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Trinity 1.7.2.9

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I was observing last few runs of my DH bot..and here are the results with this new version (.8) of Trinity:
After a clean install of everything:
Close monster detection : works like a boss
All enemy skill avoidance : works like a boss
Not picking loot at the end of the area: works like a boss
Attempts to kill destructables : none
Waiting next to health well: none
Still there is a problem which deserves attention.
Sometimes (when elites are present more often) my DH just stop fighting. In 50% of the cases when she stops that results with death.
In rest 50% when she stops atacking..after a while..probably 5-6-7 seconds..she starts fighting again and everything is back to normal. First i thought the reason for that is .. she is waiting for some skill to recharge(she had enough hatred/discipline). I thought "Fan of knives" is causing it..but it wasn't that(or not the only reason at least). After a while..she meet some elites with "Fear on hit"..and she get hit. After that fear on hit run..she no longer moved. Just standing like that long enough the enemies could kill her.
Here is my build:
http://us.battle.net/d3/en/calculator/demon-hunter#lVgTaj!bef!acYbYY
Another..problematic situation i meet in Keep2. After she died .. reborn .. i was expecting her to go to the place where she died..and kill the elites there..but in half way there..she teleported and switch the areas. Is that normal for Keep2 ? Usually when she dies in Keep 2..she goes to the place of death..kills enemies..and keep going. I am using rrrix act 3 profile.

Edit: Ok..something wired is going on. I meet the same situation when she stop moving again. This time the enemies were pressing her in the corner(trash and elites) but only 2 of them was able to atack her and she was dodging a lot. So i had the time to observe. All skills were fully recharged. Full hatred/discipline. The only msges i've got in DB were from GoldInactivityTimer .. counting some seconds not picking gold. Bot still not moving. So i start testing what would make her move again. Activated one after another all the skills. Still nothing. She is sleeping. Still no msges in DB. I killed every single monster .. she is still not moving. I start moving her around..nothing..and no msges in DB. Then i pick up a gold on the ground..and she went back online :). DB starts msging again as usual. Gold Inactivity Timer is Off now. Still testing.

Edit: Yeah i am 100% sure now..this problem occurs when DH bot is hit with "Fear on Hit" effect. Everytime when the bot is hit .. it goes permanently static and nothing cant make it move again. Only picking up gold by hand(not 100% sure)..or Start/Stop bot helps. Even Pause/Unpause doesn't help. Anyone else with DH bot...confirm that ?

Thank you for the fixes rrrix in this version. This is how my DH bot should be playing permanently. But this fear on hit bug ruined it all. Gues i am gonna return to the last working version for me .. and hoping for the next release of Trinity when this stupid bug is fixed.
Tomorrow i am gonna observe how my Barb is acting under this new vesion of Trinity and..will write down if i notice some new problems (not explained before in this topic) happen.
 
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.28 very bad GPH on paragon 100 tr monk ~470k <= 8 ticks/s

on .26 700k GPH 12-17ticks/s


goin back to .26

edit:

did fresh install of everything and now woooza steady 780-800k GPH 720-750IPH


keep on workin
 
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issue: My bot was trying teleport to the town in the last 2 hours. I was in the towers and he was in front of the fire-breathing dragons. He tried to go to town, but the cooldown of spit fire would not let him teleport, he was touched and canceled the teleport. The goldinactivity not worked since he was two hours trying the same thing. very sad :(

My goldinactivity = 300

he could identify what is being disrupted and move a little to the side? to try teleport again...

Trinity .27 here
 
1.7.2.8 working like a charm on both WD and Monk. No more problems with the destructibles and the eph/gph has gone up a bit (around 35mil eph + 750gph on both)

Thank you rrrix (and team)!
 
hey its still missing certain plans exalted fine doomcaster this time but i seen it miss a few over last week or so. everthing else seems sweet though.
 
Thanks rrrix, tested on all classes except WD, so far very good :)

How about monks? Anyone tried this version with a monk? :)

TR works really good now, i changed from movement only to movement+trash.

TR Monk is top now for 50m budget. I get
Paragon 80
700gph+
600iph+
26m/exp (no exp bonuses) and i am doing a loot oriented profile.

I don't see any differance in Canon Monk. Still good as always :)
 
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Thanks rrrix, tested on all classes except WD, so far very good :)
Did you experience a problem with DH like the one i explained few posts ago ?? "Fear on hit" problem ?
 
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Yes - this is how I run my bots.



Not necessarily, some items may still be scored. Legendary items are never scored, however. Hard rules will score less items. Soft rules will leave more items to score.



Good question... i think that will work though.



This depends on the itemrules you're using. If you're using soft or hard rules that come with Trinity, yes, these settings are likely ignored. You can customize your itemrules however - that's where their power truly shines.


ok cool thanks for your reply
 
Trying to find proper line connected with command WOTBHardOnly.

Want my barb to go wrath only when fighting arcane. How can I change that?
 
Download Trinity 1.7.2.8

Known issues:



  • DH Sentry Turrent still does not work, appears to be DB bug
Changelog 1.7.2.7:

Combat logic:

  • Very-large destructibles (e.g. that huge catapult in skycrown) will now be always attacked
  • Re-worked trash/elite/gold weighting/prioritization a little to better pick targets
  • Bot should be better about not attacking units that are standing directly in avoidance
  • Tweaked single target zig-zag a little, changed multi-target zig zag to use clusters
  • Trinity behavior tree will now wait for power/spell use based on time rather than ticks. This will help reduce CPU utilization slightly and strange behavior when using extremely low (<6) or high (>20) tick rates.
  • Close Target prioritization now takes effect when 3 or more units are within close melee range (5f)
  • Kiting will now only kite monsters who are weighted (e.g. valid targets)
  • Fixed default ranged weapon attack distance
  • Improved Kiting logic some, should suck less
  • Increased Ignore Trash Mob max count UI slider to 15
  • Tweaked ignore trash mob logic slightly - should be better about REALLY ignoring trash mobs now, added some logging for helping me debug
Combat classes:

  • Monk Sweeping Wind spell will no longer interrupt Tempest Rush channeling
  • Monk Wave of Light trash mob max count UI slider increased to 15
  • Monk Tempest Rush targetting optimized a little more Optimized - works better now except when navigating tight corners and with destructibles/barricades
  • Fixed monk TR Movement+TrashOnly bug being used on Elites
  • Fixed Monk Wave of Light spirit check (was attempting to cast even without enough spirit)
  • Destructibles are now ignored if monk is channling Tempest Rush or has Sweeping Wind buff
  • Barbarian Rend is now used more when current target is not bleeding or 2 or more nearby targets are not bleeding - and fixed use timer bug
  • Barbarian Whirlwind and Tempest Rush ZigZag for single/sparse targets has been updated, it will now criss/cross the target better
  • WitchDoctor Manitou rune is now used correctly OOC (only when Manitou is not present), may help with other OOC buffs as well
  • WitchDoctor Locust Swarm is now used correctly (only when current target is not affected)
  • WitchDoctor Soul Harvest + VengeFul spirit works better
  • WitchDoctor Vengeful Spirit rune is now supported and has special logic
  • DemonHunter Range weapon default attacks should work correctly now
Items and Looting:

  • Items should now be picked up when the current profile behavior is a UseTownPortal tag
  • Fixed bug standing around trying to pickup gold that we were already standing on
  • Fixed bot acting confused when dropped items are sitting in AoE range
  • Added potential fix for Demonic Forges and other navigation obstacles... needs testing
Core Logic:

  • Added some optimizations and caching where appropriate for TeamID, IsBurrowed, IsUntargettable, IsInvulnerable - should help reduce CPU utilization slightly
  • Adjusted defaults for Gold Inactivity (300) TPS Limit when modified (8) and Cache Refresh Rate (300)
  • TownRunTimer will now keep BehaviorTree running while waiting (should no longer continue running profile when bags are full)
  • Added client navigation check if we can actually move to attack a unit/pickup an item (replaces GridProvider.CanStandAt(Point v2))
  • Fixed GoldInactivity not triggering while Behavior tree is in running state for extended periods of time
  • Fixed Azmodan avoidance, it actuall works now
  • Set default SuccubusStar avoidance health slider to 0 (disabled)
  • Added TrinityTownRun to IsTryingToTownPortal() safety checks
  • Added AWE's fix for TrinityLoadOnce random profile selector
  • Added AWE's TrinityLoadOnce multi-profile stuff
  • Tweaked destructible AddToCache logic slightly to be less sensitive for smaller objects
  • Lots of refactoring - moved ItemValuation and Constants into their own classes, created NavHelper/MathUtil, Improved TargetUtil, rebuilt several functions and reorganized a lot of old code
  • Trinity will now force-reload the profile OnGameChanged since Demonbuddy forgets to do this sometimes (may cause double-reloads, but that's OK)
  • Fixed bug with persistent stats XML data not being flushed completely and causing XML document errors in logs
  • Improved Unit attribute check order in hopes to reduce CPU utilization
  • Temporary caches are now reset on new games only, rather than periodically (was 5/10/30/150 seconds), should help reduce CPU utilization
  • Fixed RunStats Item Stats (IPH) counter / GenericObjectCache
  • Monsters are now always added to the cache regardless of kill radius, but are now ignored from weighting based on kill radius (so they can be included in TargetUtil checks)
  • Started work on using only cached values and minimizing reads from DB/D3 memory - focus on ZeteDia and ZetaDia.Me


issue: My bot was trying teleport to the town in the last 2 hours. I was in the towers and he was in front of the fire-breathing dragons. He tried to go to town, but the cooldown of spit fire would not let him teleport, he was touched and canceled the teleport. The goldinactivity not worked since he was two hours trying the same thing. very sad

My goldinactivity = 300

he could identify what is being disrupted and move a little to the side? to try teleport again...

Trinity .27 here
 
yet another relogger cant start the game.......help me PLZ rrrix
 
quadrotony , you have a thread about specific bugs in last versions of Trinity. Can you confirm my DH bot problem..when it's hit by "Fear on hit" enemy effect..he stops responding anyhow..just waiting to be killed ? Have no idea why nobody is paying attention to a bug that makes DH bot totally useless in this new version of Trinity..or that's just my imagination ?
 
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Another crash after gold activity timer, you have the log in attachment.
Using 182 beta + Trinity 1.7.2.8 fresh install.
 

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