Sup suPereen, ya they will attack the reason i said this is coz i use combatbot plug, I can pull my toon abit away and then release to attack, i just have to tweak abit of avoidance then itll be sweet
Small optimization tweak to BF/Sweeping wind. Sweeping wind damage is based on buffs at the moment when it is casted. Therefore, casting bf(30% rune), before casting sweeping wind will ensure a 30% damage boost through the entire duration of sweeping wind. This also applies to boh. 45% damage increase is pretty big
Any way you can fix the priority of sweeping winds over spam mantra with the next release? By this I mean when you tick the spam mantra button it doesn't attempt to keep sweeping winds up aswell. The priority should be mantra once, buff blazing once, buff sweeping winds, spam mantra until any of previous buffs falls off, priority rebuffing, then go back to mantra spam with spare spirit. Loving the current release, if you could add this in would be perfect
Why does my monk stand in a pack sometimes and wait far too long between attacks? Sometimes he just stands there and dies. Any advice? And what is the recommended maximum range setting when using fists of thunder, without thunderclap?
avoidance works fine until bot is surrounded by mobs. then it does nothing trying to avoid the arcane sentry coz it cant move, and it stops fighting and just dies.. needs to have logic for when its surrounded, use leap or furious charge.. or just fight instead of trying to move to a new point. edit: oh and it doesnt need to dodge frozen when WoTB is active.
Actually it should cast sweeping wind when crowded by non elites as well. This is better (parenthesis surrounding the second case), also changed it to an editable setting..: Code: new SelfCast(SNOPower.Monk_SweepingWind, require => !ZetaDia.Me.HasBuff(SNOPower.Monk_SweepingWind) && (Unit.IsEliteInRange(16f) || Clusters.GetClusterCount(ZetaDia.Me, CombatTargeting.Instance.LastObjects, ClusterType.Radius, 12f) >= BelphegorSettings.Instance.Monk.SweepingWindAoECount)), Another suggestion is for the mantra spam. Constantly spamming mantra makes no sense except when a monk has stacked life per spirit spent. Instead of spamming every time the 3 second timer resets, a situation like this would make sense: Code: new SelfCast(SNOPower.Monk_MantraOf*, extra => ZetaDia.Me.HitpointsCurrentPct <= BelphegorSettings.Instance.Monk.MantraHP && (BelphegorSettings.Instance.Monk.SpamMantra && !ZetaDia.Me.HasBuff(SNOPower.Monk_MantraOf*)), As it is now I don't see any situational use of spam mantra =P Edit: Forget my idea. I read you were prioritizing sweeping wind over mantras in the next version and that will fix the current issue
Good to hear that from the man himself! Then I have no idea what's going on... Code: new SelfCast(SNOPower.Monk_SweepingWind, extra => !ZetaDia.Me.HasBuff(SNOPower.Monk_SweepingWind) && (Unit.IsEliteInRange(16f) || Clusters.GetClusterCount(ZetaDia.Me, CombatTargeting.Instance.LastObjects, ClusterType.Radius, 20f) >= 3)) That doesn't trigger on goblins for some reason. Edit: It works fine now! Probably made a typo before or something.
Awesome job on the latest update! It is a HUGE improvement over the previous version. There are however a few small things that still need to be fixed/improved for monks. -Mantras are absolutely beyond a shadow of a doubt high priority. Belphegor isn't handling them right and is quite often blowing all of your spirit on other things going into combat. Going into combat without a mantra up is like going in without a weapon or offhand. -Sweeping wind is not an ability i want to use 100% of the time in combat. Only 2 or 3 non elite mobs it seems like a waste of spirit to use it. -Lashing Tail Kick isn't needed for less than a certain amount of mobs in very close proximity(like 5 or 6 yards). It is also a waste of spirit if the mob is more than 5 or 6 yards away since it won't hit it. Personally I think this needs to be set yup so that I will only use it in the event of X amount of mobs within 5 yards and if above X amount of spirit. If DB can ever evolve to the point that it can determine that is unable to move because of a mob being in the way, or that the shortest distance to X,Y,Z coordinate is through that mob, adding logic so that it will use LTK to clear that path would be even more awesome! -There still seems to be a problem with Belphegor just standing there doing nothing if it is blocked in by a mob/wall and it wants to move to either target a mob (treasure goblin is the worst offender) or is trying to move because of evasion routine. It needs to at least keep attacking until it is able to move, or in my case use LTK There were a couple other things but I can't think of them right now. Once again awesome job on the new version!
Yeah, the new version is a huge step in the right direction. Avoidance really is getting there, it just needs a few more tweaks like the ones listed above and it'll be good to go. I would also recommend not having the default set to move at 100%. I myself prefer it at 75% or so.
You can try if disableing Use pathing validation helps with your stucks. It should work fine on open spaces. But im working on it to adjust the NavGrid so that pathgeneration fails when the char is blocked. Currently doing some testing on it.