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How can i do that?

In trinity settings. You find it under combat. Check the box "ignore yellow packs".

@Sebozz Yeah, they changed the combat.cs, so now you can change the option regarding casting ignore pain "out of combat" to "true". (still have to open it with notepad to do it)

@Ifatal1ty The box with all the statistics is from a layover (program) called TurboHud^^
 
what is the final work of art for the d3planner? about to try this build out
 
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I am no math wizard or cant even begin to think where or how to start calculating if equiping follower with xp items is worth it or not, but I gave mine cdr/ias ess of johan neck with xp per kill, xp per kill relic, hellfire ring with 45% xp and xp per kill + ias and cdr, unity with cdr+ias and xp per kill, tf with ias cdr + xp per kill, + freeze of deflection with 11% extra block for cc and xp per kill i dont know if it`s just placebo or it might give me a little xp boost.

I also have a question about the weightning file that doesnt pick up progress globes, could I just use the same file for my monk or that wont work ? ( sorry i dont really know what that one does other then pickin up globes )
 
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I am no math wizard or cant even begin to think where or how to start calculating if equiping follower with xp items is worth it or not, but I gave mine cdr/ias ess of johan neck with xp per kill, xp per kill relic, hellfire ring with 45% xp and xp per kill + ias and cdr, unity with cdr+ias and xp per kill, tf with ias cdr + xp per kill, + freeze of deflection with 11% extra block for cc and xp per kill i dont know if it`s just placebo or it might give me a little xp boost.

I also have a question about the weightning file that doesnt pick up progress globes, could I just use the same file for my monk or that wont work ? ( sorry i dont really know what that one does other then pickin up globes )

Heya elderly-long-fruit:)

You're right, equipping your follower with xp gear does increase your xp. You gain 1/5 of what the follower gets. From the two rings we get: (30%+45%)*0.2 = 15%
This is by far better than trying to max dps or utility on the follower.
http://us.battle.net/d3/en/forum/topic/12945954611

Regarding the weightning file; when you change it, it affects trinity on all your characters.
 
I have different DB folders for all my characters so i dont have to change any settings for when i want to run some bounties on wd, or some high GR on my monk, just start the needed DB with the preset settings and im good to go. So i quess ill see what it does to the monk when I make a testing folder just to change the file.
 
I have different DB folders for all my characters so i dont have to change any settings for when i want to run some bounties on wd, or some high GR on my monk, just start the needed DB with the preset settings and im good to go. So i quess ill see what it does to the monk when I make a testing folder just to change the file.

#Practicality :)
 
I modified the combat weightings to only pickup progression in regular Nephalem rifts.

In Weighting.cs, modify the beginning of the progression globe case.
Code:
                        case TrinityObjectType.ProgressionGlobe:
                            {
                                if (!TownRun.IsTryingToTownPortal())
                                {
                                    //Shamelessly stolen from Adventurer code, pick up progression cubes only when not in a greater rift.
                                    cacheObject.Weight = (90f - cacheObject.RadiusDistance) / 90f * MaxWeight;
                                    var step = QuestInfo.FromId(337492).QuestStep;
                                    if(step == 13 || step == 16)
                                    {    
                                        //13 or 16 are greater rifts per Adventurer
                                        cacheObject.Weight = (1f - cacheObject.RadiusDistance) / 1f * MaxWeight;
                                    }
                                }

Also, include the internals at the top (I didn't bother to look up what you need to include to just expose QuestInfo / QuestStep).

Code:
using Zeta.Game.Internals;
 
I modified the combat weightings to only pickup progression in regular Nephalem rifts.

In Weighting.cs, modify the beginning of the progression globe case.
Code:
                        case TrinityObjectType.ProgressionGlobe:
                            {
                                if (!TownRun.IsTryingToTownPortal())
                                {
                                    //Shamelessly stolen from Adventurer code, pick up progression cubes only when not in a greater rift.
                                    cacheObject.Weight = (90f - cacheObject.RadiusDistance) / 90f * MaxWeight;
                                    var step = QuestInfo.FromId(337492).QuestStep;
                                    if(step == 13 || step == 16)
                                    {    
                                        //13 or 16 are greater rifts per Adventurer
                                        cacheObject.Weight = (1f - cacheObject.RadiusDistance) / 1f * MaxWeight;
                                    }
                                }

Also, include the internals at the top (I didn't bother to look up what you need to include to just expose QuestInfo / QuestStep).

Code:
using Zeta.Game.Internals;

What a boss!! Thank you :D

So at the top i added the line "using Zeta.Game.Internals;" between "game;" and "game.internals.actors;". Would it still work if i threw it in at the start?
 
What a boss!! Thank you :D

So at the top i added the line "using Zeta.Game.Internals;" between "game;" and "game.internals.actors;". Would it still work if i threw it in at the start?

It will work wherever you put it.

Here is what mine looks like.

Code:
using System;
using System.Collections.Generic;
using System.Linq;
using Trinity.Cache;
using Trinity.Combat.Abilities;
using Trinity.Config.Combat;
using Trinity.DbProvider;
using Trinity.Helpers;
using Trinity.Items;
using Trinity.Reference;
using Trinity.Settings.Loot;
using Trinity.Technicals;
using Zeta.Bot;
using Zeta.Bot.Navigation;
using Zeta.Bot.Profile.Common;
using Zeta.Bot.Settings;
using Zeta.Common;
using Zeta.Game;
using Zeta.Game.Internals;
using Zeta.Game.Internals.Actors;
using Zeta.Game.Internals.SNO;
using Logger = Trinity.Technicals.Logger;
 
is it possible to dont kill elites/blues in greater rift, to preventing waste time at them? Just kill them in normal rifts would be fine :D
 
is it possible to dont kill elites/blues in greater rift, to preventing waste time at them? Just kill them in normal rifts would be fine :D

This should do it...

Modify Combat\Abilities\CombatBase.cs

Add this include to the top.

Code:
using Zeta.Game.Internals;

Modify public static bool ShouldIgnore(TrinityCacheObject cacheObject). The rare check at the end will only apply your ignore for rare / elites when in a greater rift. This will force kill them everywhere else.

Code:
        public static bool ShouldIgnore(TrinityCacheObject cacheObject)
        {
            if (TownRun.IsTryingToTownPortal())
                return false;

            if (cacheObject == null)
                return false;

            if (!cacheObject.IsFullyValid())
                return true;

            var isRare = cacheObject.CommonData.MonsterQualityLevel == Zeta.Game.Internals.Actors.MonsterQuality.Rare;
            var isMinion = cacheObject.CommonData.MonsterQualityLevel == Zeta.Game.Internals.Actors.MonsterQuality.Minion;
            var isChampion = cacheObject.CommonData.MonsterQualityLevel == Zeta.Game.Internals.Actors.MonsterQuality.Champion;

            if ((cacheObject.IsEliteRareUnique || cacheObject.IsBoss || isMinion) && cacheObject.HitPointsPct <= Settings.Combat.Misc.ForceKillElitesHealth)
                return false;

            if (Trinity.Settings.Combat.Misc.IgnoreHighHitePointTrash && cacheObject.IsTrashMob)
            {
                var unitName = cacheObject.InternalName.ToLower();
                if (HighHitPointTrashMobNames.Any(name => unitName.Contains(name)))
                {
                    return true;
                }
            }
            [B]var step = QuestInfo.FromId(337492).QuestStep;
            if(step == 13 || step == 16)
            {    
                //Since we are in a great rift consider ignoring champions and rares based off of trinity config, else always kill
                if ((Trinity.Settings.Combat.Misc.IgnoreRares && (isRare | isMinion) || Trinity.Settings.Combat.Misc.IgnoreChampions && isChampion) && !cacheObject.IsBoss)
                {
                    return true;
                }
            }[/B]
               
            return false;
        }
 
http://www.d3planner.com/174303298

This is what I'm working with stat wise right now.... I continuously die on Grift 50. Any advice on what i can do different. Is it because i'm missing 20% CDR?

My weapons are not what it shows on d3planner:

Vow = reroll damaged
 
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