Before I get into specific replies, a few notes/points I must make, firstly:
Avoidance stuff: Yes, it's still a work in progress. Yes, I am aware of the issues - I'm constantly working on it. Yes, it's far from perfect, and we all want everything to be perfect, myself included - I do bot too!
However, I wanted to release this plugin sooner rather than later because people (myself included) were very worried about missing loot. And missing loot is more important than extra deaths, in my (and most people's) opinion.
Skill uses/general stuff/class specific stuff: It's constantly being worked on. Feedback is VERY useful - but when giving feedback, please try to be as specific as you can be - eg state the skill, state what it is, or is not doing - and what you think it should, or should not be doing.
Everybody's Posts & Messages: I am reading every single reply to the thread, and every single forum PM and IRC PM, and taking note of any issues people have put forward. If I do not reply, do not assume I have ignored you or missed the issue. There's been over 350 replies to this thread in a very short space, and I've had a lot of PM's, and even more IRC messages and conversations about it.
Please don't keep spamming me until I reply (especially since forum PM's have an inbox limit

).
Perspective/Reality Check:
I got home from a week-long holiday on Sunday. Monday morning I started work on Trinity. I did a lot of it from scratch - the only things that were really copy-pasted where the "skill-selection stuff" and the town-run routine/item scoring stuff. The vast majority was either done from scratch or just a case of completely re-coding old stuff from the old world object handler, combat replacer and stash replacer. That all started Monday morning. I spent about 16 hours each both Monday and Tuesday working on it, by Wednesday afternoon version 1 was released, and it's now only Thursday night/early hours of Friday morning. I'm even trying to have a bit of a life and bot for myself, in-between. And sometimes even sleep, eat, and drink!
And don't forget I'm not a DemonBuddy dev. There aren't multiple people working on this like there is for Belphegor or on DemonBuddy itself. It hasn't had months of work put into it. Do keep these things in mind, and be prepared to have some patience
Sometimes he doesnt recognize the item stats:
Jewelry - Amulet 'Champion Amulet'. Score = 0
(no scorable attributes)
I wonder if some good rares are sold because of that, because he literally does not brin in any usefull rares anymore, been farming for 5,6 hours now and no useful rare to sell...
Are you sure that item had any readable stats? Items can have odd combos of stats that I don't bother reading/DB doesn't support. like specific bonuses to particular class-skills, as an example. Generally worthless things. Which can result in a 0 and a "no scorable attributes" message (that doesn't mean *NO* attributes, just nothing worth any score at all/nothing readable by DemonBuddy). Beyond that, if stats ARE being read wrongly (which I've seen no evidence of myself recently) - it's DemonBuddy reading them in wrongly and I doubt there's anything I can do about that - but if it is, then it will be a very rare case.
I had 1/2 of mine running 1.0.1 and the others running your latest one 1.1 and both seemed to be lacking a lot of items, I usually get at least 1 full tab, there was only 1/3 of a stash tab filled, so I'm assuming it's still missing loot :/
Leap is a little better, but it's still not using it everytime its up, you should make it spam leap 100% of the time, same with warcry/charge.
Rend is awesome now and working correctly, along with revenge (Aside from the fact it uses revenge regardless if theres enemies near it) but its much better this way, instant spamming.
The biggest issue is the loot though, It seems to be missing more now
I'm playing with Leap, Rend, Revenge, and about 20 other skills from other classes for next release, again.
As for "missing loot" - I've reduced the scores of stats like magic-find/gold-find (as these have lost a lot of value since patch 1.04 of Diablo), and increased DPS requirements of weapons too (likewise since 1.04 patch). Not to mention there's the luck factor. Unless you've actual EVIDENCE of "missing loot" - eg you've witnessed it blatantly ignore an item that it DEFINITELY has pickup limits for - then it's nothing but the placebo effect I would say. Simply going by how many items are in your stash is meaningless - eg if you got 5 legendaries in 1 night, then 0 legendaries in the 2nd night, that doesn't mean the plugin is suddenly broke and missing loot, it probably means you got 5 legendaries drop in the 1st night, and none drop the 2nd night. The beauty of random loot-rolls. I haven't seen (m)any others reporting missing loot - if anything, just about EVERYBODY is saying how much more loot they are getting now. There's always going to be small cases where you can be lead away from loot because a target ends up with higher priority than the loot - so you could be lead away and away and away from loot by constantly spawning enemies, and never get back into loot-range (which explains somebody else posting above where they had 2 more ilvl 63 drops than they had pickups) - until backtracking is fully working anyway. But I'm also increasing weights on items within close-range to help prefer picking items up to attacking more often than not, to reduce this even further.
You'll be missing way, way, way more loot if you weren't using this plugin, from the very nature of DB's "Combat first, shrines 2nd, containers & destructibles 3rd, loot last and least if nothing else shows up on the radar" system.
yup..too much avoidance for me....cuz of that im still using the combat replacer....its much much more better....im not a programmer ....but could u just copy everything from combat replacer and put it in ur trinity..just like that?..
the only flaw of trinity is the avoidance....
Sure. And we'd go back to missing loot, memory mis-reads, and other core issues that are unfixable without re-coding it all and re-doing how it all works behind the scenes and making a new plugin and giving it a name, like, I dunno, Trinity. Ah, yes, that's what I've had to do

If I could simply copy&paste the combat code from combat replacer and fix all the weird and wonderful issues and memory problems and loot problems and everything else, I would have done that. I wouldn't have re-done the combat engine again for no good reason
how can we increase orb taking life percent ?
Search for "iEmergencyHealthGlobeLimit" - find the 2nd/3rd/4th time of it, where it appears below a big "// ***** Barbarian *****" comment with a monk, wizard, and witch-doctor section immediately below it. You can change the globe, and potion, health-limit values for every class here.