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Trinity 1.8.13

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No, Trinity scoring is a total nightmare - I didn't create it, someone else did. I can't even begin to understand the logic inside of it without getting a headache. Someone else can try to reformulate the numbers for RoS, but not me - I'll start from scratch before that, and, it will take quite a while.

If you just want to salvage/sell all rares, set your options appropriately

Scoring/TownRuns Tab

Rares == None in Salvage options
Click the Salvage All Rares checkbox (it won't salvage them if you have Salvage Option == None)

2deFlGt.png

Someone with a good heart, who dominate this subject, could provide a new scoring system? Or improve the existing one? For rrrix put in trinity..

Thanks and hugs! Rrrix, u're the best!

(Sorry for my english).
 
Hi rrrix, first off thanks for the awesome plugin, and no i'm not about to jump into a list of requests.

For the item scoring, it seems to work off the file Constants.cs, is that correct?
At least the file mentions Weapon, Armor and Jewlery scoring.

If that's so it seems that the scoring just uses a basic algorithm to work out if the item has high stats for various attributes based on a list of maximum values in that particular file.
For instance:
If a weapon has maximum int on a weapon (for a one handed that's set to 320 int), it gets 4,000 added to it's score, and if it's over 320 it gets bonus points etc. It does this for most of the stats, which is then added together and given a total score is produced that is then compared to the 'Stash/Keep Score Requirments'.

So to get this up and running again, all we need to do is enter in new maximum values for the various items, ie, a wand had a 'maximum' value set for wands at 320, but now wands could have a 'maximum' value of 900, which based on the old scoring would give that weapon a value of 50,000 for that alone, not including all the other stats etc. So if we change the 'maximum' for onehanded weapons to 900, now that same item would only get 4,000 points for that stat.

Of course this all depends on if the Constants.cs file is the file that handles scoring.

If it is then it's just a case of fixing these values, which shouldn't be too hard considering Blizz tell us the value ranges on their website.

If you could let me know then we can start getting this underway and take some load of you!

Cheers mate.
 
Thank you for your hard work rrrix. I wonder if anyone has the same problem. The bot does not pick up Death's Breath. I am using profile Legendary road and the setting isView attachment 122597View attachment 122598.

yeah same here the bot still doesn't pick up death's breath or arcane dust for me. It was the same thing for .12 as well. Also, bot picks up rares and stashes most of them. in like an hour of botting i came back to see 3 of my stashes filled with useless rares; even though I have the settings set properly for the bot to trash/salvage the rares. Yet, it still keeps most of them.

help!
 
Hi rrrix, first off thanks for the awesome plugin, and no i'm not about to jump into a list of requests.

For the item scoring, it seems to work off the file Constants.cs, is that correct?
At least the file mentions Weapon, Armor and Jewlery scoring.

If that's so it seems that the scoring just uses a basic algorithm to work out if the item has high stats for various attributes based on a list of maximum values in that particular file.
For instance:
If a weapon has maximum int on a weapon (for a one handed that's set to 320 int), it gets 4,000 added to it's score, and if it's over 320 it gets bonus points etc. It does this for most of the stats, which is then added together and given a total score is produced that is then compared to the 'Stash/Keep Score Requirments'.

So to get this up and running again, all we need to do is enter in new maximum values for the various items, ie, a wand had a 'maximum' value set for wands at 320, but now wands could have a 'maximum' value of 900, which based on the old scoring would give that weapon a value of 50,000 for that alone, not including all the other stats etc. So if we change the 'maximum' for onehanded weapons to 900, now that same item would only get 4,000 points for that stat.

Of course this all depends on if the Constants.cs file is the file that handles scoring.

If it is then it's just a case of fixing these values, which shouldn't be too hard considering Blizz tell us the value ranges on their website.

If you could let me know then we can start getting this underway and take some load of you!

Cheers mate.

Hi darktitan,

Check out both:
Trinity\Items\Constants.cs
Trinity\Items\ItemValuation.cs

There's MANY "magic numbers" pretty much strewn through both files. I did take a shot early on in the game to update the constants with newer values as Blizz revamped Items and Loot periodically, but never kept up with it since it was just so painful to even get the arrays in order.

Questions that come to mind are:

  • Why is the maximum scoring 111000/60000/60000?
  • What do those scores actually mean, in terms of the Items i'll keep in my stash?
  • Are items weighted on the maximum stat and ideal use of an item (e.g. a "Barbarian" item vs. a "Witch Doctor" item)?
  • Where did the maximum stat values come from?
  • Why is everything an array of integers? :)

I'm actually surprised people were able to use the scoring for as long as they were, it was out of date even beyond patch 1.0.4 (about when I took over "GilesTrinity"). There is a some history behind it all.

In reality, darkfriend77's ItemRules are much more powerful, easier to read and understand and can be leveraged to do more than "valuation" can. Gniller had a great set of rules going at one point in 1.0.7/1.0.8, but those are no longer valid with 2.0+. You've probably seen a few new rulesets floating around.

If I were to go about it, I'd use a framework similar to what I've setup in Armory. There's absolutely no reason (except incompetence) to use Procedural style programming in a language like C#.
 
Yess, trash mob settings are working again! On a side note, it's stilll not picking arcane dust though.
 
Hi darktitan,

Check out both:
Trinity\Items\Constants.cs
Trinity\Items\ItemValuation.cs

There's MANY "magic numbers" pretty much strewn through both files. I did take a shot early on in the game to update the constants with newer values as Blizz revamped Items and Loot periodically, but never kept up with it since it was just so painful to even get the arrays in order.

Questions that come to mind are:

  • Why is the maximum scoring 111000/60000/60000?
  • What do those scores actually mean, in terms of the Items i'll keep in my stash?
  • Are items weighted on the maximum stat and ideal use of an item (e.g. a "Barbarian" item vs. a "Witch Doctor" item)?
  • Where did the maximum stat values come from?
  • Why is everything an array of integers? :)

I'm actually surprised people were able to use the scoring for as long as they were, it was out of date even beyond patch 1.0.4 (about when I took over "GilesTrinity"). There is a some history behind it all.

In reality, darkfriend77's ItemRules are much more powerful, easier to read and understand and can be leveraged to do more than "valuation" can. Gniller had a great set of rules going at one point in 1.0.7/1.0.8, but those are no longer valid with 2.0+. You've probably seen a few new rulesets floating around.

If I were to go about it, I'd use a framework similar to what I've setup in Armory. There's absolutely no reason (except incompetence) to use Procedural style programming in a language like C#.
Any reason not do make darkfriends77 rules the default ones? or adapt then into "leveling" ones? btw, loved the armory, really looking see it implemented into trinity
 
Hi rrrix,

I can answer a few questions easily, others i'd need to really go through the code and study it (i'm definitely not as good at coding as you or the other contributors, but I can try to help where I can!)


"•Why is the maximum scoring 111000/60000/60000?"
&
"•Where did the maximum stat values come from?"

I'll answer these two together.

That one's just the limitation of the algorithm. At it's simplest imagine an item could have up to 4 stats with ranges 0-100. And we wanted to weight the first two stats at double the last two. So the maximum possible score would be:
Stat1 * 2
Stat2 * 2
Stat3 * 1
Stat4 * 1
Assuming an item could have all four stats at maximum then the highest possible score that could be obtained is:
(100*2)+(100*2)+(100)+(100) = 600
So having a slider that could go over 600 would not only be pointless, it would actually be detrimental.

The reason weapons have a higher score obtainable than armour and jewellery is, Weapons have dps which is heavily weighted, instead of trying to make the weighting logarithmic, and overly complex, it was just easier to add the dps onto the score, but since a higher score is now obtainable over armour and jewellery, the slider score had to be higher too!


"•Are items weighted on the maximum stat and ideal use of an item (e.g. a "Barbarian" item vs. a "Witch Doctor" item)?"
Sort of, from my understanding of the algorithm it works like this:

1) Look at what the item is (IE two handed sword)
2) Find maximum possible stats for all possible attributes (IE Str max = 500)
3) Check what attributes the item has and stat (IE Str 450)
4) Compare item attribute stat to possible maximum (max strr = 500, item str = 430
5) If item is above minimum threshold use for scoring, else ignore (so if an item has 100 INT as well, but 500 is the max, and .4 is the threshold, then since 100 < 500*.4 then don't use for scoring (stops items with int, dex, and str getting too many points for having potentially useless stats))
6) Run the points through various algorithms to produce a score. (I know this is freaking vague but there are alot of possibilities that are accounted for....and alot that aren't. For instance, if an item has a combination of CritDmg/Crit%/AttackSpd then it gets bonus points, and things like that)
7) Produce score.

Now that is a really simplified version of what it does, but it seems that all of the score is percentage based and comparative, except the numbers in the Constants file (which is guess the name soft of suggest eg?). So theoretically if we alter that files base values, the entire system should still work.

Now at point 6, there is a ton of various things it looks at, which is what ItemValuation.cs does, (for instance there's one section that forces it to ignore stats on class specific items (so ignore INT on demon hunter only equipment etc.) which is why I originally said that it sort of looks at ideal use of an item.


"•Where did the maximum stat values come from?"
Not a clue, but with the blizz website having ranges, and community support i'm sure a new list can be gotten.

"•Why is everything an array of integers? "
That you'd have to ask the original developer!

In reality, darkfriend77's ItemRules are much more powerful, easier to read and understand and can be leveraged to do more than "valuation" can
Definetly agree with you here, but there's one thing you didn't hit upon, ease of use. Darkfriend77's is way more powerful, but takes alot more time and knowledge to setup. Moving a slider along and hitting go is quick and easy, which is why it's survived so long lol. I personally didn't mind just going through my stash and seeing what i wanted to keep and chuck, as long as the items were already filtered above a certain threshold. Also it catches item's that i might not of thought of looking for.


I'm definetly giving it a go and updating it now, but it won't be awesome like Darkfriend77's, it will just work as it does now, but it should take into consideration that the items have higher possible stats now.

I'll let you know how it goes.

Cheers,
Dark
 
I'm not able to get a log at the moment but since updating to the new dB beta (364?), . 13 trinity, and the new quest tools the bot won't engage the skeleton king. Fresh install. Will get a log tomorrow if Noone else is having the problem and posts one by then.
 
Hi rrrix,

Some evidence to backup my ideas.

I have a legendary (obviously it's set to stash all legendaries, but it spits out a score for them, and what stats it was basing it on.) with the following stats:
Primary
DPS - 2704
Int - 979
Crit change 1.5%
+9% Damage

Secondary:
Life on Kill - 9304
1.9% Chance to Stun on Hit

With the original weightings in place it was logged as:
[Trinity] + Name: ******************* (TwoHandMace)
[Trinity] + Score: 235452
[Trinity] + Attributes: Intelligence=979. DPS=2704

(Base threshold is: INT - 530 & DPS - 1590)

Then I changed the int threshold and got:
[Trinity] + Name: ****************** (TwoHandMace)
[Trinity] + Score: 225804
[Trinity] + Attributes: Intelligence=979. DPS=2704

(Base threshold is: INT - 930 & DPS - 1590)

Then I changed the DPS as well:
[Trinity] + Name: ****************** (TwoHandMace)
[Trinity] + Score: 84054
[Trinity] + Attributes: Intelligence=979. DPS=2704

(Base threshold is: INT - 930 & DPS - 2790)


As we can see, the score has gone from double the maximum threshold score of 110,000 (235,452) down to 84,054, well below the threshold score!

Now we can also see that a number of Primary & Secondary stats are ignored. The full list of which is:

  • Life Per Spirit Spent
  • Bonus Experience
  • Reduced Level Requirement
  • Weapon % Damange modifier
  • Bonus Elemental Dmg
  • Bonus Cold Damage
  • Reduced Dmg from Melee %
  • Reduced Dmg from Ranged %
  • Reduced Dmg from Elites %
  • Crowd Control Reduction %
  • (All Chance % to crowd control)
  • Chance to Stun %
  • Chance to Knockback %
  • Chance to Slow %
  • Chance to Immobilize %
  • Chance to Freeze %
  • Chance to Fear %
  • Chance to Chill %
  • Chance to Blind %
  • Spirit Regen per second
  • Hatred regen per second
  • Extra max fury
  • Extra max arcane

I guess the original developer couldn't think how to apply a score to these, then again, if you are looking for such specific stats, you really should be using Darkfriend77's system anyway.


Some of the stats are also in the list, but don't have a value, for instance, Crit Chance is only considered on Shields, Amulets, Gloves and Off Hands. I guess that weapons don't have enough crit to worry about, or it got to complex. Either way I'm not to sure.

Honestly I think the purpose of this isn't to farm specific items, but to catch item's that have common important stats near possible maximums, and then allow the user to go through and decide to keep or salvage.

I guess what needs to be done now, is check which stats have changed and alter the maxs in that file, and that should fix it all up! Alot of stats probably wouldn't have changed much if at all, IE, Armor and Primarys (INT, STR, DEX, VIT) would have changed, but Crit Chance and Magic Find probably wouldn't.

Cheers,
Dark
 
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Hey Rrrix, Just letting you know that Disintegrate (Wizard Ability) is trying to cast at a range longer than the spell itself, making it nothing quite frequently. Maybe an option to adjust combat range?
 
Hy rrix, first, great job man, like always. Second, how can I configure to ignore trash mobs ? Only want to kill elites, trash only if they are stucking my monk. Is it possible? In the changelog "Fixed ignoring trash mobs - thanks Faebs"
 
Item scoring isn't a high priority right now because legendaries are always better. Eventually you will be able to find a legendary/set that's just as good if not better.

If you're looking for specific rare items with specific stats, it's better to write a few lines of rules of what you're looking for the old fashioned way.
 
Suggestion for future version of Trinity:

The bot currently will leave in the death menu after the profile's set number of death's is reached for the run, however it is often faster to respawn in town and then leave the game with no delay. This also allows us to do a town run if needed (if gear is broken, it is usually after a death).
 
About that legendary system or numbers system, dont change that at all. What i realy want is to stash al the legendary, however legendary are most of the time better than normal items soo.. I f you find a legendary item it must to stash.


What you said about numbers system is maby good for rare gloves or rare items with high number of stats.
 
Gonna test it right now if it makes the hometown run.. Give me a sec.
 
Hey Rrrix,
I've updated the Constants.cs file with new values from d3maxstats and some stats of my own (I found alot of stats missing or not updated on that site, even gear I had in my own Stash had higher numbers!

I set Trinity to 90,000 for weapons and 30,000 for Armor and Jewelry and most items are now being Sold/Salvaged correctly, with only some items making it into my stash.

I put the new stats into the Constants.cs file at only 85% of true max value, as that's how the algorithm is designed to operate (thus why my first post had maximum in apostrophes), with some values still only a guess and most unchanged.

At any rate it operates properly now, maybe not as effeciently as it could, but it now doesn't just stash everything.

Let me know how I can send you the file, or I can just PM you the exact part of the file I altered and you can try it on your client machine.

Cheers,
Dark
 
Item scoring isn't a high priority right now because legendaries are always better. Eventually you will be able to find a legendary/set that's just as good if not better.

If you're looking for specific rare items with specific stats, it's better to write a few lines of rules of what you're looking for the old fashioned way.

I understand what you're saying, but it isn't just about what is useful to you. Other people may want, and based on the number of forum posts they do, to have that scoring system work correctly. Yes legendaries are often better, but that doesn't mean people don't want upgrades in the mean time. Plus with the enchanting, i could change the primary STR to DEX and give a set of gloves to my just level Demon Hunter


About that legendary system or numbers system, dont change that at all. What i realy want is to stash al the legendary, however legendary are most of the time better than normal items soo.. I f you find a legendary item it must to stash.


What you said about numbers system is maby good for rare gloves or rare items with high number of stats.

Fixing the stashing scoring system will not affect Legendaries, assuming you haven't altered the setting to stash all legendaries. So don't worry about that!
 
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