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Wizard DMO Combat

Duditz

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I was wondering if there was a way to write in a cast delay for arcane orb. Using arcane orbit over and over isn't ideal for damage. I tried changing the primary resource requirement to 99 but it's still not optimal. It would be nice to cube curias for the damage mitigation.

I saw a cast delay code for serpent sparker so maybe?
 
I would also like a proper fix for this, but the patch hit yesterday so tbh i'm pretty happy that Db even works :D
I did the same as you and changed the mana req to 99%, i also changed the cast range of spectral blades 1y but the bot still seems to spam all the abilities just ever so slightly out of melee range, resulting in no dmg at all.
Then i went into Trinity Config -> Variables -> Open Trinity Variable Config -> SpellDealy.Wizard_ArcaneOrb -> Change from 5ms to 3000ms.
That seems to be fine ish and it kinda does the job, but a proper fix for the wiz to act like a melee and cast arcane orbit at 5 stacks of arcane dynamo would ofc be better.
He still clears gr64 with ez tho
 
Last edited:
I would also like a proper fix for this, but the patch hit yesterday so tbh i'm pretty happy that Db even works :D
I did the same as you and changed the mana req to 99%, i also changed the cast range of spectral blades 1y but the bot still seems to spam all the abilities just ever so slightly out of melee range, resulting in no dmg at all.
Then i went into Trinity Config -> Variables -> Open Trinity Variable Config -> SpellDealy.Wizard_ArcaneOrb -> Change from 5ms to 3000ms.
That seems to be fine ish and it kinda does the job, but a proper fix for the wiz to act like a melee and cast arcane orbit at 5 stacks of arcane dynamo would ofc be better.
He still clears gr64 with ez tho

Awesome! I'll change the variables. Thanks.
 
I had the same problem and editing variables like you helped me. Also i changed in WizardCombat file primary resource > 99.
I have another question for DMO profile. Bot sometimes doesnt go into close range. I mean he stays at range 15-20 i think and arcane orb doesnt hit moobs. How to change combat range?
 
Replace:
// Arcane Orb
if (!Player.IsIncapacitated && CanCast(SNOPower.Wizard_ArcaneOrb) && !ShouldWaitForConventionElement(Skills.Wizard.ArcaneOrb) &&
((Player.PrimaryResource >= 35 && !IsWaitingForSpecial) || (Player.PrimaryResource >= MinEnergyReserve && MinEnergyReserve >= 35)))
{
return new TrinityPower(SNOPower.Wizard_ArcaneOrb, 35f, CurrentTarget.ACDGuid);
}

With:
// Arcane Orb no Dynamo
if (!Player.IsIncapacitated && !Passives.Wizard.ArcaneDynamo.IsActive && CanCast(SNOPower.Wizard_ArcaneOrb) && !ShouldWaitForConventionElement(Skills.Wizard.ArcaneOrb) &&
((Player.PrimaryResource >= 35 && !IsWaitingForSpecial) || (Player.PrimaryResource >= MinEnergyReserve && MinEnergyReserve >= 35)))
{
return new TrinityPower(SNOPower.Wizard_ArcaneOrb, 35f, CurrentTarget.ACDGuid);
}

// Arcane Orb Dynamo
bool DynamoPassiveReady = (Passives.Wizard.ArcaneDynamo.IsActive && GetBuffStacks(SNOPower.Wizard_Passive_ArcaneDynamo) == 5);
if (!Player.IsIncapacitated && DynamoPassiveReady && CanCast(SNOPower.Wizard_ArcaneOrb) && !ShouldWaitForConventionElement(Skills.Wizard.ArcaneOrb) &&
((Player.PrimaryResource >= 35 && !IsWaitingForSpecial) || (Player.PrimaryResource >= MinEnergyReserve && MinEnergyReserve >= 35)))
{
return new TrinityPower(SNOPower.Wizard_ArcaneOrb, 35f, CurrentTarget.ACDGuid);
}

inside WizardCombat
 
I tried changing it to 5f. I think I felt an improvement, but it might be just an impression. It definitly didn't broke the routine tho, so...
 
Did you test this already?

Since Arcane Orb explodes when touching enemies, the appropriate range for Arcane Orb should just be range of Spectral Blade(Or similar skills).

Now that the bot attacks monsters with spectral blades, but the arcane orbits don't explode because the range of the orbs is apparently less than the range of spectral blades, I've tried to change this code below. I tried 2f, 5f and 12f, but it seems not to have any difference. In fact I have no idea about what the "f" means.

// Spectral Blade
if (CanCast(SNOPower.Wizard_SpectralBlade))
{
return new TrinityPower(SNOPower.Wizard_SpectralBlade, 14f, CurrentTarget.ACDGuid);
}
 
I tried changing it to 5f. I think I felt an improvement, but it might be just an impression. It definitly didn't broke the routine tho, so...

Just now I realized that the range of Arcane Orb should be an constant because it only explodes when monsters get into its exploding range. So our task is to modify range of Spectral Blade. So you can see what I tried. However it doesn't work.
 
Well let me know if you figure it out, I would greatly appreciate it. I will mess around some and see if I can figure it out as well. I will keep you posted.
 
Sure. I will keep on testing then, and do you feel the bot usually being stuck in mobs or clusters which should be ignored without spamming teleport? It never cast TP out of combat.
 
When i did what you said by replaceing WizardCombat.cs my trinity compleatly fucked up and now it doesnt show in my Plugins when i open DB, any help ?
 
When i did what you said by replaceing WizardCombat.cs my trinity compleatly fucked up and now it doesnt show in my Plugins when i open DB, any help ?
This is outdated, it's for an older version of Trinity and it's obsolete now anyway since trinity supports DMO now. Just redownload trinity and put the default wizardcombat.cs file back.
 
there is a big problem, Wizard runs just letting trash and elite pack. or attacks, approximately 50% or more runs. what to do???
 
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