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Trinity Fork Jade Harvest

xanden

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Joined
Apr 13, 2014
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TrinityFork Jade Harvest

Based on Trinity 1.9.8

Important!
I recommend this Build:
Witch Doctor - Game Guide - Diablo III
The following Skills are Supported:
Code:
Spirit Walk
Zombie Dogs
Soul Harvest
Piranhas
Haunt
Locust Swarm
Horrify
Spirrit Barrage
Passives and Runes are free to choose.
If you want to use other Skills please tell me.


New Settings
Combat -> Misc
Code:
Don't Use movement Spells in Town (currently only wd,wiz,crusader)

Combat -> WitchDoctor
Code:
Use AngryChicken as OOC
no melee attacks
Spam Horrify

Use SpiritWalk only for SoulHarvest
Minimal Health to use SoulHarvest
Minimal Mobs to use Soulharveset
Minimal Percent of Mobs with Haunt Debuff to use SH
Minimal Percent of Mobs with Locust Swarm Debuff to use SH

Objects
Code:
Set Healing Well Valute to -1 to use every Healing Well ( for TRAG'OUL COILS)

ToDo:
Improve the Routine

Known Bugs:
- SkillConditions aren't always perfect(needs more testing)


If there are any Bugs or improvement requests just post them here.

HowTo:
- Download the Files via SVN or ZIP
SVN
Delete content of /Plugins/Trinity
Extract/Put files into Plugins/Trinity,

Current Revision: 22
Fixed Some Bugs



Changelog
Revision 20:
Added HasDebuff fuction to get the exact amount af Debuffed Mobs
Changed Conditions to use HasDebuff()

Revision 19:
+ Haunt -> Object DestroyPower

If you like my work and want to help me
Buy me a tesing D3 Acc
 

Attachments

Last edited:
I didn't find out how to get all Buffs on an mob, currently only checking if the Mobs arround have a Visual Buff(not the best solution)

Check out Barbarian Rend. It checks if surrounding mobs are debuffed or not. Might be your solution?
 
Check out Barbarian Rend. It checks if surrounding mobs are debuffed or not. Might be your solution?
Yep, i can check if the mobs are bleeding. But not if they have a certain Buff.
 
Looked into it and found this:
witchdoctorcomabt.cs
Code:
                if (hasGraveInjustice && !CurrentTarget.IsStandingInAvoidance && Player.CurrentHealthPct > 0.25)
                    rangedAttackMaxRange = Math.Min(Player.GoldPickupRadius + 8f, 30f)

Grave injustice range was increased to 20


Code:
                if (hasGraveInjustice && !CurrentTarget.IsStandingInAvoidance && Player.CurrentHealthPct > 0.25)
                    rangedAttackMaxRange = Math.Min(Player.GoldPickupRadius + 20f, 30f)
 
Looked into it and found this:
witchdoctorcomabt.cs
Code:
                if (hasGraveInjustice && !CurrentTarget.IsStandingInAvoidance && Player.CurrentHealthPct > 0.25)
                    rangedAttackMaxRange = Math.Min(Player.GoldPickupRadius + 8f, 30f)

Grave injustice range was increased to 20


Code:
                if (hasGraveInjustice && !CurrentTarget.IsStandingInAvoidance && Player.CurrentHealthPct > 0.25)
                    rangedAttackMaxRange = Math.Min(Player.GoldPickupRadius + 20f, 30f)
Thx but you made a typo should be:
Code:
                if (hasGraveInjustice && !CurrentTarget.IsStandingInAvoidance && Player.CurrentHealthPct > 0.25)
                    rangedAttackMaxRange = Math.Min(Player.GoldPickupRadius + 8f,20f)
 
Nope:
math.min(x1,x2) compares x1 to x2 and returns the lower number.

- Grave injustice is influenced by GoldPickupRadius
- 8f was the old range of Grave injustice
- 30f is the default rangedAttackMaxRange and probably the range of most range attack spells (but to be honnest I dont know the range of e.g. plague of toads / toad rain)

some pseudo code:
Code:
IF GI+GPR > 30f
  return 30f
ELSE
  return GI+GPR
FI


this is correct:

Code:
                if (hasGraveInjustice && !CurrentTarget.IsStandingInAvoidance && Player.CurrentHealthPct > 0.25)
                    rangedAttackMaxRange = Math.Min(Player.GoldPickupRadius + 20f, 30f)
 
ah okay, sorry my bad.
Thanks again. Didn't ever used that skill ;)
 
Are you sure UnitsWithBuff is working correctly? The bot would not SH on any white mobs only elites. Switched it to AnyMobsInRange and seems to be working better.
 
Are you sure UnitsWithBuff is working correctly? The bot would not SH on any white mobs only elites. Switched it to AnyMobsInRange and seems to be working better.

Nope it isn't currently working on a new version.
 
Just released the new Version.
For me it is working quite good, but there are still some wrong SkillConditions
Please let me know if there is something wrong or could be improved.

MinMobs to Cast Soul Harvest is 0 at the moment => Target + 0;
You can play arround with that setting ;)
 
reviewed your code seems pretty good
gonna test it out tonight, think i got full jade 1h ago ;)
 
Also works pretty good atm. Running T6 Rift for 2h now and no Death yet, altough my jade Set isn't really good.
But it definitly needs some tuning.
 
Last edited:
How in the world are you running T6 rift with no deaths. I can do that at T4 but as soon as I go to T6 I get wrecked.
 
Thank you xanden for creating this. I can't wait to try it out when I finish getting all of my Jade pieces.
 
Currently running

View attachment WitchDoctorCombat.cs

I am running my edited version of this at T5 with bounties and rift full.

===== Misc Statistics =====
Total tracking time: 7h 35m 29s
Total deaths: 4 [0.53 per hour]
Total games (approx): 7 [0.92 per hour]
Total Caches Opened:8
Total XP gained: 5454.52 million [718.5 million per hour]
Total Gold gained: 24295.38 Thousand [3200.33 Thousand per hour]

===== Item DROP Statistics =====
Items:
Total items dropped: 719 [94.71 per hour]

Items dropped by quality:
- Legendary: 29 [3.82 per hour] {4.03 %}

Running this build

I am using weapon swap also with my ring, 1H, belt, bracers and amulets.

The weapon I swap is between Azurewrath and Sunkeeper for elites. Nemesis Bracers for elites at shrines, swap in amulets for the various immunities, ring for SOJ and a high dps ring, and belt with Goldwrap and Harrington's for containers.

I don't see a lot of people using Horrify - Frightening Aspect but is very underrated. It is pretty much always up and almost doubles my toughness at the least. But paired with goldwrap it makes me invulnerable for a large part of the run. I am talking 100+M toughness levels.
 
View attachment 133657

I am running my edited version of this at T5 with bounties and rift full.

===== Misc Statistics =====
Total tracking time: 7h 35m 29s
Total deaths: 4 [0.53 per hour]
Total games (approx): 7 [0.92 per hour]
Total Caches Opened:8
Total XP gained: 5454.52 million [718.5 million per hour]
Total Gold gained: 24295.38 Thousand [3200.33 Thousand per hour]

===== Item DROP Statistics =====
Items:
Total items dropped: 719 [94.71 per hour]

Items dropped by quality:
- Legendary: 29 [3.82 per hour] {4.03 %}

Running this build

I am using weapon swap also with my ring, 1H, belt, bracers and amulets.

The weapon I swap is between Azurewrath and Sunkeeper for elites. Nemesis Bracers for elites at shrines, swap in amulets for the various immunities, ring for SOJ and a high dps ring, and belt with Goldwrap and Harrington's for containers.

I don't see a lot of people using Horrify - Frightening Aspect but is very underrated. It is pretty much always up and almost doubles my toughness at the least. But paired with goldwrap it makes me invulnerable for a large part of the run. I am talking 100+M toughness levels.
really Sounds interesting... I am currently on vacation. But will edit the routine as soon I'm back.also found other bugs I will fix.
 
Really like the new weighted system. A few more spells like Horrify and Spirit Barrage would be nice. But I don't understand all the use of the SpellHistory.DistanceFromLastUsePosition why not just use SpellTracker.IsUnitTracked(CurrentTarget, SNOPower.Witchdoctor_Locust_Swarm)? It seemed to always do Locust Swarm right but had with issues with Haunt. I removed the runes in SpellTracker.cs for Haunt and changed it to TrackedSpells.Add(new TrackedSpell(SNOPower.Witchdoctor_Haunt, -999, 6000f)); I realized it was working because the bot just stood there with stuff on cooldown if already with LS and Haunt. So I started to use Spirit Barrage for the last spot to kill small packs already with Haunt and LS on them.
 
Absolutely doesnt work good for me... my WD is usually dotting elites and just standing there out of range and watching the dots ticking.. or the riftboss: haven't cast at least one soul harvest on him.. min hp/mobs are default at 0, rest is setted up like in your 1st post... I've aboslutely no clue why it stucks that often on soul harvest... also on elites. sometimes there are elite around and soul harvest is casted out of range from them or b4 every mob is dotted with haunt.. pritty ineffective :S there is really no problem doing T5 with this build, but its far away from the dmg that it would be able to do. I'm about 150% faster with my Pet Doctor build and wanted to try this one for higher tiers with the bot

Edit: 5 T5 runs, 0 deaths but also 0 casts of soul harvest on any of the rift-bosses.. just standing there, spamming haunt/loctus swarm and waiting for the boss to die... same on single-elites... settings are set to min mobs = 0
 
Last edited:
Absolutely doesnt work good for me... my WD is usually dotting elites and just standing there out of range and watching the dots ticking.. or the riftboss: haven't cast at least one soul harvest on him.. min hp/mobs are default at 0, rest is setted up like in your 1st post... I've aboslutely no clue why it stucks that often on soul harvest... also on elites. sometimes there are elite around and soul harvest is casted out of range from them or b4 every mob is dotted with haunt.. pritty ineffective :S there is really no problem doing T5 with this build, but its far away from the dmg that it would be able to do. I'm about 150% faster with my Pet Doctor build and wanted to try this one for higher tiers with the bot

Edit: 5 T5 runs, 0 deaths but also 0 casts of soul harvest on any of the rift-bosses.. just standing there, spamming haunt/loctus swarm and waiting for the boss to die... same on single-elites... settings are set to min mobs = 0



Seems like i have many improvements to do. Thanks for your feedback. But im Still on holidays.
Maybe do you have some more information for me:
- What kind of Weapon do you wear? (Dagger, Ceremonical Knife, x-Bow ...)
- Also logs always help me (You have to enable Behaviour Logs in Trinity)

@Gardettos
The problem with SpellTracker is that only Mobs on which you cast Haunt/Locust are tracked. But the Buffs jump over to other Mobs so they don't get tracked.
I played around with another possibility to get the Tracked Mobs, and its working far better but the function is not implemented in DB and i really don't want to release a Trinity Build which reads D3 Memory on its own.

Sadly i have no Idea who i could contact to talk about a implementation in DB (Everyone i just contacted just ignores me).
 
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