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Daenon

Beta Tester
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About Daenon

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    Bronze V
  1. Daenon

    PSA: .25 bug probably got me banned

    My best guess (when looking at logs and checking out the map inside portal) is that while trying to loot items and being stuck indefinitely with the alt key held searching through items bot will chicken due to no monster killing timeout or sitting on corrupted/burning ground. Alt key remains pressed and it relogs, tries to sell.
  2. Daenon

    PSA: .25 bug probably got me banned

    Not using vmware
  3. Daenon

    PSA: .25 bug probably got me banned

    Not sure what that has to do with the linking items in vendor window. Or are you just talking about one of the other loops?
  4. There was a bug since 0.25RC where Alt key would get stuck. Bot would go to sell to vendor, Ctrl-Alt linking each item while trying to sell. Close vendor, and try to sell over and over and over since it was linking instead of selling. I've never botted over 12 hours a day, and only a couple hours a day the last few weeks or so because the bot would constantly get stuck in various loops or crash from various bugs. No friends or anything. Only thing I can think that could've tipped me off was the linking items endlessly probably makes a unique contact with PoE servers. They see the items being pulled from server for links a billion times and flag account. It only happened twice in a 24 hour period. Once with 0.25RC, and it was linking the items for a very long time. Second time was me trying to see if it was fixed with 0.25, only went on for a minute. Next day I was banned. Mainly I just want to warn people. If your bot is stuck on vendor loop linking items to chat (even though it doesn't actually send to chat), I recommend to stop botting immediately until the bug is fixed or you know how to fix it. Never happened before .25RC, so I'm not sure if it was the new looting system or some other change in 0.25. Of course, it could've just been coincidence, but the ban timing was too perfect for me to believe that. This has completely discouraged me from using the bot anymore. Since hideouts the bot can't run for more than an hour without a bug getting bot stuck in a loop or crashing. Risks outweigh the benefits. Good luck!
  5. I have a character that is amazing at killing Dominus but I don't run Dominus because it will kill, fill up inventory, sell, then not return for the 20 or so rares/uniques still on the ground. It just immediately goes for another run. I've had this issue on maps as well. I've watched the bot leaving uniques behind.
  6. Daenon

    Bot tries to roll mirrored maps

    Or at least implement a timeout or something. Endlessly trying to transmute a mirrored map is probably a pretty good giveaway someone is botting..
  7. Daenon

    +2 Gem in socket items..

    Here's the exact like for keeping any rare helm with +2 minion gem level [Category] == "Helm" && [Rarity] == "Rare" # [local_socketed_minion_gem_level_+] == "2" && [StashItem] == "true" More strict example that keeps any rare helm with +2 minion gem level, total combined resists of at least 60, and has at least one of the following: 50 life, 200 total energy shield, or 40 mana. [Category] == "Helm" && [Rarity] == "Rare" # [local_socketed_minion_gem_level_+] == "2" && [TotalResistances] >= "60" && ([base_maximum_life] >= "50" || [Computed Energy Shield] >= "200" || [base_maximum_mana] >= "40") && [StashItem] == "true"
  8. Daenon

    Pickit Computed Armor/Evasion/ES issues

    ty sir. Hope I could help
  9. Daenon

    Item Quantity on Maps - Help Needed

    Confirmed that method works. However, if a map has either of the 0% quantity suffixes (monster pack size, or sea witches) it will not have a 1061 index value at all, and will run the map. But that's only 2 it'll mess up on. And I'd recommend shooting for lower than 30 or you'll be rerolling a lotttt
  10. Was wondering why I wasn't getting nearly as many rare armor pickits as expected so I did some research. Computed Armor Computed Evasion and Computed Energy Shield aren't calculating correctly and getting way lower numbers than they should sometimes. Here's the research: Checked individual items with combinations of % increased and/or + rating with dump.log and compared to actual item stats. % = Increased percentage +AR = +Armour Rating +EV = +Evasion Rating +ES = +Energy Shield % +AR = Increased percentage and +Armour Rating Armor % % applies % +AR % and +AR applies +AR +AR applies Evasion % % applies % +EV % and +EV applies +EV +EV applies Energy Shield % % applies % +ES % and +ES applies +ES +ES applies Armor/Evasion % % applies to only armor % +AR % applies to only armor, +AR applies % +EV % applies to only armor, +EV applies +AR +EV +AR and +EV apply Armor/Energy Shield % % applies to neither % +AR % applies to neither, +AR applies % +ES % applies to neither, +ES applies +AR +ES +AR and +ES apply Evasion/Energy Shield % % applies to only evasion % +EV % applies to only evasion, +EV applies % +ES % applies to only evasion, +ES applies +EV +ES +EV and +ES apply As you can see, single armor types are fine, and +rating stats are fine. But, dual armor types' % values are not being calculated properly. % increased armor and evasion only calculates for armor % increased armor and energy shield does not calculate for either % increased evasion and energy shield only calculates for evasion Spent a good amount of time putting this together, so hopefully you can fix it quickly. Not being able to use Computed would make me have to rework my entire pickit that I've spent a LOT of time on. Thanks, Daenon
  11. Daenon

    Item Quantity on Maps - Help Needed

    It appears 1061 is the index mod for Item Quantity. Try this: [1061] < "30" # [RerollMods] == "true" Unfotunately I don't think there's anything for augmenting them.. so it'll just have to keep transmuting until it gets a good roll. Haven't tested this out yet so let me know if you do.
  12. You could fit each individual element into one pickit. cold damage % and spell damage % falls under (minimum cold or max cold or cold damage %) and spell damage % If an item has a min or max cold damage, it must have the other (and since you're not picky about these values) we can include only one of the two. We also don't want it picking up anything but rares to test for these values. So all together: [Category] == "Weapon" && [Rarity] == "Rare" # ([Local_Minimum_Added_Cold_Damage] >= "1" || [Cold_Damage_+%] >= "1") && [Spell_Damage_+%] >= "90" && [StashItem] == "True"
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