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Unified Trinity - All-in-one version with the best community mods

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I think we have enough new things brought up to warrant a 0.4 of Unified. Here's the requests I had so far:

  • Improve AoE avoidance - unfortunately we're gonna have to wait for rrrix on this one
  • WD: use BBV whenever it's off cooldown
  • crusader: specific routines for firestarter build
  • DH: fine-tune M6 routines
  • crusader: specific routine for when cam's rebuttal is equipped

If you feel like something's missing or that something in the list is wrong/unnecessary, please let me know.
 
Ok, I tested Unified Trinity 0.3 handling my Marauder DH - and it seems far less effective than the solution I linked some posts earlier. Impale is used quite often, which drains all resources and delays Sentry placement - which is bad, as Sentry deals 90%+ of the damage ;)

Killing the Butcher for example takes considerably longer, so I guess there's quite some potential for fine-tuning this. Simply adjusting reosurce threshold on Impale seems to fix most of the issues.

Additionally some DHs might find support for Hexing Pants usefull aswell I suppose. (I don't use Hexing Pants, but like that constant movement instead of standing around casting DefaultPower or something)
 
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Alright, 0.4 is out.

A few notes:
-I don't know how to work the hatred spenders in a way that makes everyone happy. Can someone help me with that?
-@flowerp: what you're asking is a bit tricky and I'm not sure enough people use that build to make it worth coding. Sorry.
-about the crusader firestarter build: the only request I found was by Aazaroth to mod Fist of Heavens routine. If there's anything else, just say the word.

Changelog:
Code:
0.4:
improved weighting when High Priority Shrines is checked
added checkbox under Combat->WD with option to use BBV off cooldown
added slider under Combat->Crusader for Fist of Heavens cast distance
Trinity now won't spam Impale if M6 is detected
Companion wolf will now be cast whenever there are too many enemies nearby, as well as in the presence of elites
 

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Ok, I tested Unified Trinity 0.3 handling my Marauder DH - and it seems far less effective than the solution I linked some posts earlier. Impale is used quite often, which drains all resources and delays Sentry placement - which is bad, as Sentry deals 90%+ of the damage ;)

Killing the Butcher for example takes considerably longer, so I guess there's quite some potential for fine-tuning this. Simply adjusting reosurce threshold on Impale seems to fix most of the issues.

Additionally some DHs might find support for Hexing Pants usefull aswell I suppose. (I don't use Hexing Pants, but like that constant movement instead of standing around casting DefaultPower or something)
I think you'll like 0.4 :)
 
Alright, 0.4 is out.

A few notes:
-I don't know how to work the hatred spenders in a way that makes everyone happy. Can someone help me with that?
-@flowerp: what you're asking is a bit tricky and I'm not sure enough people use that build to make it worth coding. Sorry.
-about the crusader firestarter build: the only request I found was by Aazaroth to mod Fist of Heavens routine. If there's anything else, just say the word.

Changelog:
Code:
0.4:
improved weighting when High Priority Shrines is checked
added checkbox under Combat->WD with option to use BBV off cooldown
added slider under Combat->Crusader for Fist of Heavens cast distance
Trinity now won't spam Impale if M6 is detected
Companion wolf will now be cast whenever there are too many enemies nearby, as well as in the presence of elites

so we just overwrite the old files?
so you add my mod for fist of heavens?
sometimes bot dont stand close to the mobs with this code and lose damage because the firestarter ticks dont hit the mobs^^

and a new work for you jubis^^
can you tweak the original molten avoidance a bit? instead of running crazy circles to avoid, run straight to the next target/mob and attack would be much faster^^
 
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Yup, just overwrite.

Your mod is there in the form of the new slider bar, so you can actually experiment and find the optimal distance for you.

As for the molten core avoidance, believe me, I want it too, but it's just beyond my abilities. Like I said, let's just wait for rrrix. He'll get it done eventually.
 
Are you able to make Dashing Strike spam the moment a channeling pylon is used? At the moment it's still trying to punch things while the channeling buff is active.

Was thinking along the lines of if Dashing Strike counter is >= 3, cast Dashing Strike at nearby monsters (since if it drops below 3 it will go back to old jawbreaker logic)?
 
Are you able to make Dashing Strike spam the moment a channeling pylon is used? At the moment it's still trying to punch things while the channeling buff is active.

Was thinking along the lines of if Dashing Strike counter is >= 3, cast Dashing Strike at nearby monsters (since if it drops below 3 it will go back to old jawbreaker logic)?
I'd say it's possible, though I'm not sure how exactly I'd go about it. But now that you mention channeling pylons, I realize a lot of other builds could benefit from it. The way it is now, Trinity doesn't have any special behavior at all for when channeling effect is up.

I don't plan on releasing a 0.5 so soon now, but it's a great idea.
 
Sorry to say this, but I can't get 0.4 to work reliably. It keeps crashing my DB Beta 425 after log says "Flashing window", almost everytime I try [*]. Doesn't matter if I copy 0.4 files over a vanilla Trinity or Unified Trinity 0.3 directory.

Guess I'm either missing a point or just to dumb :confused: ;)

Besides that:
Any one ever thought about coming up with a concept for putting sentries "Guardian Turret" rune to use, e.g. kiting from damage reduce bubble to damage reduce bubble while sentries shred the enemies to pieces? Would go well with that M6 mode and Hexing Pant style constant movement ;). I'm currently making up some thoughts about it, maybe I give it a shot next week and do some coding.
 
Alright, 0.4 is out.

A few notes:
-I don't know how to work the hatred spenders in a way that makes everyone happy. Can someone help me with that?
-@flowerp: what you're asking is a bit tricky and I'm not sure enough people use that build to make it worth coding. Sorry.
-about the crusader firestarter build: the only request I found was by Aazaroth to mod Fist of Heavens routine. If there's anything else, just say the word.

Changelog:
Code:
0.4:
improved weighting when High Priority Shrines is checked
added checkbox under Combat->WD with option to use BBV off cooldown
added slider under Combat->Crusader for Fist of Heavens cast distance
Trinity now won't spam Impale if M6 is detected
Companion wolf will now be cast whenever there are too many enemies nearby, as well as in the presence of elites


Np man, i made it myself:

Code:
// FallingSword
                if (CanCastFallingSword() && TargetUtil.IsEliteTargetInRange(16f) && CurrentTarget.IsBossOrEliteRareUnique)
                {
                    return new TrinityPower(SNOPower.X1_Crusader_FallingSword, 16f, CurrentTarget.ACDGuid);
                }
		else if (CanCastFallingSword())
		{   
		    return new TrinityPower(SNOPower.X1_Crusader_FallingSword, 16f, TargetUtil.GetBestClusterPoint(15f, 65f, false));
		}

no need to check for the weapon, i just moved the slider of Consacration to 99% and this mod (i don't know if it correct or redundant, but it works) focus falling sword on elites when present or trash if not.
 
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Sorry to say this, but I can't get 0.4 to work reliably. It keeps crashing my DB Beta 425 after log says "Flashing window", almost everytime I try [*]. Doesn't matter if I copy 0.4 files over a vanilla Trinity or Unified Trinity 0.3 directory.
That's weird. If this keeps happening you should try a fresh install of everything.

Np man, i made it myself:

Code:
// FallingSword
                if (CanCastFallingSword() && TargetUtil.IsEliteTargetInRange(16f) && CurrentTarget.IsBossOrEliteRareUnique)
                {
                    return new TrinityPower(SNOPower.X1_Crusader_FallingSword, 16f, CurrentTarget.ACDGuid);
                }
		else if (CanCastFallingSword())
		{   
		    return new TrinityPower(SNOPower.X1_Crusader_FallingSword, 16f, TargetUtil.GetBestClusterPoint(15f, 65f, false));
		}

no need to check for the weapon, i just moved the slider of Consacration to 99% and this mod (i don't know if it correct or redundant, but it works) focus falling sword on elites when present or trash if not.

That's pretty cool. I'll take a better look at it later.
 
It crashed when using it with db beta .418, what's wrong ?

Last lines of the log :

2014-08-15 19:09:31,833 [1] DEBUG MainWindow (null) - Executable Path: C:\db beta\Demonbuddy.exe
2014-08-15 19:09:31,834 [1] DEBUG MainWindow (null) - OS Architecture: AMD64
2014-08-15 19:09:31,835 [1] DEBUG MainWindow (null) - OS: Windows 7 Service Pack 1 64-bit
2014-08-15 19:09:31,836 [1] DEBUG MainWindow (null) - OS Language: English (United States)
2014-08-15 19:09:31,889 [1] DEBUG AssemblyLoader`1 (null) - Reloading AssemblyLoader<Zeta.Common.Plugins.IPlugin> - Initializing plugins
 
Encountering the same problem as FrankNStein with the crashes with the new 0.4.

If I'm in menus then DB will load and run normally when it puts you into a game.
If I'm already in game and load up DB then it will crash at "Flashing Window".

Only log I can provide is this small one as nothing else is getting logged at the time of the crash:

2014-08-15 21:32:06,054 [1] INFO MainWindow (null) - DemonbuddyBETA v1.1.1961.425 started
2014-08-15 21:32:06,191 [1] INFO MainWindow (null) - This is a BETA build of Demonbuddy. This is not meant for general usage. Please report any issues you may have in the beta thread on our forums.
2014-08-15 21:32:06,192 [1] INFO MainWindow (null) - This build may have bugs, and new features which may not be fully tested. Use at your own risk!
2014-08-15 21:32:07,485 [6] INFO MainWindow (null) - Logging in...
2014-08-15 21:32:07,706 [6] INFO MainWindow (null) - T: 5247123369702929135 H: 1367680211
2014-08-15 21:32:08,075 [1] INFO MainWindow (null) - Attached to Diablo III with pid: 6900
2014-08-15 21:32:08,087 [1] INFO MainWindow (null) - Flashing window
2014-08-15 21:32:08,402 [1] DEBUG MainWindow (null) - Executable Path: C:\Users\#\Desktop\Rifter\Demonbuddy.exe
2014-08-15 21:32:08,404 [1] DEBUG MainWindow (null) - OS Architecture: AMD64
2014-08-15 21:32:08,407 [1] DEBUG MainWindow (null) - OS: Windows 7 Service Pack 1 64-bit
2014-08-15 21:32:08,408 [1] DEBUG MainWindow (null) - OS Language: English (United States)
2014-08-15 21:32:08,488 [1] DEBUG AssemblyLoader`1 (null) - Reloading AssemblyLoader<Zeta.Common.Plugins.IPlugin> - Initializing plugins

Edit: The same result occurs with fresh installs with both DB Beta and Release
 
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This error is really strange to me because it simply doesn't happen here. Also, the logs generated don't really tell me anything useful.

I'll see what I can do

edit: I'm thinking the problem might lie in demonhunter.cs.

Can someone replace 0.4 demonhunter.cs with 0.3 demonhunter.cs and tell me if that does the trick?
 
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This error is really strange to me because it simply doesn't happen here. Also, the logs generated don't really tell me anything useful.

I'll see what I can do

edit: I'm thinking the problem might lie in demonhunter.cs.

Can someone replace 0.4 demonhunter.cs with 0.3 demonhunter.cs and tell me if that does the trick?

Yup that fixed it :D thank you :D

Edit: to double check, i put demonhunter.cs from 0.4 to see if the crash would return and it did, so it is definitely the demonhunter.cs :)
 
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Yup that fixed it :D thank you :D

Edit: to double check, i put demonhunter.cs from 0.4 to see if the crash would return and it did, so it is definitely the demonhunter.cs :)

Awesome. Could you try this one and let me know how it goes?
 

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