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Trinity 1.7.3.7

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rrrix

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Download Trinity 1.7.3.7

[h=3]Changelog 1.7.3.7[/h]
  • Monk: DualGen/TriGen + Exploding Palm builds now work
  • Barbarian: Rend no longer cast out of range
  • Added avoidance radius/health sliders for Grotesque
  • Added "Always kill elites below % health" slider (thanks to zorked for the idea)
  • Barbarian: Rend tweaked - now always forces minimum delay of TVar value (default: 1000msec)
  • Monk: Fixed sweeping wind stuck stuff
  • WitchDoctor: Soul Harvest now used based on current buff stack
  • WitchDoctor: Fixed wrong TargetUtil function
  • Reduced Weighting multiplier for monster custom weights
  • Cleaned up townrun a bit from old code
  • Fixed settings not being loaded
  • Fixed exception in GroupHotSpot
  • Fixed crash in TVars
  • Fixed Grotesque avoidance/health to AvoidanceManager bug
  • Fixed IsInTown to emergency durability leave game bug
  • Adjusted Weight/Priority down on interactables
 
If I didn't fix a bug you found in a previous version, please remind me!

More monk builds coming soon ?
 
I hope the elites get better prioritized on this version in combat. Since I use brawler passive, it would be great if my barb would kill the elites first which would allow the trash mobs to surround him. This would then activate the brawler passive for the 30% damage buff. My barb sometimes even run away from elites in the middle of a fight to engage mobs far away.

Whose health are we referring to here when we say "Always kill elites below % health" slider"? My bot or the elites' health?
 
There is a definitely improvement with the monk now, i use the dual gen with bell spec and it works good but i have a weird feeling watching it that the fluidity of the movement is not the same as i noticed when using dogmeat's edition. It stays to long at one camp of mobs before moving to another, loses sweeping winds very often and then having to rebuff it costing him few seconds each time to get the spirit back for a bell or palm usage,and the time adds up at the end making the run slower. Only solution i came across is setting the trash mob count to 1 or maybe 2 then he keeps up the sw but loses even more time chasing every single mob on the map. It would be great to add a line that would secure the sw is refreshed every time its about to fall of by hitting the closest mob that is on the way of the path where the bot runs.
Also blinding flash should be tweaked a bit so its used before the bell for the extra 30% dmg buff, now i fell its just randomly used when off the cooldown.
Other then that it's an improvement from the last version, and a big one.
 
Questions about this version rrrix:

1) Have TrinityTownRun be changed in this version? If I want to test it I would need to use it in the profiles, right now I'm just using LeaveGame instead.

2) I'm curious about how does the ignore thrash mobs under %life and ignore mobs under %life with Dot affect minimum thrash mobs cluster. I'll try to explain myself better : If one mobs gets under the %life threshold, does it get temporarily ignored or its weight is reduced to a minimum? I think the 2nd option would be better, since the mob would still count for the trash mob count and it wouldn't leave the cluster because it went from 8 mobs to 7 mobs (assuming 8 mobs is the minimum set in trinity)

Thanks for the update!
 
ignore thrash mobs under %life and ignore mobs under %life

= useless

i've more iph/rph without this option and with a older trinity version
 
Rrrix i take a moment to thank you for the hard work you do for demonbuddy with trinity and other stuff i think i can say that from the whole community so by this thanx for your support and awesome stuff you everytime make.
 
rrrix tnx you for fast react on 1.7.3.6.
but 1.7.3.7 brings me another problem - my WD go to leorics castle (where elites spawn) and just DO NOT ATTACK THEM at all. he uses all buffs and debufs and then do nothing. i only see "skill unavaliable" then bot dies. white mobz kill perfectly

update:
tried to change always kill elites below % health 0-100 no effect - do not attack blue, yellow and goblins (uses only soul harvest) once again build:

Active Skills

Zombie Charger - Zombie Bears
Mass Confusion - Devolution
Soul Harvest - Vengeful Spirit
Sacrifice - Pride
Spirit Walk - Honored Guest
Big Bad Voodoo - Slam Dance
Passive Skills

Gruesome Feast
Circle of Life
Grave Injustice

if need to attach some logs - ill do it. but i`m new here be patient :)

once again tnx for your hard work
 
My wizard is still not killing any savage beasts in Act 1 running the Misery profile. Anyone else experiencing this?
 
My wizard is still not killing any savage beasts in Act 1 running the Misery profile. Anyone else experiencing this?

They are blacklisted...
Code:
  <TargetBlacklists>
	<!--Trees-->
	<TargetBlacklist actorId="6572" />
	<TargetBlacklist actorId="139454" />
	<TargetBlacklist actorId="139456" />
	<TargetBlacklist actorId="81164" />
	<!--Cows-->
	<TargetBlacklist actorId="3337" />
  </TargetBlacklists>
 
Edit works,but works better with dogmeat plugin.

What class/build/mp/settings? Your post is not helpful...

Whose health are we referring to here when we say "Always kill elites below % health" slider"? My bot or the elites' health?

Monster health, I'll add a tooltip to this for clarity.

There is a definitely improvement with the monk now, i use the dual gen with bell spec and it works good but i have a weird feeling watching it that the fluidity of the movement is not the same as i noticed when using dogmeat's edition. It stays to long at one camp of mobs before moving to another, loses sweeping winds very often and then having to rebuff it costing him few seconds each time to get the spirit back for a bell or palm usage,and the time adds up at the end making the run slower. Only solution i came across is setting the trash mob count to 1 or maybe 2 then he keeps up the sw but loses even more time chasing every single mob on the map. It would be great to add a line that would secure the sw is refreshed every time its about to fall of by hitting the closest mob that is on the way of the path where the bot runs.
Also blinding flash should be tweaked a bit so its used before the bell for the extra 30% dmg buff, now i fell its just randomly used when off the cooldown.
Other then that it's an improvement from the last version, and a big one.

I'll see what I can do about blinding flash, I agree it should be a pre-buff before bells. What profile and trash settings are you running that loses SW that fast? Mine seems to keep it up pretty good next to my barbs and WOTB - I only seem to lose either/both when there's a noticeable void in the monsters on the profile route. I could definitely add add some logic to disable 'ignore' logic when sweeping wind is about to fall off.

Questions about this version rrrix:

1) Have TrinityTownRun be changed in this version? If I want to test it I would need to use it in the profiles, right now I'm just using LeaveGame instead.

2) I'm curious about how does the ignore thrash mobs under %life and ignore mobs under %life with Dot affect minimum thrash mobs cluster. I'll try to explain myself better : If one mobs gets under the %life threshold, does it get temporarily ignored or its weight is reduced to a minimum? I think the 2nd option would be better, since the mob would still count for the trash mob count and it wouldn't leave the cluster because it went from 8 mobs to 7 mobs (assuming 8 mobs is the minimum set in trinity)

Thanks for the update!

1) Nope. I have not yet come up with a solution to the "blacklist problem". We can't just add "everything" off the blacklist into the target list becuase the bot will start to attack walks and hallucinate and such. I have an idea though, I'm sure it will please everyone when I get around to implementing it :)

2) It doesn't effect the cluster size or radius - monsters below the health threshold are still considered part of the pack, but we just don't priortize them since they're probably almost dead and standing in our tornado/other AoE.

ignore thrash mobs under %life and ignore mobs under %life

= useless

i've more iph/rph without this option and with a older trinity version

These settings are totally profile, MP, build and gear dependent. It's not a "MOAR LPH" button... sorry.
 
So, quick feedback.

I've made my bot run 2 times on MP2 Act I - Weeping Hollow by you and after, Misery by Fallen.
Trash cluster - 3, Ignore elites after 5 stacks, WotB on any elites or trash.
One run with Trinity 1.7.3.5 and the other with the newest.

First of all, my barb seems to keep WotB much longer in previous version. I'm using WW/Rend with War Cry and might weapon so fury is not the issue here.
Second, both version seemed to not fire WotB on trash mobs. Worked with random elite but not with trash and in .3.5 not even with keywarden;)
Third, wretched queens still have higher weight than other mobs around - I could see it just by watching how my bot attacks monsters around him: always off to queens first.
And last, with .3.5 version my bot was getting more exp/h than with .3.7 - according to DB window of course :P

Och, by the way, is it normal that bot skips cows elites when they are blacklisted? In both runs I had to click on WotB on my own to make sure bot won't die trying to dodge elite chargers and trees that surrounded him.

Cheers and keep up the good work! :)
 

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I'll see what I can do about blinding flash, I agree it should be a pre-buff before bells. What profile and trash settings are you running that loses SW that fast? Mine seems to keep it up pretty good next to my barbs and WOTB - I only seem to lose either/both when there's a noticeable void in the monsters on the profile route. I could definitely add add some logic to disable 'ignore' logic when sweeping wind is about to fall off.

I use your redux version of act1 with questools. My mob trash count is set to 4 now but it was at 6 before and that improves it a bit. Ye i don't know maybe it just smth in my head and its a waste of your precious time to add extra checks for SW and refreshing it by hitting a nearby mob while fallowing a path of the profile. If u find the time you could check it maybe and test if not doesn't matter since without your work none of the combat would even run so i am thankful for it.
Keep up the work!
 
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