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[Plugin] Giles Combat Replacer

just tried it and it is using WotB fine on elites but never used earthquake.
But I get stuck all the time on area change now using 2.04 so don't use me as the final answer :)

xenohadden what build are you using with this. I will give it a try.
 
attacks so much faster but bot doesnt seem to use WotB or earthquake on elites. I wish i could have this type attk speed with belph.
this is def 1000% better for my monk really uses his 2.0 atk speed i love it.

Wrath/Earthquake/call of the ancients should all work as expected next release :) (WoTB should be working already)

any idea if you would be willing to do this, don't need specific avoidance's turned off, just all avoidance.
My monk has sufficent res/life/loh that trying to move out of shit is normally what gets him killed i would much prefer it if he just derppppped the hell out of stuff and didn't move.
Cooldowns are more than enough to keep him alive.
What settings i currently use to great success :
Health Potion at 75%, breath of heaven at 60 % , Serntiy at 45% or less.
For monk attacking the priority i think you want instead is:

Buff breath with blaze rune for dps buff, pop blind for dps increase and then instant use sweeping winds (sweeping takes a snap shot of CURRENT dps, so if you use blind + blaze i can get SW running at 94k dps).
Brilliant work so far btw, glad someone is having an attempt at making another alternative profile!

I'll see about just adding a checkbox to disable avoidance altogether for those that are sure it's entirely useless for their characters - but I would still like feedback on whether the default avoidance things want changing for specific classes (eg should frozen ice-bombs always be avoided at 100% health for all classes? or just ranged classes? or only if you're at <90% health on all) - as I do keep saying, I want there to be the minimum necessary amount of options, and have the plugin itself make intelligent decisions on these things - so that anyone, experienced or beginning, can just "plug and play" and have it fighting effectively and efficiently without needing to put a lot of thought in. As for sweeping winds - at the moment it will look for breath of heaven first, then blinding, then sweepings winds - but I *COULD* add other things in, for example - on the blinding flash, I could make it NOT cast it if it detects you have sweeping winds spell but it's not ready yet (so it waits so it can cast both in a row) - likewise on the sweeping winds cast, I can make it do a check "if blinding is on the hotbar, and is currently cooling down, don't use sweeping winds until blinding has just been used" or similar - if the current system isn't working well enough.
 
I'll see about just adding a checkbox to disable avoidance altogether for those that are sure it's entirely useless for their characters - but I would still like feedback on whether the default avoidance things want changing for specific classes (eg should frozen ice-bombs always be avoided at 100% health for all classes? or just ranged classes? or only if you're at <90% health on all) - as I do keep saying, I want there to be the minimum necessary amount of options, and have the plugin itself make intelligent decisions on these things - so that anyone, experienced or beginning, can just "plug and play" and have it fighting effectively and efficiently without needing to put a lot of thought in. As for sweeping winds - at the moment it will look for breath of heaven first, then blinding, then sweepings winds - but I *COULD* add other things in, for example - on the blinding flash, I could make it NOT cast it if it detects you have sweeping winds spell but it's not ready yet (so it waits so it can cast both in a row) - likewise on the sweeping winds cast, I can make it do a check "if blinding is on the hotbar, and is currently cooling down, don't use sweeping winds until blinding has just been used" or similar - if the current system isn't working well enough.

Brilliant yer if you could do the check for blind and then sweeping it would really help with peoples dps :) I would do the checks for different avoidances but tbh i really don't think its needed :P

and my build for someone that asked is : blind (Flash), breath (blaze), serenity (ascension), mantra of healing (time of need), fists of thunder (thunderclap), sweeping winds (cyclones).
 
Brilliant yer if you could do the check for blind and then sweeping it would really help with peoples dps :) I would do the checks for different avoidances but tbh i really don't think its needed :P
and my build for someone that asked is : blind (Flash), breath (blaze), serenity (ascension), mantra of healing (time of need), fists of thunder (thunderclap), sweeping winds (cyclones).

Just so you, and other monks, know - I've implemented these changes to the build I'm currently working on and they are working brilliantly;
-- Monk "fists of thunder" now tries an "unsafe" punch at longer-range on targets with high health, and resorts to the "safe punch" at closer range (should minimize crash chances).
-- If monk has blinding flash and sweeping winds, will try to always cast blinding flash before putting sweeping winds up, to maximize sweeping wind damage.

(other stuff too, but just commenting on the monky attacks). The blinding/sweeping combos works beautifully, and fists of thunder seems to be working great - is teleporting up to 30 feet with the first punch then going back to the "safe hits" :D
 
Giles, good job man, i wish the devs would do as good of a job as you.
 
Working great (im with a WW barb atm).
Sometimes i can see him with 5-6 monsters in the close area but he will only WW around 2 targets, this actually makes him lose a huge potential of fury gain and makes him stop WW due to no fury left.
Another thing would be doing WW over arcane beams :p

Still X2000000 better than the default we get with DB :)
 
Just so you, and other monks, know - I've implemented these changes to the build I'm currently working on and they are working brilliantly;
-- Monk "fists of thunder" now tries an "unsafe" punch at longer-range on targets with high health, and resorts to the "safe punch" at closer range (should minimize crash chances).
-- If monk has blinding flash and sweeping winds, will try to always cast blinding flash before putting sweeping winds up, to maximize sweeping wind damage.

(other stuff too, but just commenting on the monky attacks). The blinding/sweeping combos works beautifully, and fists of thunder seems to be working great - is teleporting up to 30 feet with the first punch then going back to the "safe hits" :D

this combat routine is making my monk better then my barb now he attacks so much faster then normal belph his 2.0 atk speed with 2k loh is really making him unstoppable.
 
We'll see about the avoidance, but at the moment my focus is on less options, more "best setup for everybody". Like I can make it only avoid arcane spinners for barbs < xx health, monks < yy health, and wizards always, for example, and would welcome any feedback on this front. My goal is that it requires absolutely minimal setup, and make all the skill uses as intelligent as possible - I don't want a huge config page for every class with 30 different options in each, for people to have to spend time customizing based on what skill setup they have etc.

As for potions - what level potion are they (how much +hp)? And are they in the quick-use slot?

nevermind with the potions, works fine

concerning avoidance i understand your point. a switch option would be cool tho. i farm act 2 inf with belph routine and have atm ~4 deaths/h (using frenzy/wotb/earthquake/ignore pain/revenge/warcry) and they are coming from arcane/desecrator. i switched to your routine (ww build) and eventho i kill elites faster i die more often and therefore concerning speed its equal in the end. the most deaths using your routine are coming from lags in fight and the stucking while trying to avoid the swarms :/ the arcane/desecrator are avoided due to wwing around
 
I agree that there should be minimal options, but that mindset might be unsustainable after a while. People do use a variety of builds for each class. I think trying to make the routine one-size-fits-all with intelligent decision making is a great idea, but it needs some more input from the user to avoid an extremely complicated and difficult to maintain set of rules.

I think it would be a good idea to have just a few very general options in a configuration page, but not in setting specific attributes. Have a drop down box where you can select the type of build you are attempting, from a few of the popular types. Whirlwind Barb, Frenzy Barb, whatever people are calling them. Might need some basic definitions of what that build tries to do, the required and recommended skills, and how to gear for it. After selecting a build type, if there absolutely needs to be some configurable options for that, fine, but you can then write most of the combat logic to make full use of the skills.
 
Leap/teleport for movement etc. may come later (it's out of combat stuff and I've been focusing on in-combat stuff - remember I've made this from scratch and as a plugin not just cloning a combat routine which already has this stuff in!), I hope :)

Leaping on cooldown though - I don't agree with - I think the current method of only leaping if health is not at full (<80%) when fighting against elites, OR when target is at range, is a better option - why gain +300% armor when your life-on-hit is out-pacing received damage anyway and you're staying at 100% health? Might as well save the leap if possible for launching to the next enemy or when some AOE's go off and you need that armor for survival?


We'll see about the avoidance, but at the moment my focus is on less options, more "best setup for everybody". Like I can make it only avoid arcane spinners for barbs < xx health, monks < yy health, and wizards always, for example, and would welcome any feedback on this front. My goal is that it requires absolutely minimal setup, and make all the skill uses as intelligent as possible - I don't want a huge config page for every class with 30 different options in each, for people to have to spend time customizing based on what skill setup they have etc.

As for potions - what level potion are they (how much +hp)? And are they in the quick-use slot?

hmm i didnt notice the bot leap at <80% with leap in my skill bar.....so i just took it out of the bar.. r u sure thats working properly?

edit: oh and i only asked for leap for movement because it gets rid of some stucks in alot of the profiles. and random dungeons where bot wont break the door.
 
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xenohadden you are correct.

GILES you have the monk nailed this guy is awesome.
Thanks big time
 
Just so you, and other monks, know - I've implemented these changes to the build I'm currently working on and they are working brilliantly;
-- Monk "fists of thunder" now tries an "unsafe" punch at longer-range on targets with high health, and resorts to the "safe punch" at closer range (should minimize crash chances).
-- If monk has blinding flash and sweeping winds, will try to always cast blinding flash before putting sweeping winds up, to maximize sweeping wind damage.

(other stuff too, but just commenting on the monky attacks). The blinding/sweeping combos works beautifully, and fists of thunder seems to be working great - is teleporting up to 30 feet with the first punch then going back to the "safe hits" :D

have i mentioned i love you ? :P

other thing i wanted to ask is does it use potions, i havn't really noticed it using em ^^
 
Giles can you do something about the crappy drops?

If anyone can its you :)
 
i tried this with the HOTA build but it don't seem to use HOTA even when there is fury. anyway to fix this?
 
i use the fear rune on the monks heal to avoid ground dots. but your plugin just uses it whenever its next to a monster and off cd, never in relation to current life%
 
i use the fear rune on the monks heal to avoid ground dots. but your plugin just uses it whenever its next to a monster and off cd, never in relation to current life%
Can you explain that skill/your use for it a bit better, as I didn't understand that at all :)

Also keep in mind DemonBuddy offers no way at all of reading what rune is on a skill (lobby them over at this thread I made: [url]http://www.thebuddyforum.com/demonbuddy-forum/developers/65216-request-ability-quickly-easily-tell-what-rune-each-skill-has.html[/url] to get them to add support, or our combat routines will always be limited!), so I can only treat the skill as "best-use" for the main-skill itself, rather than any unique specifics based on the type of rune slotted in.

i tried this with the HOTA build but it don't seem to use HOTA even when there is fury. anyway to fix this?
Yes, should be fixed next release I hope!
 
my monk is using breath of heaven (the heal spell) at 100% life when it detects monsters next to it
 
my monk is using breath of heaven (the heal spell) at 100% life when it detects monsters next to it

Oh yes, it's because of the damage rune on the spell - 90% of monks I know use the damage rune ("Blazing Wrath") on that spell, and it's checking if the buff is up to decide whether to cast it or not (and also if low on health). As you aren't getting the buff (because you don't have the damage rune), it thinks it needs to re-cast it.

At the moment, DemonBuddy provides no way to check the rune. Check my last reply and click the link I gave, and make sure the DB staff know users want them to add the ability to read runes off skills if you feel it is as important as I do (which is why I made the thread!) :D
 
giles whats the best monk skill setup for this combat routine? would love to kno

currently im using
-serentiy-acension
-breath of heaven-blazing wrath
-blinding flash-faith in the light
-healing mantra-time of need
-fist of thunder-thunder clap
-mystic ally-earth ally

Passives
-transcendence
-resolve
-seize the initative

stats
22k dps buffed
5.5k armor
53k HP
20% crit chance
195% crit dmg
800LOH
 
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