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bonebox

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Everything posted by bonebox

  1. Default clicks per sec are 10. Lets say by way of simple illustration I do 100 dmg with a hit and have an attack time of 0.31 secs. My DPS should be 323 (rounded up). So I hit, then; 0.1 secs click - skill not yet available 0.2 secs click - skill not yet available 0.3 secs click - skill not yet available 0.4 secs click - hit repeat So I'm actually hitting every 0.4 secs and my actual DPS will be 250 - a 22% reduction simply because of click syncing. Obviously this is highly variable depending on your attack time and click settings, not to mention hardware timings. Your attack time could be 0.39 and not much loss, but the potentials always there, you will almost always lose something. You could have an attack time of 0.21 and get a 30% DPS loss. One option is to fine tune your clicks per sec to provide the closest e.g. in the above case clicks per sec of 9, 6 or 3 would be closest @ 0.33 secs but that's still an 8% DPS loss, not bad but that's with manual tuning. Which is a pain as every time your attack time changes (items, passives etc) you'd need to recalculate closest fit. All of this can be negated by using click hold instead of multiclick, it then attacks as soon as the skill is available - no DPS loss. The one shotters out there need not apply.....
  2. 61 pah, damn you and your lightning fast finger You see my point though, looks like the 60s is the peak of the bell curve for people's rates and that's over 10 secs with your entire focus being on clicking the mouse as quickly as possible without movement. Drops of course over longer periods. Be a rare human that could manage 100 over 10 secs, only a ro(bot ) that could keep that up for a minute.
  3. bonebox

    v0.16d : Something off with GEM identification.

    Yep I've got an Ice Spear, Raise Zombie and 2 Punishments I didn't ask for....
  4. I agree there's some crazy paranoid ideas out there re reasons for banning. Personally I don't think this is one of them though in terms of something they could do. If moving aournd a cleared area with no break in the multiclick you would generate a humanly impossible (to my mind anyway) stream of clicks that could be tested for and could *only* be generated by a program or someone with serious shakes. No false postives at all. Try it: http://www.brainbashers.com/10seconds.asp Now try maintaining 10 clicks per second for 60 secs. I can't even do a couple. No one plays like that, no one.
  5. I'm not saying they're doing it if you read the post I'm saying they could. I'm curious where have you got the impression I'm stupid from?
  6. bonebox

    Ver. 16c and 16d have problem on the waypoint

    It's this: http://exiled-bot.net/community/index.php/topic/2415-bot-overshoots-town-wp-and-gets-stuck-in-loop/ Alk on it: http://exiled-bot.net/community/index.php/topic/2552-pretty-please-alk-with-donation-sugar-on-top-sort-the-overshooting-wp-thing/
  7. Based on this thinking: http://exiled-bot.net/community/index.php/topic/2553-could-ggg-detect-clicks-per-sec/ I'd like to be able to reduce the clicks per sec the bot makes. I've experimented with the settings and reducing the default of 10 down to 5 or 6 seems to work fine for movement but can affect attacking as the click timings are not perfectly in sync with the skill availability if you have a high aps. So separating these out would allow more customisation for the user. Ideally attacking would click and hold rather than multiclick so it operated at max speed and didn't need to click beyond human ability, but that would be a bigger code change I'm guessing compared to just separating 1 variable into 2. Still if you're in the mood for a bigger job Alk and got nothing else on....
  8. bonebox

    Back and Forth Issue Poll

    Remembered this old thread that's still obvisouly relevant! Been watching bot a lot recently with all the levelling for new leagues and noticed it's definitely between 2 *anythings*. Could be a chest and a mob, 2 mobs, 2 chests, mob and an item to pickup etc etc so none of the poll options. It could be just about anything. So must be something in the core of the pathfinding routine where it's deciding priority. And it's a threshold thing. If it's stuck in the loop (placing greater importance on the object further away and going back then reversing etc), if at that point I leap slam over one of the points where it turns, more often than not it will happily go on it's way.
  9. bonebox

    Could GGG detect clicks per sec?

    lol poor servers tho hehe Actually did it affect your desync at all?
  10. bonebox

    Could GGG detect clicks per sec?

    Yep been testing. At 5 I noticed a change in attacks. My attack time is ~ 1/4 sec so should be ok at 5 but it was noticabley less, perhaps out of sync with the clicking caused it. 6 worked well for me. Would be better if the bot held mouse key on attack rather than repeated clicks then wouldn't affect it. Far as I can think and see it's only attacking and movement that uses the rapid clicking and movement works fine with lower values.
  11. bonebox

    Could GGG detect clicks per sec?

    Yeah makes sense. Well done for finding this out. So question still out there to anyone who can say, why have the bot set at 10 clicks per sec? What problems could it cause by setting it to a more human say 3-5?
  12. Nice one, and I was serious about the donation sugar, this is their bug not yours so appreciate you sorting a workaround
  13. bonebox

    Could GGG detect clicks per sec?

    Hehe nice. Not sure I want to test it though! Whether it's a count though not sure, that could just be server protection from it being hammered. When you say kicked what happened?
  14. Cheers Alk. Might work, but from what I've seen of it the distance has nothing to do with it, it could easily be just 20 the other side of the WP, I've seen it nigh on stood on top. It's moved after the WP window has been opened (in a very short timeframe) yes but could be any distance, so you really need to catch the fact that the wp sequence hasn't worked and close/rfeopen the wp screen based on that I think. There should never be a legitimate reason it would need to go through it twice anyway I can think of. Didn't realise esc closed the screen tho, much easier, learn somethng new every day...
  15. bonebox

    Could GGG detect clicks per sec?

    I'm not understanding you d11 on several fronts, what do you mean? a) Can't imagine anyone generating 100 actions per sec b) If you meant per min most players do that easily just movng around c) Have you heard of someone being kicked on this basis? I'm interested what are you basing this on? If you have some eveidence be really helpful...
  16. Because it's a game bug, brought out by way bot move clicks, must be as the zones are inactive if you pause and try them manually. What always happens before is the wp screen opens and the bot keeps running (guessing it must've move clicked again in a short enough time that stuffs the wp screen in some buggy way) Workaround would be: At start of wp select sequence log time --> wp_current At end of wp select sequence wp_current --> wp_last At start of wp select sequence check if wp_current - wp_last < say 10 secs and if it is click once top middle of the game screen That's it, all that needs to be done to get round this (barring making sure this is all in one sequence in case it reopens wp select in <10 secs). If I do this manually it works every time, the wp screen just needs to be closed and reopened. Update: Just managed to reproduce this bug manually (no bot running) by clicking the wp then quickly clicking off it once, so definitely a game bug but easy orkaound as above, just close and reopen wp screen.
  17. bonebox

    Could GGG detect clicks per sec?

    Agreed, and yes that's another way of viewing it. Whether they track it server end who knows, probably not at the mo or we'd all be sore thumbs. I'd load it client end and get it to flag if over a certain value to offload the work but again they don't seem to have done this so far. I think the per min value would only be that high though if it's consistently moving, anything else (town, opening chests, trying to pick up items etc) would drop it significantly. However if the bot is moving around a zone it has mostly cleared, then it will probably be just moving and will generate a high rate of clicks for an unusually sustained (30 secs - 1 min) period. That you could look for. On the detection side I was referring to a non-injection hack that simulates human interaction (i.e. this one ) than any external, far as I can see the only way of detecting this one would be by checking external processes which would be an invasion of privacy I don't think they have the balls for. My question really, given these things, is why is the default 10 and does it need to be? What would the bot miss doing or have probs with if it were only say 3-5?
  18. bonebox

    Could GGG detect clicks per sec?

    Just a thought, obviously non-injection is undetectable, but they could maybe test for how many mouse clicks per sec the game is receiving. Looks from the bot ini files that it defaults to 10, I for one couldn't maintain that rate when I was moving around without my hand locking up! Does it really need to be that high?
  19. Still there v0.16c. Drives me nuts! Sure it's a game bug but far as I can see there's a quick easy workaround: http://exiled-bot.net/community/index.php/topic/2415-bot-overshoots-town-wp-and-gets-stuck-in-loop/
  20. bonebox

    POE Window Position

    Everyone's going to have their own prefs why not just put a game window top left corner x,y in bot gui and people adjust themselves?
  21. bonebox

    Main target

    More the merrier just tying the threads together so Alk can see there's a few of us wanting this
  22. bonebox

    Main target

    http://exiled-bot.net/community/index.php/topic/2496-option-to-target-specials-first/
  23. Why lump the most profitable containers together with the least? I want to open strongboxes (get maybe 1-2 per zone), don't want to waste time kicking every pot it comes across though
  24. I've tried playing with the target "specials" option on skills but nothing I've tried (messing with priorities mainly) has led to them being targeted first if they're not closest. Guessing the current coding (from what I can see) targets the closest mob then picks skill to use based on skill settings. Would be nice feature to be able to prioritise targeting, not just skill choice, based on it's type. I.e. if there's a ton of whites around and a unique then go for the unique first regardless of there being something else closer. Often, certainly in the case of rares, they are providing mods to allies (e.g. can't be killed) that could do with being taken out first. Could just be a checkbox that applies overall so that it targets in descending order - unique, rare, magic, normal. Then it does the skill settings check to see what to use on it. Personally I'd leap slam over to it and beat 7 shades of shit out of the annoying little fckr
  25. Yep happens to me too intermittently, my connection solid so it's not that. Would be good if it tried to re-auth and restart periodically. While it's working I'm pretty sure it checks the auth every 10 mins or so, why not when it's dropped the auth too.
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