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a few things to try,



  • Make sure under config > combat > misc you have the Avoid AOE checkboxes all enabled.



  • under config > combat > demonhunter tab:


  1. Set Kiting to Always in Combat
  2. Set your 'Kite Trigger Range' slider at maximum value. this setting determines how close the bot must be to monsters before starting the kite behavior (running away).
  3. Set your 'Stop Kiting at Distance' slider at maximum value. this setting determines how far away the bot will run once it has started kiting.
  4. play with reducing the kiting sliders down to suit your build.

  • Under config > combat > misc. make sure the slider for 'Ignore trash further away than' is set high for long ranged classes/builds. Set it to at least 60 but probably more like 80. This setting will make all trash outside the specified range invisible to the bot. so obviously it needs to be high, need to be able to see monsters that are far away.



  • Under config > combat > misc. set your minimum trash mob pack size very low, 1-4 for weak ranged classes. Settings will cause the bot to ignore units until they form into a cluster of the specified number. So a higher number will tend to cause the bot to get close before running away again.
 
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This whole time I thought they had to be on the opposite sides. LOL.. this fixed a lot of problems for me. Thanks xzjv!
 
Thanks xzjv for the reply! I'll test everything out you mentioned and keep u posted.
 
So, after tinkering some with my kite settings in combat ---> demonhunter, I am still at a loss.
My current setting is:
Kite Trigger Range 20
Stop Kiting at Range 20

When to kite/flee: Always

Ignore Trash further than: 90

Trash mob pack size: 1
Trash mob pack density: 20

All Avoid AOE Checkboxes enabled




The problem I have is with consistency.
I am running a Multishot build with the exact same settings as you posted for your multishot setup in the other thread, EXCEPT I use vault with tumble rune instead of lingering fog invisibility.

Sometimes it runs into mobs facefirst and tanks them (no problem since I only runt grift 58 ATM and speedrun T10 farm) and sometimes (mostly against riftbosses) it seems to kite away forever.
It just doesnt stop running away against a riftboss. He seems to be trying to run into melee and then tumble out or just kite a few rooms away and just keep running.

On your DH, what settings EXACTLY do you have so I can test those values out and see if I can get it working, because right now, I am quite dumbfounded :<
 
So, after tinkering some with my kite settings in combat ---> demonhunter, I am still at a loss.
My current setting is:
Kite Trigger Range 20
Stop Kiting at Range 20

When to kite/flee: Always

Ignore Trash further than: 90

Trash mob pack size: 1
Trash mob pack density: 20

All Avoid AOE Checkboxes enabled




The problem I have is with consistency.
I am running a Multishot build with the exact same settings as you posted for your multishot setup in the other thread, EXCEPT I use vault with tumble rune instead of lingering fog invisibility.

Sometimes it runs into mobs facefirst and tanks them (no problem since I only runt grift 58 ATM and speedrun T10 farm) and sometimes (mostly against riftbosses) it seems to kite away forever.
It just doesnt stop running away against a riftboss. He seems to be trying to run into melee and then tumble out or just kite a few rooms away and just keep running.

On your DH, what settings EXACTLY do you have so I can test those values out and see if I can get it working, because right now, I am quite dumbfounded :<

you summed up exately teh problems my dh is facing.. somethigmes its facetanking somethimes its kiting (usualy teh boss) acros steh whole map and doesnt even try to apply some dps
 
I had some major issues with my kiting as well, but after a very extensive testing I've so far stopped on these settings. This is the most you can do as far as settings go in trinity.
I'm pretty sure Vault logic needs to be updated to not facetank sometimes when the mob has approached you.
From my experience it looks like trinity only runs 1 initial check on the kite range when the combat engaged, thus making it not move.
But one thing you can be sure with these settings that it won't come and melee, unless it has targeted a mob or a group that is further away and therefore it comes closer to hit it, making it look like as if it only tries to melee. You can run Visualizer and see for yourself what it targets. Also if that is 100% correct, then the kiting rules in trinity only apply to a targeted mob and not all, which is obviously wrong.
Cheers, hope I helped :)

p.s running gr67 with marauder cluster
 

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xzjv, I've been testing out some settings now, and the DH has been tweaked a bit to become more efficient. I'm find what Solenrus mentioned that vault/kite are a bit inconsistent, the DH will vault towards the fighting mobs at times while sometimes vaulting into elemental affixes. The setting adjustment fixed a bit of the vaulting into the affixes, but vault is still a bit random it seems to me. The kiting is broken basically, since the characters target A doesn't die right away, the other mobs usually split between the follower and the DH, so you have a lot of mob surrounding occurring, regardless of how far/close the kiting settings are. Solenrus, have you noticed that with evasive fire the DH has to come super close to the enemies even when the range is 2-3 times more, and that the character seems to always meele range guardians?

p.s not complaining just brain storming how to squeeze out a couple more levels.. hehe :)

i'm also doing 67's rather quickly, usually within 7-10 min
 
@solenrus & @DiscoDancer

I'm going to test out these settings & tweak a bit as well. I had mine pretty close to yours but I'm going to try yours out for a bit and see how it goes. Gonna be using the Unhallowed Essence set though rather then the M6. So let's see how this works :D!
 
I've stumbled onto something interesting I believe! If you use Evasive fire (Surge rune), it will force push you back 15 years regardless of how the bot behaves, you can use this to at least prevent any meele attacking and gain 1 point out of ur Zei's stone of vengeance.
 
Wouldn't using any Evasive fire rune with knockback be detrimental to how Trinity works though? O_o I feel like it would cause it to slow down a bit more then how it's usually run with how it interacts with Vault.

Also was there any reason as to why "Use NavMesh to prevent stucks" was unticked from Misc Combat Settings? It's helped me a bunch for when my bot gets stuck.
 
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@DiscoDancer, yo that's a great find about Evasive Fire, I never noticed cause I've never played w/o it. But basically the same goes for Vault, since you sometimes randomly may Vault in for some reason. Also the rune you're talking about might be interesting, will try it for sure, but right now I can literally facetank anyways, even though I don't, but botting higher difficulties is not efficient enough in terms of xp/legs. If that's the case then I know how to fix it, aka increase the range on it in the dhcombat.cs. I will test it later(going to bed).

@uljimah, I've never played with nav mesh setting on, neither did I ever get stuck since I'm only rifting it's kinda impossible to get stuck and eases up on the cpu. With UE set I can tell you right away, that you will have to make an edit on the multishot setting in the dhcombat.cs in trinity, cause right now it's set to not attack single targets, including rift guardians. I made a lazy fix, replaced settings with cluster arrow ones and only left the initial range.
 
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@uljimah, I've never played with nav mesh setting on, neither did I ever get stuck since I'm only rifting it's kinda impossible to get stuck and eases up on the cpu. With UE set I can tell you right away, that you will have to make an edit on the multishot setting in the dhcombat.cs in trinity, cause right now it's set to not attack single targets, including rift guardians. I made a lazy fix, replaced settings with cluster arrow ones and only left the initial range.

Really? I've had 0 problems with Multishot which is odd. My settings were near identical to yours. I've tweaked it a bit now to work better with Multi but so far it does around 3-4 minute T10 speed runs. Which is pretty nice.
 
But one thing you can be sure with these settings that it won't come and melee, unless it has targeted a mob or a group that is further away and therefore it comes closer to hit it, making it look like as if it only tries to melee. You can run Visualizer and see for yourself what it targets. Also if that is 100% correct, then the kiting rules in trinity only apply to a targeted mob and not all, which is obviously wrong.

I'm pretty sure you're correct about this. it has a targeted mob, and will kite only if that targeted mob comes within your kite range. otherwise, all the other surrounding mobs will come into melee range to hit you. you can be surrounded by 10 monsters, but it will only shoot towards the targeted mob unless it has less than the amount of trash mob size you've set trinity to attack. it will then change the targeted mob to something else unless it's an elite.

but even then, kiting is broken. if it's just an elite yellow mob on your screen, it can come within 20 yards without the bot kiting, even though the kite trigger range has been set to 30.
 
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I'm pretty sure Vault logic needs to be updated to not facetank sometimes when the mob has approached you. p.s running gr67 with marauder cluster

Vault is problematic, some of the logic for movement skills is placed in the code that handles core movement (PlayerMover) which makes it be used even when other plugins like adventurer are moving places. But the way DB does its pathing to a location it has a path with multiple steps along the way. If the vault is cast db doesn't realize that it has leaped ahead on its path and starts to go back in order to touch its waypoint. It needs some work to either force any paths to be regenerated or to force it to skip the points it doesn't know its passed. (probably more than you wanted to know but that's to say it requires a bit more time than you might expect).

you summed up exately teh problems my dh is facing.. somethigmes its facetanking somethimes its kiting (usualy teh boss) acros steh whole map and doesnt even try to apply some dps

This is a serious problem i intend to fix soon, I watched my UE guy spend 90% of his time running away at max distance from rift boss and occasionally shooting. made me angry :D

I'm pretty sure you're correct about this. it has a targeted mob, and will kite only if that targeted mob comes within your kite range.

Yeah, the kiting and avoidance needs to be re-written. I put the grid into 2x for this purpose, its just currently not being used except to draw pretty dots on the visualizer :S
 
Really? I've had 0 problems with Multishot which is odd. My settings were near identical to yours. I've tweaked it a bit now to work better with Multi but so far it does around 3-4 minute T10 speed runs. Which is pretty nice.
Ah, sorry, I should have told you that I was running the M6 with multi(was only testing). I guess it works good with UE, that's good :)
I don't really care about t10 speed clearing, since I basically care more about grift, but I'd say it clears just as fast 1 clicking the elite packs, so w/e.

Vault is problematic, some of the logic for movement skills is placed in the code that handles core movement (PlayerMover) which makes it be used even when other plugins like adventurer are moving places. But the way DB does its pathing to a location it has a path with multiple steps along the way. If the vault is cast db doesn't realize that it has leaped ahead on its path and starts to go back in order to touch its waypoint. It needs some work to either force any paths to be regenerated or to force it to skip the points it doesn't know its passed. (probably more than you wanted to know but that's to say it requires a bit more time than you might expect).
This is a serious problem i intend to fix soon, I watched my UE guy spend 90% of his time running away at max distance from rift boss and occasionally shooting. made me angry :D
Yeah, the kiting and avoidance needs to be re-written. I put the grid into 2x for this purpose, its just currently not being used except to draw pretty dots on the visualizer :S
I've actually realised all that just by spectating the bot and taking a look at the code, but thanks for confirming, makes me feel good about myself at least xD
Yea, the UE is currently not as efficient as M6 for botting, due to bugs you mentioned, but it would be way better once it get fixed due the large discipline pool = infinite vaults.
Feels good to have you on our side though, meaning you're currently playing DH as well, hopefully this will make you prioritize our favorite class more, even though it's more challenging, but I believe in you :)
Yea, that grid was a bit confusing, at first I was like hm, I'm standing in the circle, but kiting is not being applied. then I realised the abovementioned. Hopefully you will make that grid appliable to kiting range.
Also there is one rift guardian, can't remember the name, the one that looks exactly like diablo that always tries to come in melee range and the bot is kiting so perfect it makes me cry, the sluttersteps are perfect(attack-step-attack). I wish that logic could be applied for every mob and I would leave my bot doing gr70s without worrying at all.
p.s I will donate to you as soon as some of the major issues are fixed, #nopressure, #sellout <3
 
Was doing an inspection during some runs, it seems that the DH has a strange tendency with Hamelin only, he doesn't dodge the rats at all, then he goes in meele range and keeps going into meele range to fight.. some small vaulting away range only to run back into meele range like xzjv mentioned, noticing a lot of close to max/max hatred upkeep on the spells.
 
I found him, Orlash http://diablo.wikia.com/wiki/Orlash
For some reason trinity has the perfect kiting regardless of your build, just perfect slutterstepping for this rift guardian.
Is there any way to see the logic for this one and maybe try to apply it to all the mobs just to test at least? I'll try to look myself in the meantime
 
a few things to try,



  • Make sure under config > combat > misc you have the Avoid AOE checkboxes all enabled.



  • under config > combat > demonhunter tab:


  1. Set Kiting to Always in Combat
  2. Set your 'Kite Trigger Range' slider at maximum value. this setting determines how close the bot must be to monsters before starting the kite behavior (running away).
  3. Set your 'Stop Kiting at Distance' slider at maximum value. this setting determines how far away the bot will run once it has started kiting.
  4. play with reducing the kiting sliders down to suit your build.

  • Under config > combat > misc. make sure the slider for 'Ignore trash further away than' is set high for long ranged classes/builds. Set it to at least 60 but probably more like 80. This setting will make all trash outside the specified range invisible to the bot. so obviously it needs to be high, need to be able to see monsters that are far away.



  • Under config > combat > misc. set your minimum trash mob pack size very low, 1-4 for weak ranged classes. Settings will cause the bot to ignore units until they form into a cluster of the specified number. So a higher number will tend to cause the bot to get close before running away again.

Tbh moving those settings to max or min for has no difference at all for me. The problem is that sometimes it looks like he is kiting and standing further away but in the next situation he is hugging the mobs for no reason when there is a lot of free space around to move. Some elites are problematic and some are not. Same goes for RG and ground effects. In some fights he avoids arcane beams and molten great and at other situations he is standing in them when its clear it will kill him.
If i remember correctly in s4 there was a modded version if combat.cs for some classes and it did avoiding/kiting so much better it was able to do at the time 5+ levels higher GR compared to the standard .cs with ease.
 
Tbh moving those settings to max or min for has no difference at all for me. The problem is that sometimes it looks like he is kiting and standing further away but in the next situation he is hugging the mobs for no reason when there is a lot of free space around to move. Some elites are problematic and some are not. Same goes for RG and ground effects. In some fights he avoids arcane beams and molten great and at other situations he is standing in them when its clear it will kill him.
If i remember correctly in s4 there was a modded version if combat.cs for some classes and it did avoiding/kiting so much better it was able to do at the time 5+ levels higher GR compared to the standard .cs with ease.
the next versions of trinity are focused on fixing that right now, I believe.
Yes, it's called trinity fork by BuddyMe, it has also caught my eye recently and was suggested to look at to the devs, as some of the ideas are already implemented into the live version of trinity.
 
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