banned4haxx
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So lately I've been making attempts at profiles, and while I feel I'm getting the hang of it, in doing so I have learned just how many variables are at play here, which is what brings up my question.
Right now I'm still working on making instance farming and instance powerleveling profiles, and while its easy to get a 100% clear because the bot will keep patroling around randomly till it kills everything, I'm finding it very difficult to write a profile that kills 100% everything from start to finish without major backtracking. With the way it does now, it is ok for farming, but do to randomly skipping mobs and coming back to them makes it near impossible to have lowbies follow you and get powerleveled (ie. they die trying to follow you).
Anyways what I've got so far, is I understand how pull distance and hotspots work, at every coordinate your player stops at he will pull all mobs withing "x" pull distance, and will stay within a hotspot until their are no mobs within "x" distance of it, or until maxiumumhotspot time is reached.
This is all fine and dandy, but thats when I learned of another third factor that comes into play, independent of pull distance and hotspot size/placement. And that is upon killing the current target, if anything is within "x" distance of it, it will run to that target and kill it as well. It doesn't matter if you set the hotspot size and pull distance to the size of your characters hitbox (ie. 2-3). It will run to anything close and kill it, then when it kills the new target it will keep repeating the process. The end result is that in something with mobs packed tightly, like any instance, it will keep chaining this process, killing, moving further to next target, killing again, until it will be 100s of yards from the original hotspot. Basically I can damn near full clear any instance with one hotspot, just because it ignores my settings and profile and just goes into this chain pulling mode until it finally reaches a point where nothing else is close by (ex. final boss) and will just go into resting mode (if I was to just set one hotspot, otherwise it would keep patroling between them).
So basically right now, I can't figure a way around this mechanic, and was just curious to the specifics of it, or perhaps if there is any way to adjust it so I can make a profile that does what I want it to do instead of going on a chain pulling frenzy and ending up on the opposite of the instance from my hotspot.
*edit*
And just to clarify how this is different and independent from pull distance, whereas pull distance will pull anything within "x" yards of the coordinate HB sends your character to, this causes you to go to something even if it's not in your pull distance, meaning if something is close, I'll run up within pull distance range and then kill it. For example, if I took my elemental shaman, and set his pull distance to 3, my character would keep running to the next closest mob and start casting on it basically standing on top of its character model. So pull distance was working properly, and not causing my character to keep pulling more mobs.
Right now I'm still working on making instance farming and instance powerleveling profiles, and while its easy to get a 100% clear because the bot will keep patroling around randomly till it kills everything, I'm finding it very difficult to write a profile that kills 100% everything from start to finish without major backtracking. With the way it does now, it is ok for farming, but do to randomly skipping mobs and coming back to them makes it near impossible to have lowbies follow you and get powerleveled (ie. they die trying to follow you).
Anyways what I've got so far, is I understand how pull distance and hotspots work, at every coordinate your player stops at he will pull all mobs withing "x" pull distance, and will stay within a hotspot until their are no mobs within "x" distance of it, or until maxiumumhotspot time is reached.
This is all fine and dandy, but thats when I learned of another third factor that comes into play, independent of pull distance and hotspot size/placement. And that is upon killing the current target, if anything is within "x" distance of it, it will run to that target and kill it as well. It doesn't matter if you set the hotspot size and pull distance to the size of your characters hitbox (ie. 2-3). It will run to anything close and kill it, then when it kills the new target it will keep repeating the process. The end result is that in something with mobs packed tightly, like any instance, it will keep chaining this process, killing, moving further to next target, killing again, until it will be 100s of yards from the original hotspot. Basically I can damn near full clear any instance with one hotspot, just because it ignores my settings and profile and just goes into this chain pulling mode until it finally reaches a point where nothing else is close by (ex. final boss) and will just go into resting mode (if I was to just set one hotspot, otherwise it would keep patroling between them).
So basically right now, I can't figure a way around this mechanic, and was just curious to the specifics of it, or perhaps if there is any way to adjust it so I can make a profile that does what I want it to do instead of going on a chain pulling frenzy and ending up on the opposite of the instance from my hotspot.
*edit*
And just to clarify how this is different and independent from pull distance, whereas pull distance will pull anything within "x" yards of the coordinate HB sends your character to, this causes you to go to something even if it's not in your pull distance, meaning if something is close, I'll run up within pull distance range and then kill it. For example, if I took my elemental shaman, and set his pull distance to 3, my character would keep running to the next closest mob and start casting on it basically standing on top of its character model. So pull distance was working properly, and not causing my character to keep pulling more mobs.
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