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Trinity 2.6.7 & QuestTools 3.3.12

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View attachment 175230

Here is my Log.
Enabled attack mobs in aoe

Increase your kill range to 60+ (trigger range for trash combat)

monk, should fix :
Code:
// Thousand storm spam
                if (Sets.ThousandStorms.IsSecondBonusActive && Player.PrimaryResource >= 85 &&
                    (CurrentTarget.IsTrashPackOrBossEliteRareUnique || TargetUtil.AnyMobsInRange(MaxDashingStrikeRange, 2)) &&
                    (!Sets.ThousandStorms.IsMaxBonusActive || Skills.Monk.DashingStrike.Charges > 0))
                {
                    var castNode = TargetUtil.GetBestPierceNode(MaxDashingStrikeRange);
                    if (castNode != null && castNode.SpecialCount > 1)
                        return new TrinityPower(SNOPower.X1_Monk_DashingStrike, 0f, castNode.Position);

                    if (Passives.Monk.Momentum.IsActive && !Passives.Monk.Momentum.IsBuffActive)
                        CombatBase.SwitchToTarget(TargetUtil.GetDashStrikeThousandStormTarget(MaxDashingStrikeRange, 25f));
                    else
                        CombatBase.SwitchToTarget(TargetUtil.GetDashStrikeThousandStormTarget(MaxDashingStrikeRange, 5f));

                    if (CurrentTarget.IsInLineOfSight)
                        return new TrinityPower(SNOPower.X1_Monk_DashingStrike, MaxDashingStrikeRange, CurrentTarget.ClusterPosition(5f));
                }
let me know :)
 
should fix :
Code:
// Thousand storm spam
                if (Sets.ThousandStorms.IsSecondBonusActive && Player.PrimaryResource >= 85 &&
                    (CurrentTarget.IsTrashPackOrBossEliteRareUnique || TargetUtil.AnyMobsInRange(MaxDashingStrikeRange, 2)) &&
                    (!Sets.ThousandStorms.IsMaxBonusActive || Skills.Monk.DashingStrike.Charges > 0))
                {
                    var castNode = TargetUtil.GetBestPierceNode(MaxDashingStrikeRange);
                    if (castNode != null && castNode.SpecialCount > 1)
                        return new TrinityPower(SNOPower.X1_Monk_DashingStrike, 0f, castNode.Position);

                    if (Passives.Monk.Momentum.IsActive && !Passives.Monk.Momentum.IsBuffActive)
                        CombatBase.SwitchToTarget(TargetUtil.GetDashStrikeThousandStormTarget(MaxDashingStrikeRange, 25f));
                    else
                        CombatBase.SwitchToTarget(TargetUtil.GetDashStrikeThousandStormTarget(MaxDashingStrikeRange, 5f));

                    if (CurrentTarget.IsInLineOfSight)
                        return new TrinityPower(SNOPower.X1_Monk_DashingStrike, MaxDashingStrikeRange, CurrentTarget.ClusterPosition(5f));
                }
let me know :)
That worked, but now its jumping like a fc barb yards away, comparing it to previous version where bot dashes standing almost in place, and coz of that boss kill efficiency is low( As for charges, the number never goes below 2 on my bar(so that 1 extra ds is never used).
 
got it !
final fix:
MonkCombat.cs (line 21/30)
Code:
public static bool CurrentlyUseDashingStrike
        {
            get
            {
                return Player.ActorClass == ActorClass.Monk && Hotbar.Contains(SNOPower.X1_Monk_DashingStrike) &&
                    CombatBase.TimeSincePowerUse(SNOPower.X1_Monk_DashingStrike) < 150;
            }
        }

        private const float MaxDashingStrikeRange = 52f;
MonkCombat.cs (same as before):
Code:
// Thousand storm spam
                if (Sets.ThousandStorms.IsSecondBonusActive && Player.PrimaryResource >= 85 &&
                    (CurrentTarget.IsTrashPackOrBossEliteRareUnique || TargetUtil.AnyMobsInRange(MaxDashingStrikeRange, 2)) &&
                    (!Sets.ThousandStorms.IsMaxBonusActive || (TimeSincePrimaryUse >= 0 && TimeSincePrimaryUse < 5950 && Skills.Monk.DashingStrike.Charges > 0)))
                {
                    var castNode = TargetUtil.GetBestPierceNode(MaxDashingStrikeRange);
                    if (castNode != null && castNode.SpecialCount > 1)
                        return new TrinityPower(SNOPower.X1_Monk_DashingStrike, 0f, castNode.Position);

                    if (Passives.Monk.Momentum.IsActive && !Passives.Monk.Momentum.IsBuffActive)
                        CombatBase.SwitchToTarget(TargetUtil.GetDashStrikeThousandStormTarget(MaxDashingStrikeRange, 25f));
                    else
                        CombatBase.SwitchToTarget(TargetUtil.GetDashStrikeThousandStormTarget(MaxDashingStrikeRange, 5f));

                    if (CurrentTarget.IsInLineOfSight)
                        return new TrinityPower(SNOPower.X1_Monk_DashingStrike, MaxDashingStrikeRange, CurrentTarget.ClusterPosition(5f));
                }

Combat/TargetUtil.cs: (line 1179/1207) Screenshot by Lightshot
Code:
foreach (var _n in _nodes)
                    {
                        string _dir = MathUtil.GetHeadingToPoint(_loc, _n.Position);
                        bool _hasMob = false;
                        float farDistance = 0f;

                        foreach (var _o in _list)
                        {
                            if ((Skills.Barbarian.FuriousCharge.IsActive && _o.Type == GObjectType.Destructible) || _o.IsUnit)
                            {
                                if (_o.IsUnit && (!_o.CommonDataIsValid || _o.HitPointsPct <= 0f))
                                    continue;

                                if (!_dir.Equals(MathUtil.GetHeadingToPoint(_loc, _o.Position)))
                                    continue;

                                float _radius = Math.Min(Math.Max(_o.Radius, 5f), 8f);
                                if (_o.IsInLineOfSight && (Trinity.KillMonstersInAoE || !_o.IsStandingInAvoidance))
                                {
                                    if (MathUtil.IntersectsPath(_o.Position, _radius, _loc, _n.Position))
                                    {
                                        if (_o.IsUnit) _hasMob = true;

                                        float dist = _o.Position.Distance2D(_loc);
                                        if (dist > farDistance)
                                        {
                                            farDistance = dist;
                                            _n.Position = _o.Position;
                                        }

Objects/Skill.cs (line 130)
Code:
return Category == SpellCategory.Primary;

Ouf i hope that work, tks buddy, you're realy helpfull
 
thank u buddyme for the quick response with the fix.
sorry i am abit lost but do i use trinity 2.6.3 or 2.6.4 for the manual monk changes for dashing strike ?
 
i will up a new version later, wait a little, i wait back from versa4e
 
i will up a new version later, wait a little, i wait back from versa4e
Just tested 2 grifts: 1 with latest fixes from BuddyMe and 1 without those changes related to "Fix target null if standing in avoidance of animation".
As for the latest fixes: it started to dash more accurate, at a closer distance, less amplitude, targetting, handling trash better etc. Maybe some1 can think its much more efficient then in previous version. But still I like previous version more.
I think monks are not fc barbs, when monk uses ds he doesn't freeze mobs and get all the damage anyway and 1 more minus - using inner sanctuary( I think its core ability for this build). When in new version monk jumps side to side he just places this spell somewhere randomly and jumps away what equals to loss of 30% dmg increase and 55% damage reduce(especially on boss, jumping away, placing inner sanc yards away from boss, running by foot back to boss and hitting it without so great buffs + time for running here and there). In version where monk is dashing in place, inner sanc in ~80% time is under his feet, increasing avoidance and dmg. That's my opinion, maybe I lack something and some1 understands the situation better than me, would be nice if some1 else gives feedback too.
 
Last edited:
Anyone that having any luck with any Tal rasha builds as a wizard? I am playing a kiting build and its going fairly ok on T6 but dies alot cus its so slow to attack and rather run around like a headless chicken
 
hmm not that much better, still casting shield-bash at empty air lol.

This problem is less than important than the movement code though.

with your latest 2.6.4, the movement code is better but still not working when the bot is surrounded by mobs.
I am guessing that the correct logic is
"Detect best route to move. No exit detected. Detect best route to move. No exit detected."

There will never be an exit out if the bot doesn't resume fighting, so i think the correct logic should be
""Detect best route to move. No exit detected. Resume fighting. Detect best route to move."

When the bot realizes there is no way out, it should resume fighting or die trying.
i also have this problem (no attack surrounded by mobs. Is that will be fix?)
 
I get this with the newest from assembla, my char won't go kite :|
Earlier version you posted yesterday works.
Code:
[Trinity] Error in HandleTarget: System.NullReferenceException: Object reference not set to an instance of an object.
   at Trinity.Trinity.RefreshSetKiting(Vector3& vKitePointAvoid, Boolean needToKite) in e:\Games\tool\DB Reaper of Souls\DBuserInpl\Plugins\Trinity\Movement\Kite.cs:line 135
   at Trinity.Trinity.RefreshDiaGetWeights() in e:\Games\tool\DB Reaper of Souls\DBuserInpl\Plugins\Trinity\Combat\Weighting.cs:line 1554
   at Trinity.Trinity.RefreshDiaObjectCache() in e:\Games\tool\DB Reaper of Souls\DBuserInpl\Plugins\Trinity\Cache\RefreshObjects.cs:line 176
   at Trinity.Trinity.RefreshDiaObjects() in e:\Games\tool\DB Reaper of Souls\DBuserInpl\Plugins\Trinity\Cache\RefreshObjects.cs:line 34
   at Trinity.Trinity.HandleTarget() in e:\Games\tool\DB Reaper of Souls\DBuserInpl\Plugins\Trinity\Combat\HandleTarget.cs:line 77

Edit: disregard, seems to have fixed itself after a few minutes of play Oo
 
Last edited:
Been trying to figure it out myself, but with no luck. But, the Corrupted Growth in ACT4 is not getting attacked when doing the bounty.
Any chance of fixing it?
 
I played around with some settings. Turned the mob count to 1, TPS modification to 30 and did a quick fix for the Rift profile to not tp to act 5. Works out alot better. But it seems to panic when it comes into large packs.


Update: Running T6 with my Tal wizards and netting 1.5 billion xp/h
 
Last edited:
I played around with some settings. Turned the mob count to 1, TPS modification to 30 and did a quick fix for the Rift profile to not tp to act 5. Works out alot better. But it seems to panic when it comes into large packs.


Update: Running T6 with my Tal wizards and netting 1.5 billion xp/h


Hi Chriasp,

could you share your Rift profile?

if it could tp to act 1, that is better.

thanks
 
Thank to the community for its help and all kinds of support ;)

Change Log:
2.6.5
Combat improvement:
- TargetUtil, GetBestPierceNode reworked to extand his utilisation at FC only
- Barbarian, removed Ik check for WW spam
- CombatBase, added IsBaneOfTrappedEquipped
- Monk, fix for dashing strike with TS
- Monk, Cyclone strike reworked
- Monk, Inner sanctuary reworked
- Monk, Blinding flash reworked
Weighting, added check for power range before decrease weight for "KillRange"
Dashing strike OOC reworked
Fixed Bastions of will DateTime are not reset with primary skill
Re-Removed thinghs availables with the next db build
Combat improvement:
- Crusader new shield bash logic (tested in t1 without gear but seems to work)
- Barbarian Furious charge ajustement
- Barbarian, increase HotA priority, hope that fix the issue
- Monk Ds for thousand storm now cast on pierce node
- TrinityPower/HandleTarget, clean up comment something to clarify a little
Fix target null if standing in avoidance of animation
Added logic for kite when kill monster in aoe disabled and 0 monster not in aoe
Combat:
- New TCO filed: UnitsWeightsWithinDistance, return a cluster weight based on monster weight
- Monk DS & EP & WoL & LtK now use this new field to generate a target
- Monk WoL & LtK cast more often (EP build)
- Monk improvement of DS logic
- Monk Primary skills are now use at the closest target
Fix for freeze due to ItemDropStats.OutputReport();
Added new items (thanks Swagmaster) (xz jv)
Improved Focus/Restraint handling (xz jv)
- Fixed DH using only default attack.
- Skill IsSpender/IsGenerator now handles DH special cases (chakram / elemental arrow)
- Moved CachedBuff to Objects folder
- Improved 'ActiveBuff' debug logging so it doesn't spam.
- Fixed GetBuff(SNOPower)
- Fixed exception in StringReflector when used on DB Native Objects
- Added BuffStacks property to Item
Combat improvements:
- Barbarian now use Furious charge often at max charges
- Barbarian fix for rend used instead of WW
- Crusader fix for bastions of will logic
- Crusader shiled bash reworked (tks to community)
- Monk DashingStrike for thousand storm reworked (tks to community)
- Monk DashingStrike now use stacks count
Check for ZeisOfStone now use cache
Furious charge now use his stack count for calculate target weight
Exploding palm target generation ajustement
HandleTarget targetting log now use the debug logCategory
Stuck changes & increase of the Progress globe weighting range
test to be sure that a boss are recorded like a boss
Added skill charges to Hotbarskill (thanks to nesox)
Fixed legendary gems not added to cache (thanks to nesox)
- that fix Taeguk use

All bad things are not already fixed yet, like rain of vengeance, new wizz builds or other.
The Trinity team keep working so don't worry, don't forget to repport with a log and some tips
The Trinity requests thread contains too many things not related to the improvement, i'm asking you to use it only for that with constructive post :)


Newest Trinity 2.6.5:
 

Attachments

Last edited:
- Barbarian fix for rend used instead of WW

---- much better now.

if equiped Taeguk, Barbarian will WW spam in town, cloud you pls disable it when in town?

thanks
 
Thank to the community for its help and all kinds of support ;)

Change Log:
2.6.5
Combat improvement:
- TargetUtil, GetBestPierceNode reworked to extand his utilisation at FC only
- Barbarian, removed Ik check for WW spam
- CombatBase, added IsBaneOfTrappedEquipped
- Monk, fix for dashing strike with TS
- Monk, Cyclone strike reworked
- Monk, Inner sanctuary reworked
- Monk, Blinding flash reworked
Weighting, added check for power range before decrease weight for "KillRange"
Dashing strike OOC reworked
Fixed Bastions of will DateTime are not reset with primary skill
Re-Removed thinghs availables with the next db build
Combat improvement:
- Crusader new shield bash logic (tested in t1 without gear but seems to work)
- Barbarian Furious charge ajustement
- Barbarian, increase HotA priority, hope that fix the issue
- Monk Ds for thousand storm now cast on pierce node
- TrinityPower/HandleTarget, clean up comment something to clarify a little
Fix target null if standing in avoidance of animation
Added logic for kite when kill monster in aoe disabled and 0 monster not in aoe
Combat:
- New TCO filed: UnitsWeightsWithinDistance, return a cluster weight based on monster weight
- Monk DS & EP & WoL & LtK now use this new field to generate a target
- Monk WoL & LtK cast more often (EP build)
- Monk improvement of DS logic
- Monk Primary skills are now use at the closest target
Fix for freeze due to ItemDropStats.OutputReport();
Added new items (thanks Swagmaster) (xz jv)
Improved Focus/Restraint handling (xz jv)
- Fixed DH using only default attack.
- Skill IsSpender/IsGenerator now handles DH special cases (chakram / elemental arrow)
- Moved CachedBuff to Objects folder
- Improved 'ActiveBuff' debug logging so it doesn't spam.
- Fixed GetBuff(SNOPower)
- Fixed exception in StringReflector when used on DB Native Objects
- Added BuffStacks property to Item
Combat improvements:
- Barbarian now use Furious charge often at max charges
- Barbarian fix for rend used instead of WW
- Crusader fix for bastions of will logic
- Crusader shiled bash reworked (tks to community)
- Monk DashingStrike for thousand storm reworked (tks to community)
- Monk DashingStrike now use stacks count
Check for ZeisOfStone now use cache
Furious charge now use his stack count for calculate target weight
Exploding palm target generation ajustement
HandleTarget targetting log now use the debug logCategory
Stuck changes & increase of the Progress globe weighting range
test to be sure that a boss are recorded like a boss
Added skill charges to Hotbarskill (thanks to nesox)
Fixed legendary gems not added to cache (thanks to nesox)
- that fix Taeguk use

All bad things are not already fixed yet, like rain of vengeance, new wizz builds or other.
The Trinity team keep working so don't worry, don't forget to repport with a log and some tips
The Trinity requests thread contains too many things not related to the improvement, i'm asking you to use it only for that with constructive post :)


Newest Trinity 2.6.5:


Mate dh isnt using venegeance on elite ??
 
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