Monk is not using dashing strike as much in 1.02 . it uses generators more than dashing strike. its at full spirit 90% of the time....going back 1.01 in the meantime
replace all 457-507 by (DemonHunterCombat.cs) Code: if (AreaHasCastCriteria(RangedSkillsCastArea)) { if (CurrentTarget.MonsterAffixes.HasFlag(MonsterAffixes.ReflectsDamage) && Sets.EmbodimentOfTheMarauder.IsFullyEquipped && IsSentryOnTarget()) { RangedSkillsCastArea.Position = MathEx.CalculatePointFrom(RangedSkillsCastArea.Position, Player.Position, -30f); } // Cluster Arrow if (CanCast(SNOPower.DemonHunter_ClusterArrow)) { if (!Sets.NatalyasVengeance.IsFullyEquipped || CacheData.Buffs.HasBuff(SNOPower.P2_ItemPassive_Unique_Ring_053)) { return new TrinityPower(SNOPower.DemonHunter_ClusterArrow, RangedAttackRange, RangedSkillsCastArea.Position); } } // Multi Shot if (CanCast(SNOPower.DemonHunter_Multishot)) { return new TrinityPower(SNOPower.DemonHunter_Multishot, RangedAttackRange, RangedSkillsCastArea.Position); } // Elemental Arrow for non-kridershot if (CanCast(SNOPower.DemonHunter_ElementalArrow)) { return new TrinityPower(SNOPower.DemonHunter_ElementalArrow, RangedAttackRange, RangedSkillsCastArea.Position); } // Chakram normal attack if (CanCast(SNOPower.DemonHunter_Chakram) && !Runes.DemonHunter.ShurikenCloud.IsActive) { if (DHSettings.RangedAttackRange > 0) DHSettings.RangedAttackRange = 50; return new TrinityPower(SNOPower.DemonHunter_Chakram, RangedAttackRange, RangedSkillsCastArea.Position); } // Chakram:Shuriken Cloud if (!Player.IsInTown && CanCast(SNOPower.DemonHunter_Chakram, CanCastFlags.NoTimer) && Runes.DemonHunter.ShurikenCloud.IsActive && TimeSincePowerUse(SNOPower.DemonHunter_Chakram) >= 110000) { return new TrinityPower(SNOPower.DemonHunter_Chakram); } // Impale if (CanCast(SNOPower.DemonHunter_Impale)) { return new TrinityPower(SNOPower.DemonHunter_Impale, RangedAttackRange, RangedSkillsCastArea.Position); } } for any change in the code you need to restart db
Improve very much dashing strike about 30% chance of fail Only ordinary attack damage no dashing strike damage
It use Dashing in melee but for some reason only do fists of thunder dps not the dashing one , any help Buddy?
you're the man, combat is working perfect but will get stuck randomly in a corner and just WW, some times it fix itself and others not.
To wizz maintainer Yesterday reddit wizz section got an amazing post. It's all about comparison of different rotation sequences with stunning results. With right proc management is possible to maximize meteors damage output up to 150%! Is it possible to implement this logic into the wizards rotation? Thanks!
Combat routine for WW barb is really improved, but avoidance seems much worse. Having lots of death to arcane beams on 43 grift, and also going straight into molten core explosions. Never saw doing that previously, and it handled quite higher grifts. (47 in time )
First test on gr40 and it was almost flawless * only thing i noticed was he popped vengeance once after the elite pack tho it was ready to use all the time.. .. next elite pack he used it on them so it was all good. Good to see how he is in trials also ^^ thanks for the fix BuddyMe, really nice work. I was lucky tho on a rift (was the big cave area) 2nd test was close quarter rift (barracks with all the doors) with pretty eazy mobs and he did alright there as well. Keep in mind this rift is the worst of them all for the bot. The performance, kite logic and the dps is at its best so far. Ill report back if I see anything that is buggy. thanks BuddyMe. // one thing i saw was he is not that careful on the GR bosses ( got the same settings as you do ) and he is not at the max range, saw him go up to the boss 10-15 yards and getting killed few times. maybe add some code for the bosses ? dno how it works. Next rift 41 - was smooth and good until Boss -- linking pic died there and just stood there and dpsed, never kited away and got killed over and over again there its like The rift guardian is like trash for the bot, can't see any difference on bot behavior between them two.
Yes I noticed the same thing, specifically with molten explosions. Often it will just run into 3+ explosions as if it isn't detecting them.
Make sure you copy the new Trinity XML file over the Existing one in the Settings folder - it makes the monk dash more
@BuddyMe I do feel this fork is better then original Trinity, but I run into problem with Carnevill WD. When I run with 0cd mana spender up (Spirit Barrage) he refuses to use Poison Dart till he runs out of mana. Of course it is very important to keep Zuni set bonus up, but spamin 1k mana till he actually benefits from Poison Darts is really bad. Is there any chance you could quickfix it?
I get this error [Trinity] Error in HandleTarget.SetQueuedSpecialMovement: System.NullReferenceException: Object reference not set to an instance of an object. at Trinity.Trinity.SetQueuedSpecialMovement() in c:\Users\xxxx\Desktop\New\Plugins\Trinity\Combat\HandleTarget.cs:line 1056 And it dont cast Dashing Strike I go back to 1.0 too for me work better