What's new
  • Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • Visit Resources
  • Visit Downloads
  • Visit Portal

Trinity - Witch Doctor Class

That is a very nice offer from you!

Back to Trinity and dogs:
Can you describe what did not work?
How was the fighting going with the dogs build?

As far as I remember the code, Trinity explodes the dogs when 2 or more enemies are near, or one elite is near.
Ok, that is not as good as spamming the sacrifice, but 'should' at least work a little.
And it 'should' remake them if the number of dogs is <2, older versions (without the complete vbnm pet fix) if the number of dogs is <1.
And the old 'plain Giles' spams dogs anyway.
BTW: which version of Trinity exactly did you try for your dogs build test?


I will have a look at the code later ...


BR ?Golem


lol Luckily I could not catch it, I gave a bid of 20m and went back to work, but I lost it.

by what you said, I believe that in the U.S. server, items for this construction are more expensive.

Back to Trinity and dogs:

I'm using GilesTrinity_v1.6.3.4 and basically it creates dogs without stopping, and sacrifices them only under certain conditions as you said and it could also sacrifice them as a mean to stay alive (restore or maintain full life while trapped for example).

Sorry for the inconvenience, since I don't know anything about programming.
 
by what you said, I believe that in the U.S. server, items for this construction are more expensive.


I had no luck with buying:
the 9sec "Visage of Giyua" for 0.5m was gone when I came back home;
I tried to sniper 20sec humunculus for my last 14m, but was overbid at 15.x m;

looks like the dogs-cd stuff is nearly sold out in EU now (the cheaper ones), much less available than at lunch time yesterday.
---
Maybe you try Trinity with the "pet fix" from vbnm included; it is e.g. in that "Unified GilesPlugin's Unnoficial Updates File":
http://www.thebuddyforum.com/demonb...ied-gilesplugins-unnoficial-updates-file.html

I have "v0.3 (stable)" running, but the latest UnifiedGilesTrinity_v0.35.zip should also work.


- please try the Unified GilesPlugin
- please test also how it goes when you manually spam the sacrifice button (while the bot is running)

tell us both ways!


Sorry for the inconvenience, since I don't know anything about programming.

no problem;

I have no time tomorrow evening, maybe I can look at it on thursday,
trying to make a sacrifice spam Trinity version ...

---
BTW: the +life for globes is not really needed, but the extra radius is.
When I replace my Thing of the Deep, I loose 20 radius, that will be hard to compensate.

Thank you for mentioning that dependencies!!


Best regards
?Golem
 
I replaced in GilesTrinity.cs this:

Code:
                    // Spirit Walk Cast on 65% health or while avoiding anything but molten core or incapacitated or Chasing Goblins
                    if (hashPowerHotbarAbilities.Contains(SNOPower.Witchdoctor_SpiritWalk) && playerStatus.dCurrentEnergy >= 49 &&
                        (
                         playerStatus.dCurrentHealthPct <= 0.65 || playerStatus.bIsIncapacitated || playerStatus.bIsRooted || (settings.bOutOfCombatMovementPowers && bOOCBuff) ||
                         (!bOOCBuff && targetCurrent.bThisTreasureGoblin && targetCurrent.iThisHitPoints < 0.90 && targetCurrent.fRadiusDistance <= 40f)
                        ) &&
                        PowerManager.CanCast(SNOPower.Witchdoctor_SpiritWalk))
                    {
                        return new GilesPower(SNOPower.Witchdoctor_SpiritWalk, 0f, vNullLocation, iCurrentWorldID, -1, 0, 0, USE_SLOWLY);
                    }

with this:

Code:
					// ?Golem mod: spam SpiritWalk as mana source if Honored Guest rune is set
					// ("Honored Guest rune: Gain 15% of your maximum Mana every second while Spirit Walk is active.")
					// too bad that there currently seems to be no way to read the skill?s rune, so it must be set here manually:
					const bool bSpiritWalkHasRuneHonoredGuest = true;		// MUST be set to false if SpiritWalk has other rune!
                    // Spirit Walk Cast on 65% health or while avoiding anything but molten core or incapacitated or Chasing Goblins
                    if (hashPowerHotbarAbilities.Contains(SNOPower.Witchdoctor_SpiritWalk) && playerStatus.dCurrentEnergy >= 49 &&
                        ((
                         playerStatus.dCurrentHealthPct <= 0.65 || playerStatus.bIsIncapacitated || playerStatus.bIsRooted || (settings.bOutOfCombatMovementPowers && bOOCBuff) ||
                         (!bOOCBuff && targetCurrent.bThisTreasureGoblin && targetCurrent.iThisHitPoints < 0.90 && targetCurrent.fRadiusDistance <= 40f)
                        ) ||
                        (playerStatus.dCurrentEnergy <= [B]600[/B] && bSpiritWalkHasRuneHonoredGuest) // ?Golem mod: spam SpiritWalk as mana source if HonoredGuest rune is set
                        //  playerStatus.dCurrentEnergyPct <= 0.65 // alternative test for mediocre low mana
                        ) &&
                        PowerManager.CanCast(SNOPower.Witchdoctor_SpiritWalk))
                    {
                        return new GilesPower(SNOPower.Witchdoctor_SpiritWalk, 0f, vNullLocation, iCurrentWorldID, -1, 0, 0, USE_SLOWLY);
                    }

I read somewhere (from Giles??) that it is not possible to readout the rune that is used for a skill.
I don't know if this is still the case (but I think so).

Therefore, I have hardcoded the answer in a new variable "bool bSpiritWalkHasRuneHonoredGuest".

(I made the fix most indepedent from the original code - it could have been done much shorter by inserting the new clause into the || chain).

And it works "additionally" to the low health activation - as you want it.

Note: "playerStatus.dCurrentEnergyPct <= 0.65" did not work for me - I don'tknow why not!
Maybe the playerStatus.dCurrentEnergyPct is not up to date at this point (??).
So you may have to adapt the absolute mana value from which SpiritWalk is cast.
The 600 should work ok for most.

Please try the fix, and tell here if it worked for you!


BR ?Golem

how about just:
Code:
Code:

                    // Spirit Walk Cast on 65% health or while avoiding anything but molten core or incapacitated or Chasing Goblins
                    if (hashPowerHotbarAbilities.Contains(SNOPower.Witchdoctor_SpiritWalk) && playerStatus.dCurrentEnergy >= 49 &&
                        (
                         playerStatus.dCurrentHealthPct <= 0.65 || playerStatus.dCurrentEnergy < 400 || playerStatus.bIsIncapacitated || playerStatus.bIsRooted || (settings.bOutOfCombatMovementPowers && bOOCBuff) ||
                         (!bOOCBuff && targetCurrent.bThisTreasureGoblin && targetCurrent.iThisHitPoints < 0.90 && targetCurrent.fRadiusDistance <= 40f)
                        ) &&
                        PowerManager.CanCast(SNOPower.Witchdoctor_SpiritWalk))
                    {
                        return new GilesPower(SNOPower.Witchdoctor_SpiritWalk, 0f, vNullLocation, iCurrentWorldID, -1, 0, 0, USE_SLOWLY);
                    }
 
"in principle yes"

how about just:
Code:
Code:
                           playerStatus.dCurrentHealthPct <= 0.65 || playerStatus.dCurrentEnergy < 400 || playerStatus.bIsIncapacitated || playerStatus.bIsRooted || (settings.bOutOfCombatMovementPowers && bOOCBuff) ||

Yes, this is what I have meant with "it could have been done much shorter by inserting the new clause into the || chain".

But we cannot put this into the standard Trinity (e.g. Unified Trinity) which is for everyone.
Because that change is only good for those that that have the "Honored Guest" rune for "Spirit Walk" selected.

So I see these 2 ways:

1)
We find a way to check which rune is selected.
I repeat myself:"
I read somewhere (from Giles??) that it is not possible to readout the rune that is used for a skill.
I don't know if this is still the case (but I think so)."
Maybe we can ask the DB team to make that feature.
Or we find that it already works (ans how it works).

Does somebody knows more about rune detection?

2)
When the rune detection does not work, we must have a workaround:
Maybe have more settings in the GilesTrinity options/settings dialog (basically the GilesTrinity.xaml)

For me it looks now like we have to do at first (2) as a gap filler, until (1) is possible.

Then "bool bSpiritWalkHasRuneHonoredGuest" is the setting (checkmark) that we would need here.

So I had already prepared the little change for such a setting switch.

It will not go without:
then people would complain that the modified Trinity spams useless Spirit Walks, wasting mana and low-life-emergency.
Those who do not have HonoredGuest will complain for sure!

---
Another point is the 600 vs. 400:
I would be more happy with a check relative to the max mana, like
(playerStatus.dCurrentEnergyPct <= 0.65)
I tried that, but it did not work: it did not cast any (in combat) walks, I do not know why, it should have worked, too!
(I must admit that I gave up testing the dCurrentEnergyPct method very quickly, because I needed a working fix fast.)


Best regards
?Golem
 
Does somebody knows more about rune detection?

If it was possible to detect runes, why would Giles have check boxes for these sorts of things in the class tabs? Maybe adding a new checkbox on the witch doctor tab is what is needed for the unified update file.
 
it can detect buffs, not runes, so it detects if you are spirit walking atm or can cast it, but not which specific rune it uses it.
 
My WD often spams poison dart from behind the things that blocks it way(walls,big bonefires in skycrown battlements. Many times it makes him loose huge ammount of time. Anyone know the solution maybe?
 
I had no luck with buying:


- please try the Unified GilesPlugin
- please test also how it goes when you manually spam the sacrifice button (while the bot is running)

tell us both ways!




no problem;

I have no time tomorrow evening, maybe I can look at it on thursday,
trying to make a sacrifice spam Trinity version ...

---
BTW: the +life for globes is not really needed, but the extra radius is.
When I replace my Thing of the Deep, I loose 20 radius, that will be hard to compensate.

Thank you for mentioning that dependencies!!


Best regards
?Golem


I tested UnifiedGilesTrinity_v0.36 and remained the same :(

Regards
 
What build you guys been using? i tested the grave injusice and seens nice =). just wanna know
 
I have a barb and a monk both are nice geared.Using wd for 3 days seens to work fine.Gonna try to chang the bears for acid tonight
 
Any chance that profile will handle wd 0 cd on zombie dog with sacrifice?
 
hey guys! ive been testing out builds and ive finally come to the perfect skillset (based off of the charger toads build). i just replaced acid rain with splinters and everything seems to be running smoother/better with 0 deaths on MP1 (maybe 1 with a nasty pack). keep in mind i have over 2.0 IAS, and a fair amount of CD,CC. build isnt completely done yet as i only geared him up yesterday.
here some stats: http://i49.tinypic.com/2vb9z78.jpg
"THE RAPE" build : Witch Doctor - Game Guide - Diablo III

hope this helps some of you out. cheers! ^.^V

this can run on MP3-4 with minimal deaths also (4-6)
 
Last edited:
How can I change those lines to stop summon dogs at even is necessary?


// Zombie dogs Woof Woof, good for being blown up, cast when less than or equal to 1 Dog or Not Blowing them up and cast when less than 4
if (!bCurrentlyAvoiding && hashPowerHotbarAbilities.Contains(SNOPower.Witchdoctor_SummonZombieDog) && !playerStatus.bIsIncapacitated &&
playerStatus.dCurrentEnergy >= 49 && (iElitesWithinRange[RANGE_20] >= 2 || iAnythingWithinRange[RANGE_20] >= 5 ||
(targetCurrent != null && ((targetCurrent.bThisEliteRareUnique || targetCurrent.bThisTreasureGoblin) && targetCurrent.fRadiusDistance <= 30f)) || iPlayerOwnedZombieDog <= 1) &&
PowerManager.CanCast(SNOPower.Witchdoctor_SummonZombieDog))
{
return new GilesPower(SNOPower.Witchdoctor_SummonZombieDog, 0f, vNullLocation, iCurrentWorldID, -1, 0, 0, USE_SLOWLY);
 
For me, DB is still trying to attack the fetisch which can spawn if you use the gidbin. Any solution how to fix this?

And how do I have to change this code, that "Grasp of the Dead" is always used when ready?

Code:
// Grasp of the Dead, look below, droping globes and dogs when using it on elites and 3 norms
                    if (!bOOCBuff && !bCurrentlyAvoiding && hashPowerHotbarAbilities.Contains(SNOPower.Witchdoctor_GraspOfTheDead) && !playerStatus.bIsIncapacitated &&
                        (iElitesWithinRange[RANGE_25] > 0 || iAnythingWithinRange[RANGE_25] > 2) &&
                        playerStatus.dCurrentEnergy >= 122 && PowerManager.CanCast(SNOPower.Witchdoctor_GraspOfTheDead))

In addition, the acid spam is a bit to fast. Is it possible to add an delay on acid rain, because for now it spams so fast that the first acid rain has no chance to even make dmg in front of the second acid rain. I hope this is understandable ;D
 
Last edited:
Back
Top