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Trinity 2.1.4 and QuestTools 2.0.91

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Barricades/Destructibles fixed in next version.

I don't have a barb with all that fancy gear, so, any advice on what *specifically* could make it better will help, becuase i can't personally test it.

sweet. i think one thing that could help is smarter fury dumping for Life Per Fury, like only dumping fury if im not at full health. I don't need to spam battle charge or sprint when I'm at full fury, because if you play with berserker rage passive, you do 25% more damage (if youre chaining charge, and you hit 3 mobs, you're at full rage, so the second charge is gonna hit hard as shit.)

On the other hand, i would like it to chain spam Sprint outside combat.

Again bro if you'd like to get a feel for the build (you'd probably catch a lot of things i wouldn't), youre welcome to jump on my barb, just pm.

Also, my barb just seems to want to tank electrifies, freezes, arcanes, and gas clouds. :(


EDIT: In t6 and higher g rifts, Barbs get ROCKED by jailer/frozen. Ignore pain gives you 5 seconds of 50% damage reduction and most importantly, immunity to this stuff. With a Pride of Cassius belt you can boost this to 11 seconds, and with cooldown reduction, you can save a LOT of deaths. I'm not sure how trinity handles Ignore Pain, but it should be spamming it at the very least for jailer/frozen (a second before they explode) and when below say... 80% health.


I think that's all i can think of right now. Raekor builds are all pretty similar that i've seen, so they should be using IP and LPF fury dumping quite a bit.
 
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Hi, I'm running latest DB Beta 468 with Trinity 2.1.4.
Is the Jade fork realy included. I can't find anything in the WD combat tab; e.g. Spam Horrify.
Thx for the great work.

Pump!

Hi, nobudy else misses Spam Horrify:Frightening Aspect for Jade WD?
Many thx in advance.
 
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Since Trinity 2.1.4 wizz wont cast ray of frost

Download Trinity

Download QuestTools


Lotsa bug fixes and new features, changelog coming soon (you can always see it on git too)

Trinity Changelog

2.1.4
Fixed DH Sentry count
Added Tiered Rift Keys to pickup/stashing
Added Combat > Misc option for "Avoid AoE Out of Combat"
Wizard: Refactored Wizard.cs into WizardCombat.cs. Deleted Wizard.cs
Wizard: Cleaned WizardCombat class, converted rune checking to new reference types, and general reorgnization to make the code cleaner and easier to read
Wizard: Added player-owned hydra counter, similar to other classes
Actually Fixed picking up legendary items
ItemRules and Trinity scoring now use ItemLinkColorQuality
Fixed (ignore) null & invalid items on Item Debug Dumper

I downloaded trinity 2.1.4 and it will not recognize ray of frost. just uses the the other skill, in this case black hole and then casts the basic attack.
 
for some reason my wizard wont cast 2 hydras anymore and im still using serpent sparker
 
Deleted settings, set up everything from scratch and the bot is trying to avoid some stuff, but mostly it's still not kiting, eating all molten explosions, face to face tanking rift bosses, guess I need to run Ghom till I find cannot die relic for templar so the bot can tank through everything in rifts
 
Kiting is my biggest issue as my range characters dont even car stepping back of the mobs are within the "minimum" kite range which you set in Trinity.
 
for some reason my wizard wont cast 2 hydras anymore and im still using serpent sparker

same here :(

also have problem with dh - attacking from melee range lol but in trinity settings have 35+ range..
 
same here. is there a setting or something im missing somewhere? or does code need to be changed?

Fixed in next version, sorry about that.

Workaround until then is set TVar's for SpellDelay.Wizard_Hydra to "5" (it's at 12000 now).
 
sweet. i think one thing that could help is smarter fury dumping for Life Per Fury, like only dumping fury if im not at full health. I don't need to spam battle charge or sprint when I'm at full fury, because if you play with berserker rage passive, you do 25% more damage (if youre chaining charge, and you hit 3 mobs, you're at full rage, so the second charge is gonna hit hard as shit.)

On the other hand, i would like it to chain spam Sprint outside combat.

Again bro if you'd like to get a feel for the build (you'd probably catch a lot of things i wouldn't), youre welcome to jump on my barb, just pm.

Also, my barb just seems to want to tank electrifies, freezes, arcanes, and gas clouds. :(


EDIT: In t6 and higher g rifts, Barbs get ROCKED by jailer/frozen. Ignore pain gives you 5 seconds of 50% damage reduction and most importantly, immunity to this stuff. With a Pride of Cassius belt you can boost this to 11 seconds, and with cooldown reduction, you can save a LOT of deaths. I'm not sure how trinity handles Ignore Pain, but it should be spamming it at the very least for jailer/frozen (a second before they explode) and when below say... 80% health.


I think that's all i can think of right now. Raekor builds are all pretty similar that i've seen, so they should be using IP and LPF fury dumping quite a bit.
Try this (Fury dump has to be checked)
 

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so, the problem with ranged toons acting like melee toons is not a trinity issue but a user setting issue?
 
been using the newest git version of qt and trinity.
qt is working really well. tried the weighted nearest minimap unvisited setting and didnt notice any flaws. best version for riftbot.

the fix for reattacking destructibles "Fixed re-attacking destructible objects (they have hitpoints, apparently)" actually fixes alot of issues with doors and barricades. act 3 doors are working well and alot of other barricades dont get attacked a 2nd time.
still i noticed that act 1 doors and some barricades get attacked 5++ times sometimes. i dont know if its just a coincidence. so maybe its not tied to act 1 doors at all. just wanted to let you know.
overall i didnt see it happen that often though.

so thanks for the fixes they are working very well.
 
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so, the problem with ranged toons acting like melee toons is not a trinity issue but a user setting issue?

it sounds more like a trinity issue caused by a setting that was either previously valid or previously ignored.
 
been using the newest git version of qt and trinity.
qt is working really well. tried the weighted nearest minimap unvisited setting and didnt notice any flaws. best version for riftbot.

the fix for reattacking destructibles "Fixed re-attacking destructible objects (they have hitpoints, apparently)" actually fixes alot of issues with doors and barricades. act 3 doors are working well and alot of other barricades dont get attacked a 2nd time.
still i noticed that act 1 doors and some barricades get attacked 5++ times sometimes. i dont know if its just a coincidence. so maybe its not tied to act 1 doors at all. just wanted to let you know.
overall i didnt see it happen that often though.

so thanks for the fixes they are working very well.

Cool, thanks for playing with the git stuff. Try the various other route modes too. I am using WeightedNearestMinimapVisited, but they all are working well IMO.

I noticed with characters using ranged attacks it doesn't always "line up" the shot correctly when attacking doors, and the projectile hits the wall before it hits the door. Maybe I need to make destructibles always melee range perhaps. Is this what you saw too? What class are you running?
 
so, the problem with ranged toons acting like melee toons is not a trinity issue but a user setting issue?

I run my DH with Kite Range = 10. It stays just far enough away to not get stabbed and beaten, but close enough not to cause pathing and raycasting bugs.
 
For the love of god is there anyway to turn of the "autoress" a char does when he dies, when u have simplefollow and does greater rifts things get really fubared since you get ported to entrance not where you died, and when f eks the leader dies you are pretty much screwed.

All i want is an option NOT to auto ress to give the other chars chance to revive on the spot instead, with greater rifts you get pretty much screwed when this happens on higher tiers if you try to make the time.

I should mention you cant port to other chars in greater rifts.
 
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