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Trinity combat, health globe pickup with reaper wraps?

Syn-Ack

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Alright ive been wondering this for a while now, Each class has a reaper wrap slider % as far as I know. But I don't quite understand what is what. The tooltip says Global Resources 1-100% "Only applies when Reaper Wraps are equipped". Now I have never understood if this means my wraps roll 25-30%, Do I set this to 30% for a 30% roll? or does it not really matter as long as its around 25-30%? What exactly does this do? I have tried having it at 10%, 30%, 50%, 75 and 100% and never noticed it actually run towards globes purposely for my DH nor monk replenishment of resources. The main reason I am curious now because my monk uses a wuko FD build, he hits insanely fast which causes upwards of 10+ orbs to be out after killing an elite pack sometimes, and theres always 2-3 on the floor in a pack of monsters, the wuko build relies on spamming resource(spirit) to do damage so the more globes picked up the better.

Basically I want to know what exactly this function does? Right now for some reason monks cannot have the box "give higher priority to health globes" checked or else it makes them spaz out most of the time in combat walking back and forth. I just set it back to 30% from 50% and would really like to know if this works or if anyone has found a way to get trinity to get globes more often? If anyone can give me a run down of how this global resource % works in trinity would be much appreciated, for instance when does it apply itself? When does it know to get a globe, or it doesn't and just knows how much resource you will get from each globe?
 
The resource slider will have no effect on health globe handling unless Reaper Wraps are equipped.

Now, the slider sets the threshold below which Trinity will try to go after health globes. So, if you set it to, say, 50%, the moment your monk's spirit drops below that value, Trinity will look for health globes nearby.

The reason why it doesn't seem to work for you is they way Trinity does weighting. In the original code, pretty much any enemies nearby will get a higher weight than health globes, even if you're below your set life% or resource%. Enemies will still be given priority.

That's why there's an option to 'give higher priority to health globes'. When that option is checked, ALL enemies will be ignored until your resource/life percentage rises above the set value in the sliders.

So for example: you set the resource slider for your monk to 50%, then you spend spirit in combat until you have 49%. If 'give higher priority to health globes' is checked AND there's a health globe nearby, your monk will stop attacking immediately and go after that globe. If there are more globes, this behavior will be repeated until you get all of the globes nearby OR until you have spirit>50% again.


I realize that that option seems to break monk and I'm not sure why it happens. I'd have to take a deeper look into it sometime. Fortunately for you, I'm planning on doing some extra work on monk logic soon :)
 
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Cool, thanks for the answer man. Monks are going to be pretty badass in 2.1.2(actually they already are, so combat logic for them will be needed to be tweaked perfect for their new wuko set and spam cast or maybe just a good routine.cs) I am enjoying my monk a ton, luckily he has about 8 pickup radius so globes are picked up automatically generally. I am now on a raekors barb, They are pretty damn quick and do helluva lot of damage with furnace etc setup. I look forward to people making new custom routine for 2.1.2 for DH, monk and such to fit the new changes. I can look at the routines and understand most of it, but I cannot yet write what I want it to do just make changes here and there.
 
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