There's actually no way to read a rune on skills. I keep nagging Apoc/Nesox about this to add support into DB, but nothing so far. Fingers crossed...Also the range for electrocute - Arc Lightning needs to be fixed since it has a shorter range than the other electrocute runes.
Hi Giles, excellent work with the latest version.
Using archon really speed up the runs. It lowers full run with 10+ min.
The only problem I found is when fighting (extra) fast elite packs with illusions and extra health. In this combination (or similar), the monsters will come very quickly in your melee range and if the wiz is surrounded it dies extremely fast.
Is there a way to disable the Archon for certain type of affixes or generally for elites and champions?
It is possible to check for specific affixes on elites, yes - so it's possible to do "different things for different affixes" - but everybody probably knows that my MAIN aim with Trinity is to only code things in that "works best for everyone" (or best for *MOST* is actually closer to the truth) - I only like to add options/configs when there is no choice (no "best/better" solution best for most people). What happens that causes the problem exactly, and can you think of any other way to help prevent/fix it, other than disabling archon use? Detecting the enemies at further range and enabling archon sooner, perhaps?
If you tell me how to disable it for bosses and elites I can test it and provide feedback.
// Archon
if (!bOOCBuff && !bCurrentlyAvoiding && hashPowerHotbarAbilities.Contains(SNOPower.Wizard_Archon) &&
[COLOR="#0000FF"](iElitesWithinRange[RANGE_30] >= 1 || iAnythingWithinRange[RANGE_25] >= 1 || playerStatus.dCurrentHealthPct <= 0.6 || (targetCurrent.bThisEliteRareUnique && targetCurrent.fRadiusDistance <= 30f)) &&[/COLOR]
playerStatus.dCurrentEnergy >= 25 &&
(GilesUseTimer(SNOPower.Wizard_Archon) ||
(settings.bEnableCriticalMass && DateTime.Now.Subtract(dictAbilityLastUse[SNOPower.Wizard_Archon]).TotalMilliseconds >= 20000)) &&
PowerManager.CanCast(SNOPower.Wizard_Archon))
// Archon
if (!bOOCBuff && !bCurrentlyAvoiding && hashPowerHotbarAbilities.Contains(SNOPower.Wizard_Archon) &&
[COLOR="#0000FF"] iAnythingWithinRange[RANGE_25] >= 1 &&
iElitesWithinRange[RANGE_30] == 0 &&
!bAnyBossesInRange &&[/COLOR]
playerStatus.dCurrentEnergy >= 25 &&
(GilesUseTimer(SNOPower.Wizard_Archon) ||
(settings.bEnableCriticalMass && DateTime.Now.Subtract(dictAbilityLastUse[SNOPower.Wizard_Archon]).TotalMilliseconds >= 20000)) &&
PowerManager.CanCast(SNOPower.Wizard_Archon))
After testing it seems that the actual combat of the bot is MUCH improved, however I cannot seem to find a way to stop it automatically going for a melee attack when it drops out of Archon instead of resetting and going back to DS/FN Spam.
It seems this problem persists in the newest version, very rarely but it does. Anyone else experiencing this too?
private const bool bFullAnalysis = false; // Teehee I typed "Anal" LOLOLOL
I've been testing around mainly because of the changes to Energy Twister coming with 1.05 and found Meteor (Star Impact, Liquify) to be viable as replacements for Energy Twister.. but right now Trinity is handling them wrong.. Meteor code needs to be reviewed and changed so something similar to Energy Twister. This will require better gear to to work.. 18+ APoC, 40%+ CC and if all possible -AP items for Meteor.. ideally offhand with -5 and SOJ with -5 will reduce cost to 20 AP per cast.
Yes this build will be more expensive but its better compared to ET because Meteor on its own does huge DPS add to that Explosive Blast and you have something quit nice![]()
I wouldn't bother trying to make a build around meteor. lizz seem determined to kill ANY Cm builds.
part of patch notes for latest patch on the PTR:
Wizard
Ice Armor
Now reduces damage from melee attacks by 8% 12%
Skill Rune - Crystallize
Armor bonus per stack reduced from 30% to 20%
Meteor
Skill Rune - Star Pact
Proc coefficient reduced from 0.1 to 0.05
Skill Rune - Meteor Shower
Proc coefficient reduced from 0.25 to 0.10625
Skill Rune - Liquefy
Proc coefficient reduced from 0.125 to 0.10625
Ray of Frost
Skill Rune ? Sleet Storm
Weapon damage increased from 215% to 333% 280%
Spectral Blade
Proc coefficient reduced from 0.222 to 0.14
Skill Rune ? Healing Blades
Heal amount reduced from 8% to 5% of critical damage done
Skill Rune - Thrown Blades
Proc coefficient reduced from 0.111 to 0.08
Storm Armor
Now triggers much more frequently
Bug Fixes
Archon: Teleport
Now properly breaks roots when cast
Magic Weapon
Skill Rune - Blood Magic
Blood Magic should now work with damge over time spells (such as Archon: Disintegrate, Ray of Frost, etc)
Illusionist
Illusionist should now reset the cooldown of Archon: Teleport when it procs
Check out the number of proc reductions, its redicoulous.
Liquify has better proc rate because the fire dots proc as well over time![]()
All meteor runes have a DOT that procs![]()
Yeah but Liquify stays in place for 6 seconds? Star pact sucks compared to that.. only problem is Meteor build requires you to have atleast -5 Arcane power to meteor better 10.. and getting that on a APoC offhand right now is kinda hard because prices went insane.. I had to pay 150mil for 30% to elite -5 Arcane on meteor SOJ~_~