No
4) Just followed Fisher's instructions on the 1st page, using SVN Trinity and Adventurer
 
Wtf how? You gotta have the best gear ingame and have like 1.5k paragons haha :)
Actually my gear is mediocre and I'm only around paragon 1100. My stats are 19500 str, 30% elite, 100% AD, 63% CDR, 55% Phys, 30% Bomb, 300m toughness sitting in town, 240k thorns, all ancients, all res around 1300

In case you don't believe me how good my setup is, here are three back-to-back Grift 75 runs in a row:

koX9ZtA.png
6Ec1YCj.png
zIUlcsZ.png

I agree this has been a problem. How would you want it to work in an ideal world ?

We could make it trigger into a 'kill all the stuff' mode, so that with a cluster size of 10, once that threshold is reached it goes and kills everything. But the tricky part i think is how you limit it. After a while you would be wasting your time killing just a few mobs.

... after 'kill some stuff' is triggered, stop when:


  • Targets or Player are a certain distance away from the trigger point?
  • A min/max mob count? (ignore until 10 are nearby then kill down to 6)
  • A min/max total rift % value within a radius?
The Crusader is already amazingly efficient (awesome job, by the way!), but I imagine this is something of increased importance to other classes. If I had to give you an ideal picture, I would want to emulate how a human would decide to stop:

  1. Combat trigger logic stays the same with the ability to choose either # or % within a chosen radius (I agree with Jubisman that % should have more priority than #)
  2. Once triggered, the bot would keep the combat cycle active on that radius until it reduced its #/% to a user-designated minimum setting like 3/2%, then move on
  3. Additionally (to prevent the stucks you were referring to), include a user-designated trash combat timer to prevent wasting too much time on a trash pack -- so if the trash pack isn't reduced to the designated minimums by X time, then ignore all trash for 3-7 seconds, which will force the bot to path away and find a new cluster to focus on (similar to what humans do -- if the trash pack doesn't die efficiently enough, they move on)

If anyone else has any suggestions to enhance this logic, please chip in!

I'm doing GR80 using Fisher's "Power" setup and getting pretty good results:

Code:
[Adventurer][Rift] Runs count: 12
[Adventurer][Rift] This run time: 0:11:43
[Adventurer][Rift] Average run time: 0:11:40
[Adventurer][Rift] Best run time: 0:09:49
[Adventurer][Rift] Worse run time: 0:14:39
[Adventurer][Rift] This run XP Gained: 31,115,920,873
[Adventurer][Rift] This run / Hour: 159,304,041,272
[Adventurer][Rift] Total XP Gained: 398,637,721,515
[Adventurer][Rift] Total XP / Hour: 170,695,770,882
[Adventurer][Rift] Best XP / Hour (single run): 211,422,505,590
[Adventurer][Rift] Worse XP / Hour (single run): 134,258,854,500
[Adventurer][Rift] Best XP / Single run: 35,670,106,742
[Adventurer][Rift] Worse XP / Single run: 28,939,592,185

Trash pack size 8, 20 yard range.

Turbohud stats:
- 183 billion xp/hr
- 47.8 legs/hr
- 5.7 deaths/hr
That's pretty good, well done. :)
 
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I would like to add, I tried doing GR80 a few days ago with a slightly different setup. I used to run with Fervor instead of Indestructible, and I pretty much got owned in GR80. My bot was dying around 10 times per rift, sometimes even TP'ing to repair. So I went back to doing 75s until I could get enough CDR to hit ~61.5% without Fervor. Now I'm trying 80s again and down to 1-2 deaths per rift, which is very acceptable. Moral of the story is, Indestructible... don't leave home without it.
 
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