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Trinity 2.8.1 and QuestTools 3.4.2

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rrrix

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Compatible with DB 404 / DB Beta Build 518.

Trinity changelog (not much changed in QuestTools, just a compatability update):

Major features of 2.8.0:
  • xzjv totally remodeled the DemonHunter combat design. This makes it easier to re-prioritize but will take some getting used-to for those who like to make modifications. It's for the better. Feedback appreciated!
  • Re-added a bunch of useful features that were developed with BuddyMe.
  • Added window to see into the Trinity cache in real time.

2.8.1 change notes:
Monk will now to refresh Bastions Will generator buff
Some more tweaks/improvements for CacheUI
Added Bastions Generator Buff handling for Crusader
Barbarian Whirlwind will now always be used if Bul-Kathos's Sword Set is equipped - NEEDS TESTING - My barb doesn't have the 2 BK set
Added Barbarian Rend delay configuration to Trinity Barbarian combat UISafetyCheck
Monk Dashing Strike will now pick the best "pierce" targets for non-elite/bosses - meaning it will try and dash through as many monsters as possible except when fighting elites
Monk Mantras now cast even while avoiding (Thanks to Fujiyama)
Fixes for DemonHunter, Improved logging.
PlayerOwnedHydraCount now works.
Fixed DH Shooting all over the place. Needed ACDGuids instead of just Position.
Fixed Vault (and other OOCMovement) from being used in combat.
Fix in CanCast so meta changed within condition are immediately used
Fix in CanCast so generators are excluded from the resource check
Added a bunch more logging on target selection and casting
Wired up the before/after use delays properly.
Fixed possible exception in logger to do with settings check.
Re-Added dump Invalid Items button to the debug tab from before rollback
Fixed enumeration exception in GroupHotSpot
Fixed a bug in new max crafting materials stuff
Trinity should no longer try and salvage unsalvagable things (misc items, crafting mats, etc
Added Max Stack Counts for some common Crafting Materials that take up too many stash slots
Item Sorting function will no longer mis-sort stackable items
Removed "Sell Extra Potions" (regular potions are no longer an item)
Extra crafting materials will always be sold
Wizard SkillMeta Defaults
Setup Barbarian SkillsMeta defaults
Added two more ItemIds
A couple logging and ToPower overloads, Changed multishot arc to 50f


2.8.0 change notes:
ItemList: fix for Attack speed on weapons
Moved Weights.cs from Combat directory to Cache directory
DemonHunterCombat support for Natalyas Set, Added a couple new A4 Obstacles
Fixed ClusterArrow & EvasiveFire, More Optimizations, Improved Logging.
Added 'SkillSelection' log category in advanced tab to debug ability selection.
Re-factored and Polished SkillMeta system.
Moved all CastRange settings to Combat area.
Added clone ability to FieldCollection
Moved setting of all defaults to the Defaults delegate
Added calling class/method helper to Logger
Moved GetCombatPower's logging to CombatBase and set to Verbose
Now Routing all ToPower calls through CombatBase.GetTrinityPower()
Now uses 50% of MaxTargetDistance if CastRange has not been set.
Added 'SkillMeta' based combat/abilities system (currently just DemonHunter)
Added setting in Advanced to allow duplicate log messages
Re-factored DemonHunterCombat for readability (mostly the same logic)
Added mpre ItemIds, thanks Winkoo and Oggy2k5
ItemList: Fix for broken property in DB for Black/Physical weapon damage.
Fixed CacheUpdate event not always being invoked
Added game completion dialog button clicking
Refactored MonkCombat if statements to methods
Added 2 new items and some more Ids (thanks BuddyMe)
2.7.1
Added charges check to monk dashing strike
Collected new Skills/Runes/Passives for 2.2. Fixed Bastian Buffs, DH Combat Improvements.
Removed some logging from WizardCombat
Added TimeSinceGeneratorCast and TimeSinceSpenderCast to SpellHistory
DH should use Vengeance and Multishot more.
Parsed new properties IsDamaging, AreaEffectRadius and IconSlug for Skills,Runes,Passives
Merged over some more stuff in Skills.cs from before rollback
Removed TVar's from Barbarian Rend stuff. Rend parameters are now hard-coded (TVar's aren't working very well...)
Re-added Resources/JS Class Generator stuff
Rend SpellDelay TVar default => 3500 millisec
Re-added Legendary Gems CacheData.Inventory fix
Re-added regular potion fix (D3 2.2.0)
Re-added Skill Charges
Re-added Crusader DestroyObjectPower
Re-added goblin identification by internal name
Re-added CacheUI stuff
Cleaned up some noisy logging
More optimization on Monk dashing strike w/ Raiment of a Thousand Storms
Added Directional avoidance animations - avoidance should now be triggered for mallet lords only when they're facing the player
 

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testing now with wizard, in future could you be able to set it so it uses the highest element last with tal rasha for maximum damage
 
Thank you rixxx!, and Could you please take a look Simplefollow Plugins? The bots stuck every moment!
 
Not sure what the changes were regarding DHs, but my DH is dieing in t6 way to often, even with the full multishot tier set. He isn't avoiding mobs properly, he isn't attacking properly, and hes vaulting in combat even though I've set it not to in the options.

He also has a tendency to facetank elites/bosses instead of trying to kite. This was on a fresh install today.
 
rrixx can you add the Zei's Hydra support from BuddyMe? It adds much damage for wizard and it's way better for wizard with Zei's
 
DemonHunter is shooting everywhere, but not in mobs. With trynity 2.7.0 was fine.
 
Hi rrixx ,

when i set questtools to greater rifts with the option to start highest first and limit to 42. It still starts a 48 rift.
Si4fbV2.png
 
Thanx rrrix!
From my observation for the last 1/2 an hour I can tell that my barb behaviour has improved.

WW works better, but rend is still not fully covering the WotB and CotA...

After modifing Rend delay from variables tab to 3450, it's just magic... WotB non-stop.

Edit. My CDR is 0%... null point... zero... nada.

Edit 2. Running 5 Grift 44 and 0 deaths, with 4 minutes left an the clock.
 
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My barb still doesn't rend Rift-Bosses, no matter what TVar setting :/
 
Fresh install everything. and a PC restart. It worked for me.
I did a fresh install of latest DB beta which came with everything, and it still doesn't work. So weird. I did change the TVar to use on 1 mob, but maybe I shouldn't even touch it. Seems so weird tho, it's only riftbosses.
 
How to ADD BastianSet into Crusader?
// Use Generator for the Bastians Ring Set buff
if (ShouldRefreshBastiansGeneratorBuff && TryGetPower(GetAttackGenerator(), out power))
return power;

Just like this?
 
You're right! After more observations I did noticed that too. But is not always...

I did a fresh install of latest DB beta which came with everything, and it still doesn't work. So weird. I did change the TVar to use on 1 mob, but maybe I shouldn't even touch it. Seems so weird tho, it's only riftbosses.
 
You're right! After more observations I did noticed that too. But is not always...
He casts rend as soon as the boss summons an add next to him (so there's 2 mobs). Not sure what the deal is :/
 
If you want to report DH combat problems i need a log file and your build/items posted. And also any information you can give me on what exactly it is doing that you don't like and what it should be doing instead.
 
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Completely ignores blood shards. Pickup it only because of increased pickup radius (checked on RGs and BS goblins)
 
It doesnt destroy corrupted growths in Act 4
 
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