Computer spec has nothing to do with it, i had the old plugins enabled disabled and uninstalled them seems to be working now.
but here you go for the computer specs. i7 950, 16gb 2200 tripple channel memory, 3 x 480 GTX 1gb evga graphics cards, evga classified SLIx3 motherboard, 120gb ssd.
Just want to confirm this to save me going looking at what changes might have affected things - did reinstalling DB/the plugins/a clean restart of it all, fix the FPS problems you had after first updating to 1.3?
I tried many things, but I still can't solve it..
I even set the settings file to read-only, but it doesnt help:
Every time Demonbuddy is started, it resets the avoidance health % to 0% for all, so avoidance just doesnt work.. after clicking reset to defaults it works again, but then I have to set all my other settings to default as well.
How can I fix it?
Thanks
A few people have reported settings not saving/being reset each time DB is started. I have to say it's working fine for me, but I'll see if I can figure something out. I suspect it may just be certain computers not liking the fact a window is trying to update 100+ slider values in the space of a second!? Not sure if that'd cause problems or not, but I'll experiment!
So id say it needs to concentrate on picking up health while in combat as i have tones around me as a monk yet it isnt using them when its low on health.
Are the globes reachable/not blocked by path to monsters/not in AOE's? You could try finding this code;
Code:
case GilesObjectType.Globe:
// ************************************************************
// ***** Weight Health Globes *****
// ************************************************************
// Give all globes 0 weight (so never gone-to), unless we have low health, then go for them
if (playerStatus.dCurrentHealthPct > iEmergencyHealthGlobeLimit || !settings.bEnableGlobes)
thisgilesobject.dThisWeight = 0;
else
thisgilesobject.dThisWeight = thisgilesobject.dThisWeight = 15000d - (Math.Floor(thisgilesobject.fThisDistance) * 50d);
// If there's a monster in the path-line to the item, reduce the weight to 10%
if (hashMonsterObstacleCache.Any(cp => GilesIntersectsPath(cp.vThisLocation, cp.fThisRadius, playerStatus.vCurrentPosition, thisgilesobject.vThisPosition)))
thisgilesobject.dThisWeight *= 0.1;
// See if there's any AOE avoidance in that spot, if so reduce the weight to 1
if (hashAvoidanceObstacleCache.Any(cp => GilesIntersectsPath(cp.vThisLocation, cp.fThisRadius, playerStatus.vCurrentPosition, thisgilesobject.vThisPosition)))
thisgilesobject.dThisWeight = 1;
// Calculate a spot reaching a little bit further out from the item, to help pickup-movements
if (thisgilesobject.dThisWeight > 0)
thisgilesobject.vThisPosition = MathEx.CalculatePointFrom(thisgilesobject.vThisPosition, playerStatus.vCurrentPosition, thisgilesobject.fThisDistance + 5f);
break;
You can see that first of all, it gives globes a large weight (15000) when you have less health than your globe-limit-value... then reduces that weight by 50 for each foot away the globe is. But then it takes some huge chunks off the weight - for example, it reduces it to 10% if it thinks a monster might be "body-blocking" a straight line from you to the globe... and then reduces the weight almost entirely if there's any Avoidance things between you and the globe. Finally it picks a position 5 feet further away from the globe, to help ensure you pick it up (because otherwise if it's very close you may just "stay standing still", and so not actually activate the globe).
Things you could experiment with are...
- change the initial weight (15000) to something higher (say 18000).
- change the percentage the weight is reduced by if monsters are in the way from * 0.1 to something like * 0.8.
- change the distance beyond the globe it tries to move to - eg change "thisgilesobject.fThisDistance + 5f);" to "thisgilesobject.fThisDistance + 9f);"
Let me know if any of these changes improve/worsen things for you. If you find a better set of values that just works a lot better, I'll copy the changes into the plugin for everyone then.
Few issues still:
Rend is still not working properly. The range on it is set too high. More often than not it will approach a pack of mobs and then cast rend just a few yards before it gets to them, out of range. Also, on elite packs it will usually use rend at the beginning of the fight and then not use it again, even if the rend debuff has fallen off ALL targets.
Ignore Pain should not be used out of combat. I've noticed more than once ending a fight with less than 30% or so HP and having Ignore Pain on cooldown, but then as soon as it comes off cooldown if I'm still below the threshold it will cast ignore pain again, even if I'm not currently taking any damage, or in combat.
Arcane avoidance seems broken in this release. It just runs through it like it doesn't exist. It will often camp out next to the center of arcane sentrys, just eating damage.
Goblin Priority is not working how it should. Even on the highest priority, the bot will stop chasing a goblin if even 1 mob comes into range (even if its not being body-blocked by this mob, it will switch targets and start fighting the new mob)
Other than those few items that need to be tweaked, its working a lot better on the barb. Two days, 18+ hours running and still no legendarys though. After seeing the logfile with 7 legendarys drpped in 1 run, I'm feeling slightly discouraged.
Rend issue is something I'm still playing with - it's tricky because the distances aren't as exact in this plugin every single loop (something necessary for the whole way it works, to avoid stucks, to reduce lag etc.) - but there'll be a dead simple fix I'll stumble on/somebody else will find that has no downsides sooner rather than later I imagine.
I'll check and change ignore pain so it doesn't use out of combat, not sure why I'd set it that way - probably just an oversight.
Arcane avoidance should be working fine - I haven't had any issues myself. Is it ALWAYS playing up, every single arcane, or only sometimes/in certain circumstances? Could you try a fresh DB install with clean downloads of plugins just to rule out possibilities (I'll admit I doubt that will magically fix anything, but just incase there's some strange issue!).
I'll check goblin priority out, might have missed something there.
Legendary item quality might be having problems with being read - I'll likewise check that out, certainly been having all legendaries listed in "pickup" stats stashed for me though, on every single bot! So a 2nd reason I'd suggest a DB reinstall, clean!
Hey Giles, just wanted to put down a suggestion maybe you could look at:
My suggestion adding a check on body blocks for monks where it checks if theres any units outside X radius but within Y radius (maybe say 5 yards and 10 yards so its within FoT's limits) so it can fully take advantage of Thunderclap allowing us to teleport around out of bodyblocks/stucks.
I know you're swamped with fixes and what not, just thought it would be an awesome feature if possible to be added to FoT usage for avoiding body blocks/stucks
Does fists of thunder actually teleport "through" everything? ie, it's impossible for you to be "Bodyblocked" if you pick a monster at range with it?