What I ment was, at the moment it sells the crap legs, but instead of selling I want the bot to salvage. So in legendary.dis, do I just need to change -> [TRASH] to -> [SALVAGE]?
Go to trinity config setting (in DB) click on items - then the subtab scoring/townRuns. Under salvage options change Legendaries to Inferno instead of none.
PS.. i love your loot rules. Who really has time to sift through all the BS and sell what you think is good or bad. There is a reason they make shit like this.
Good work. If people have a problem with shit that is selling they need to learn to edit shit for themselves.
Hey man, thanks for the rules just switched to them yesterday as I was tired of having crap filling my stash!
I have edited the @GNILLERCONFIG to 140 in the rares.dis file however in the itemRulesArchive.txt it is still stated as being 100 rather than 140 for each score calculation. Any ideas why? I know these rules are tight however I have been running for ~10 hours at 1000IPH and not had a single item stashed which i think may be a bit unusual? It could just be RNG but I'd just like to check if the log should be reporting a different score before I end up trashing something that (for me with a score of ~140) would be valuable.
Also, just to clarify, with the various @GNILLER[SLOT] scores such as @GNILLERHEAD or @GNILLERWEP am I right in saying an item will be stashed if any of these scores is <@GNILLERCONFIG.
Summary
As for many of us i have been going trough loot once in a while noticing a lot of the item stashed are just not worth my time, especially when expanding your botting situation. With ItemRules2 released in Trinity i used the opportunity to make my bots get rid of "trash" by themselves. Originally the hard rule set provided in ItemRules2 was good enough but with the market becoming less rewarding by the day items that used to be worthy are now just no longer worth it.
What does it keep?
These Item Rules are designed to keep only items worth ?5+, in the current market that means <1% of the legendaries dropped and <0.01% of the rares dropped. This is currently what it is supposed to keep and may very well differ with patches.
How about gold value?
With the value of gold in the current market i chose to completely ignore gold value, my rules are based on RMAH only. This can mean it trashes items worth 15mil. If you feel uncomfortable with this, don't use these rules
Some statistics
Currently these rules keep about 1% of all legendary items, meaning if you run 6 legendaries an hour (and good job if you do) it only stashes about 0.06 items an hour meaning ~ 1.44 items a day.
Of course this is just based on the idea of stability, which we don't have with RNG
Requirements Trinity, any version 1.7.* should be alright
Bugs and Suggestions
While i don't expect any bugs, suggestions are always welcome.
When you feel like items are trashed/stashed when they shouldn't be, please report this with a full item stats report (preferably a screenshot of the item or the ItemRules2.log line of the item being valued).
Keep in mind however that these rules are made to be strict
Credits
(Obviously) Rrrix and Giles for Trinity, no way any of this was possible without either of them
Darkfriend77 - for ItemRules2, wouldn't have been possible without him!
Support
I will keep this project up-to-date and read trough all feedback and questions in this topic, if you want to say thank you please !
If you are donating (which is very much appreciated!) don't forget my work is only the last piece of the puzzle, don't miss out on those that made this possible in the first place(Rrrix and Darkfriend77)!
Update Information
Code:
--1.3.1.1
- Added pickup radius to @GNILLERMSD
- Fixed bug in witching hour item specific calculation resulting in stashing all
--1.3.1
- Introduced item specific calculations
- Added item specific calculation for The Witching Hour
- Added item specific calculation for Stone of Jordan
- Zunimassa's Marrow tightened (+13%)
- Inna's Radiance tightened (+6%)
- Fixed a small bug in pickup.dis resulting in some items being picked up with a log message (same result, no more log message)
- Added support for additional weapon pickup rules in rare.dis (all weapons are now validated properly even though normally most types aren't picked up)
--1.3.0
- Manajuma's Carving Knife tightened (+11%)
- rare hands tightened (+11%)
- @GNILLERHEAD calculation added, for head slot calculations
- reworked all headslot validation rules to use @GNILLERHEAD
- @GNILLERCONFIG now affects @GNILLERHEAD calculations
-- 1.2.4
- Immortal King's Eternal Reign tightened (+4%)
- rare chests updated to match tightest legendary rule
- non set legendary chests tightened (most to match Immortal King's Eternal Reign)
- Inna's Favor tightened (+25%, still almost half of rare belt rule)
- Pickup rules modified for diablo 1.0.8
- rare gloves are now picked up ilvl 58+
- rare jewelry is now picked up ilvl 58+ (rings & amulets)
-- 1.2.3
- Stone of Jordan rule reworked to match market value
- Immortal King's Eternal Reign tightened (+13.5%)
-- 1.2.2
- Tal Rasha's Brace tightened (+25%)
- Rare belts tightened (+12.5%)
- Removed Two handed melee rare weapons and rare belts from pickup rules, to reduce time spend in town (mainly for co-op)
-- 1.2.1
- Updated Vile Ward to use calculations
- Updated Storm Crow to use calculations
- Updated The Inquisitor to use calculations
- Updated Natalya's Embrace to use calculations
- Updated Ouroboros to use calculations
- Updated rare shoulders to use @GNILLERMSD instead of @GNILLER
- Updated rare chests, legs, boots and follower specials to use calculations
- Reworked Ice Climbers and rare boots validation for drops without movement speed
-- 1.2.0
- 2Handers thightened (+50%) to match new calculations
- Legendary Mighty betls tightened (+25%)
- intelligence Witching hours tightened a little (+12.5%)
- @GNILLERCONFIG added, the higher this number is: the more items are kept, Default: 100. Multiplies calculation outcome to easiliy increase/decrease items kept.
WARNING: Lowering this number may result in items trashed to much!
This value can be found on the very top of rare.dis (line 29)
- All calculations updated to support @GNILLERCONFIG
- items that are not valued on calculations currently don't support @GNILLERCONFIG, These will be kept at my regular values
-Not calculated: Offhands, Heads
- Chest armors are now also calculated by @GNILLERMSD, hereby also supports @GNILLERCONFIG
-- 1.1.1
- Fixed [ARMOR] is now [ARMORBONUS] in @GNILLERMSD; no longer counts default item armor value (should result in less crap legs/feet/belts stashed)
- Added multiplicative calculation for weapon offensive stats
@GNILLEROSM := (([CRITDMG%]/100)+[SOCKETS]+([LOH]/1000)+([LS%]/3)+([MAXSTAT]/400)+([VIT]/600))
@GNILLERWEP := (([DPS]+(([CRITDMG%]+([SOCKETS]*100)+([LOH]/100)+([LS%] * 40)+([MAXSTAT]/4)+([VIT]/6))*[@GNILLEROSM]))*([DPS]/1000))
The idea: The more offensive stats present on the weapon, the more all of them are worth
- weapons with less than 1 offstat maxed out (on one handers) are worth less than they used to
- 2hander rulesets may need thighening as offstats can be higher, testing to be done.
Example: 1100 DPS weapon with 100% critdmg and a socket, used to be valued 1430 - now valued 1650.
-- 1.1.0
- Slightly tightened Immortal Kings Irons rule (16% increase, still lower than rare hands)
- Slightly improved the value of Lifesteal% on all weapon types (14.3% increase)
- Immortal King's Stride tightened (~20% increase)
- Rewrote Hellcat Waistguard loot rule
- Removed pickup rules for crafting plans/reagents, trinity settings should handle these
- Rare amulet pickup rule untightend by 1 item level (now picks up 61)
- Fixed an issue in Mempho of Twilight and Immortal King's Triumph ([PICKUP] changed to [PICKRAD])
- Ivory Tower now matches Stormshield rule (hopefully another issue is solved by this)
- Tzo Krin's Gaze now stashes on dex instead of int
- Added calculation @GNILLERMSD (MaxStat+Defences), designed to simplify loot rules for legs, chests etc.
@GNILLERMSD := ([MAXSTAT]+([VIT]*0.8)+([ALLRES]*2)+([ARMOR]*0.2)+([LIFE%]*5)+([SOCKETS]*40))
- Reworked legendary legs/feet/belts for new calculation usage
- Code cleaned, commented "old" rules and unused calculations removed (may give a tiny performance increase when judging bag, problaly not noticable)
-- 1.0.0
- Initial public release