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[Plugin] Giles Combat Replacer

Suggestion: Spam war cry when it's off cooldown, for higher sprint uptime. Besides that, going pretty smooth.
 
Suggestion - use leap for movement when not in combat :)

It already does this, as long as the distance between waypoints is far enough (otherwise it'd leap short-distances, and that slight pause after leaping would slow things down). It'll also use furious charge over long, flat distances (so it doesn't charge straight into a staircase then stop), and use wizard teleport.

doesn't seem to be popping WOTB on elites, even though its off cooldown. could this have anything to do with me using boon of bal-kathos? (reduced timer for EQ and WOTB)

WOTB, Earthquake, and Call of the ancients seem a little... "sensitive"... in Diablo - they seem easily interruptable. I'm trying to add enough delays to let these get cast without ruining the rest of combat, and will keep trying to nudge it into the best balance each version.

Suggestion: Spam war cry when it's off cooldown, for higher sprint uptime. Besides that, going pretty smooth.

It's SUPPOSED to already be doing this, but atm buffs are being stopped by DB's own movement kicking in too quickly after a buff attempt, I'm experimenting with some delays, while again, as above, trying not to interrupt things too much.
 
with the newest build he had 3 big bulls with shields and arcane sentrys and monk did not lag and kicked their butts with 3 tree adds.


WOW
I was watching the bot and he just chased a treasure goblin over the entire map.
Couldn't do anything I was laughing so hard all I could think was running after him shouting come back here you little sob.

so yep it chases them :)
 
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v0.4 uploaded:
-- More improvements to avoidance intelligence - it will now ignore avoidance for a number of ticks and fight instead when unable to avoid (stuck in a corner) before trying avoidance again.
-- Dying now resets all power-use-timers (so you can instantly re-cast buffs etc. after death)
-- Improvements to out-of-combat buffs (less sensitive to failing due to instantly moving after buffing).
-- Barbarian with wrath of the berserker up should no longer try to evade frozen ice-balls.
-- Barbarian whirlwind slightly randomizes the whirlwind path (so no longer always a direct straight line over the enemy, but within so many degrees), to better hit multiple targets sometimes.
-- Barbarian leap now set to be used when rooted (in readiness for patch 1.04).
-- No longer blindly follows greys at any range for a period of time after last fighting.
-- Various witch-doctor pets added to combat blacklists.
-- "Kill Radius" for how far away to attack trash monsters can now be set all the way up to 80 (up from 50).
-- The "corrupted growths" in Act 4 now get a +100 priority raise if they are within 25 feet of your character.
-- Wizard "emergency health" level (to use potion or find a health globe) now set to 70% instead of 46% (barbarians now at 42% monks left at 46%).
-- Wizards now use teleport out-of-combat for movement.
-- (experimental) can now cast Archon and use Archon powers.
-- (experimental) Initial, limited support for some Witch Doctor skills, implemented by cdmichaelb

Big thank you to cdmichaelb who has implemented the initial skill-use for witch-doctors - it will be evolved from there based on his and other witch-doctors tests and feedback I'm sure! :D

A few more very rapid updates came out in a row, I won't make new posts for them, mainly for a new throwing-barb spec:
v0.4.0.4 uploaded:
-- (v0.4.0.1) Barbarian "Ancient Spear" now checks if off-cooldown every 800ms (instead of every 10 seconds), to help throwing-barbs (which may become a very strong build with patch 1.04).
-- (v0.4.0.2) Barbarian "Throw Weapon" should work as intended.
-- (v0.4.0.2) Witch Doctor no longer uses abilities on targets over 45 feet away (incase of problems).
-- (v0.4.0.3) Barbarian "Ancient Spear" and "Throw Weapon" now used at any range, even close-range.
-- (v0.4.0.4) Better general handling for a ranged-barb build.
 
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It already does this, as long as the distance between waypoints is far enough (otherwise it'd leap short-distances, and that slight pause after leaping would slow things down). It'll also use furious charge over long, flat distances (so it doesn't charge straight into a staircase then stop), and use wizard teleport.

Just noticed it! my mistake.

Although I do notice more crashes with the new version, will continue to monitor.
 
v0.4.1 uploaded:
-- No longer keeps trying to move after every rapid attack - ranged characters should stay still when attacking a bit more reliably, and melee characters should stand on the spot while attacking.
-- Barbarian throwing-build now fully viable (a bit of work gone into ancient spear and throwing weapon skills, and the way barbs handle with them).
-- Barbarian Leap now used always off-cooldown in combat.

I'll re-paste patch notes from 0.4.0 again below too, since they haven't been up long and people might miss them (and only see these short 0.4.1 notes!).

v0.4 uploaded:
-- More improvements to avoidance intelligence - it will now ignore avoidance for a number of ticks and fight instead when unable to avoid (stuck in a corner) before trying avoidance again.
-- Dying now resets all power-use-timers (so you can instantly re-cast buffs etc. after death)
-- Improvements to out-of-combat buffs (less sensitive to failing due to instantly moving after buffing).
-- Barbarian with wrath of the berserker up should no longer try to evade frozen ice-balls.
-- Barbarian whirlwind slightly randomizes the whirlwind path (so no longer always a direct straight line over the enemy, but within so many degrees), to better hit multiple targets sometimes.
-- Barbarian leap now set to be used when rooted (in readiness for patch 1.04).
-- No longer blindly follows greys at any range for a period of time after last fighting.
-- Various witch-doctor pets added to combat blacklists.
-- "Kill Radius" for how far away to attack trash monsters can now be set all the way up to 80 (up from 50).
-- The "corrupted growths" in Act 4 now get a +100 priority raise if they are within 25 feet of your character.
-- Wizard "emergency health" level (to use potion or find a health globe) now set to 70% instead of 46% (barbarians now at 42% monks left at 46%).
-- Wizards now use teleport out-of-combat for movement.
-- (experimental) can now cast Archon and use Archon powers.
-- (experimental) Initial, limited support for some Witch Doctor skills, implemented by cdmichaelb

Big thank you to cdmichaelb who has implemented the initial skill-use for witch-doctors - it will be evolved from there based on his and other witch-doctors tests and feedback I'm sure! :D

A few more very rapid updates came out in a row, I won't make new posts for them, mainly for a new throwing-barb spec:
v0.4.0.4 uploaded:
-- (v0.4.0.1) Barbarian "Ancient Spear" now checks if off-cooldown every 800ms (instead of every 10 seconds), to help throwing-barbs (which may become a very strong build with patch 1.04).
-- (v0.4.0.2) Barbarian "Throw Weapon" should work as intended.
-- (v0.4.0.2) Witch Doctor no longer uses abilities on targets over 45 feet away (incase of problems).
-- (v0.4.0.3) Barbarian "Ancient Spear" and "Throw Weapon" now used at any range, even close-range.
-- (v0.4.0.4) Better general handling for a ranged-barb build.
 
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Tried the new one, I can see the bot trying to use wotb but it keeps getting interrupted. Ony when elite left about 20% Hp then it's uses wotb
 
Isn't using 1-4 at all on WD, just spams right click
What is your 1-4... not every spell is implemented yet.

I put out a quick version with tomorrow in mind... a strong pet build with a primary attack would work well.

all 4 primary, bats, pets, long cooldowns, wall of zombies, and grasping dead should all be implemented. Spirit walk (with health rune in mind)
 
Just noticed it! my mistake.

Although I do notice more crashes with the new version, will continue to monitor.

seems to crash quite frequently as compared to older version, crashes about once every 30min even when set to abvnormal priority will continue to check in

for everyone whose facing crash problems with DB, try going to task manager and set priority to above normal or higher
 
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One more suggestion Giles. Can you put in a check for the monk, if Spirit is >90%, use mantra? Because spamming it is bad I suppose, because you might need Serenity, but when fighting a boss for a longer time, Spirit will reach 100%, and the mantra might just make the difference (I use Evasion).
 
One more suggestion Giles. Can you put in a check for the monk, if Spirit is >90%, use mantra? Because spamming it is bad I suppose, because you might need Serenity, but when fighting a boss for a longer time, Spirit will reach 100%, and the mantra might just make the difference (I use Evasion).
Yes please! I personally would also like an option for it to not use LTK unless above a certain % of spirit. when the servers come up I'll be giving the new version a go. alas i had to revert back to using Belph cause my monk died too much with this plugin :(
 
First of all this plugin is great and it did wonders for the critical mass thing. However with the incoming patch I tried an Archon build and it was less successful and I am currently trying to get it to work.

When is archon actually being cast? At start I thought it was VS champions if it was off cooldown but that does not seem to be the case (not with Critical mass passive anyway).

As for now it seems like the bot is rarely casting Archon at all (maybe it's set to be 2 min cd, I don't know)

One other problem is something I've noticed has always been a problem with DB and Archon. And that is when Archon is activated and channeling the main spell (right click) the bot aims for the closest mob and the beam goes down in the ground. That being said the beam may only be 10-20 yards instead of it's full length.


That's all the feedback I have after 1hour of testing!
 
I am still on .3 and last night my monk ran the 6 part act1 champ runs and filled his inventory and total repair cost was 5k
MY GOD I was sitting there thinking FINALLY I have it right then the A HOLES patched the game.

I HATE BLIZZARD :)
 
Any chance you can put in something (somewhere, or even a separate plugin) that detects timeouts with the Nav server and perhaps teleports to town and waits a couple of minutes?
 
GilesSmith did you read changes 1.0.4 theres a lot of changes in barb build :)
 
One more suggestion Giles. Can you put in a check for the monk, if Spirit is >90%, use mantra? Because spamming it is bad I suppose, because you might need Serenity, but when fighting a boss for a longer time, Spirit will reach 100%, and the mantra might just make the difference (I use Evasion).

testing it right now

really need that for use spirit.. also to use the sweeping wind on gray mob ONLY if all buffs are up(mantra/breath of haven) and spirit is above >70% because if he use sweeping on gray mob and after he meet a pack with 0 spirit and some of the buff expired the dps is really bad for like 15 second

can we have to cast blind only on elite? or to use sweeping anyway if the blind is in cooldown? if he start to fight elite and blind is in cooldown he is not casting sweeping wind.. or if he use blind with low spirit he is not casting sweeping wind until the next blind is up


also sometime he random cast serenity with 100% health vs some packs
 
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testing it right now

really need that for use spirit.. also to use the sweeping wind on gray mob ONLY if all buffs are up(mantra/breath of haven) and spirit is above >70% because if he use sweeping on gray mob and after he meet a pack with 0 spirit and some of the buff expired the dps is really bad for like 15 second

can we have to cast blind only on elite? or to use sweeping anyway if the blind is in cooldown? if he start to fight elite and blind is in cooldown he is not casting sweeping wind.. or if he use blind with low spirit he is not casting sweeping wind until the next blind is up


also sometime he random cast serenity with 100% health vs some packs

he is casting serenity with the assumption you are using the more damage rune. DB cant read runes so since that rune is most commonly used and the most common use is to pop it at the beginning of the fight for the damage buff he built this in.
 
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