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Is there a way to make my bot spam explosive blast on CD even if its running towards mobs currently not fighting? Wand of woh talrashas set is very fast for speed clearing torment 10s but it only explosive blasts once it reaches the mobs and it has a .5 second CD with in-geom cubed.
 
Is there a way to make my bot spam explosive blast on CD even if its running towards mobs currently not fighting? Wand of woh talrashas set is very fast for speed clearing torment 10s but it only explosive blasts once it reaches the mobs and it has a .5 second CD with in-geom cubed.
Try changing the SpellDelay.Wizard_ExplosiveBlast in trinity variables from 6000 to 500.
erJ56aE.png
 
Build is doing well, the only (minor) issue I have is that sometimes it's not standing close enough so Arcane orbit can't hit mobs.
 
Could you please tell me trinity setting for Wizard?

Try changing the SpellDelay.Wizard_ExplosiveBlast in trinity variables from 6000 to 500.
erJ56aE.png


Thank you for your information that i have never known before.

Even I am the user who want to use Explosive blast without stopping.

Thank you one more time.
 
Build is doing well, the only (minor) issue I have is that sometimes it's not standing close enough so Arcane orbit can't hit mobs.
i went back to the 2.14.1 trinity the bot gets up close and there are 3 times as many bubbles the only downside is that i blow thru mana. not sure what they changed with the distance on attks from then to now. running with this version of trinity i can run GR60 100% of the time with then ew trinity i stay at full mana and its hit or miss with completing GR60. Theres got to be ah appy medium
 
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When you changed trinity did you reapply the code changes for Arcane Dynamo? Unless you mean 2.14.10
 
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For speed farming the settings from the witch doctor speed farming guide should be good.
Can yo link it for me please
And also, my wiz does spectral blade, but kinda too far sometimes my orb doesnt hit because im too far from the monsters
any way i can fix this
 
Can yo link it for me please
And also, my wiz does spectral blade, but kinda too far sometimes my orb doesnt hit because im too far from the monsters
any way i can fix this

How would you like to fix this? I have been working on code modification for several days but failed to find the exact code of Spectral Blade range.
 
Got exactly the same problem with the range :(
Just took a quick look at the source and may have found the problem...

WizardCombat.cs
@line 392
if (IsNull(power))
{
// Never use Melee (e.g. Range < 10f), only ranged attacks
power = DefaultPower.MinimumRange > 1f ? DefaultPower : new TrinityPower(SNOPower.Walk); // default 11f - lowered it so he doesn't try to get distance before casting stuff..?
}
@line 425
// Spectral Blade
if (CanCast(SNOPower.Wizard_SpectralBlade))
{
return new TrinityPower(SNOPower.Wizard_SpectralBlade, 4f, CurrentTarget.ACDGuid); // default 12f - the range he should cast it at... though I am not sure if the CanCast() should be instead altered - no time for testing yet
}
 
Got exactly the same problem with the range :(
Just took a quick look at the source and may have found the problem...

WizardCombat.cs
@line 392

@line 425

yea those numbers are right. Its running much better now thanks!
 
It's just a quick and dirty solution...
Better would be something like in line 418
var shockPulseRange = Runes.Wizard.PiercingOrb.IsActive ? 50f : 10f;
and set the range dynamically depending if u play the regarding build or not... I don't know the correct variablename but it would be something like
// Spectral Blade
if (CanCast(SNOPower.Wizard_SpectralBlade))
{
var spectralBladeRange = Runes.Wizard.ArcaneOrbit.IsActive ? 4f : 12f;
return new TrinityPower(SNOPower.Wizard_SpectralBlade, spectralBladeRange, CurrentTarget.ACDGuid);
}
I didn't test it out yet, but taking a glimpse at the naming structure this is how it "should" work out... :D

And actually there is a minor coding mistake in the cascade above it - the "var shockPulseRange...;" should be inside the if and not outside ^^
Just in case a trinity developer may read this post ^^

EDIT:
Just found somebody else posted a very similiar fix to the problem as well as an all-in-one copy+overwrite solution:
https://www.thebuddyforum.com/demon...rinity-2-14-13-a-post2135715.html#post2135715
 
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I just updated to the latest trinity so it's working VERY well. However, on elites my wizard stands JUST outside of range for the arcane orbs to hit... What could I change to fix this? It's literally like 1 character width away from hitting.
 
Good news everyone, the latest trinity has fixed almost all problem for DMO Build.
 
Code:
            // Arcane Orb no Dynamo
            if (!Player.IsIncapacitated && !Passives.Wizard.ArcaneDynamo.IsActive && CanCast(SNOPower.Wizard_ArcaneOrb) && !ShouldWaitForConventionElement(Skills.Wizard.ArcaneOrb) &&
                ((Player.PrimaryResource >= 35 && !IsWaitingForSpecial) || (Player.PrimaryResource >= MinEnergyReserve && MinEnergyReserve >= 35)))
            {
                return new TrinityPower(SNOPower.Wizard_ArcaneOrb, 35f, CurrentTarget.ACDGuid);
            }

            // Arcane Orb Dynamo
            bool DynamoPassiveReady = (Passives.Wizard.ArcaneDynamo.IsActive && GetBuffStacks(SNOPower.Wizard_Passive_ArcaneDynamo) == 5);
            if (!Player.IsIncapacitated && DynamoPassiveReady && CanCast(SNOPower.Wizard_ArcaneOrb) && !ShouldWaitForConventionElement(Skills.Wizard.ArcaneOrb) &&
                ((Player.PrimaryResource >= 35 && !IsWaitingForSpecial) || (Player.PrimaryResource >= MinEnergyReserve && MinEnergyReserve >= 35)))
            {
                return new TrinityPower(SNOPower.Wizard_ArcaneOrb, 35f, CurrentTarget.ACDGuid);
            }

Threw this together I don't have a wizard to test, but in theory if it's the same buff as the dynamo meteor then it should work. Just replace the original arcane orb code with those two.

This works, thank you!
 
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