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Ether88

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Posts posted by Ether88


  1. Example for the gold rings:

     

    [Type] == "Gold Ring" && [Rarity] == "Normal" && [base_item_found_rarity_+%] == "15" # [stashItem] == "true"

    Example for the quality flasks:

     

    [Category] == "Flask" && [Quality] >= "10" # [stashItem] == "true"

     

     

    From my experience there is no sense in collecting flasks with q < 10. It is just easier to sell 3 or 4 flasks without summing up the quality. With 10%+ condition you don't need to worry about stash full of flasks.


  2. I didnt say they are stupid and all of your answers are true but has nothing to do with my question.

     

    Do you think its safer to bot when its night in new zealand? Other than like Blizzard, Grinding gear games is a small Studio and i think the bot Team works in new zealand at daytime. So if the "Bot Team" has a flagged Player they will look it up. If you are always offline on working hours in new zealand i think its more difficult to detect you?

     

    I am sorry - I did not want to offend you. What I meant is that the volunteers can be world-wide.

     

    From their perspective it is not important if you are online atm - there are always logs. Even without world-wide bot-hunters they can always (but - do they want to?) run through the logs connected to the suspected player. That is why it is so important to automate the flagging/banning process. Of course - there will be lots of false-positives, but after some time the detection process can evolve. The question is - do they have enough resources (time, man-power) to develop such an advance system? And another one - will they risk the game reputation and relations with players by testing their bot detection system.


  3. GGG is not stupid. They have volunteers - moderators and operators in game. They probably can flag people for the Bot Team. That is why the most important is to bot in short bursts, socialize with other players on bot accounts (maybe guild?).

     

    Excessive gameplay time is the first warning for them to check your account.

     

    The second one I can think off it excessive zones creation - when your bot dies/relogs and create zones too fast or just does zones too fast, it creates much more parallel zones then normal player could.

     

    Third one is the "socializing" pattern - average player will contact other players sometimes. Bot will probably contact with only one player or even none... This is an anomaly (because there are a lot of botters - so - a lot of persons with extremely low average players met) - and can be easily check.

     

    This is based on my real-life studies (my thesis is about epidemics propagation in populations with various social patterns) and experience as bot-hunter.

    • Upvote 1

  4. As I understand:

     

    [Category] == "Chest" && [Rarity] == "Rare" # [base_maximum_life] >= "60" && [base_cold_damage_resistance_%] >= "25" && [base_fire_damage_resistance_%] >= "25"

     mean: Pick up Rare Chest, then identify and check if it has:

    - at least +60 max life mod

    AND

    - at least 25 cold res

    AND

    - at leat 25 fire res.

    So - if even one of this conditions is not true (for example if it is +70max life, 30% cold, 30 % lightning rare chest) bot will sell it.

     

    Instead && use II (if it works correctly).

     

    Your rule should look like:

    [Category] == "Chest" && [Rarity] == "Rare" # [base_maximum_life] >= "60" && ( [base_cold_damage_resistance_%] >= "25" II [base_fire_damage_resistance_%] >= "25" )

     

    This will change cold/fire conditions from AND to OR...

     

    Can someone tell if this reasoning is true?


  5. Cool idea, I was testing this too - by using two machines and by "socializing" with other players while botting :D. Bots prefer free for all allocation... with perma they are kind of lost. I agree that the most important things are somewhat hard to make. Maybe something simpler - bot-buddy? It would be a support (auras? tank?), a mule and an quantity booster...


  6. Blender updated: Cool way to be nearly immortal is to use two sets of Cast on Damage Taken:

    Set 1 (not leveled!):

    - endurance cry

    - warlords mark (mana leech / life leech / flasks re-charging and endurance charge on kill) or any other curse that your char will work

    - decoy totem (or rejuveration or devouring)

     

    Set 2:

    - endurance cry (to be sure that you can get lots of endurance charges...)

    - immortal call (use up all endurance = get immortality)

    - temporal chains (again - you can use other curse that works good with you)

     

    You need to pick up bonus endurance charges from the passives (I have max 5 endurance).

     

    Effect:

    Often (after ~400 dmg taken) you get at least one endurance charge, create totem (that will die soon, but will distract them) and cast curse (in my example warlords mark gives me bonus leech and greater chance to get max endurance charges before the second CoDT activates, it is also a good way to refill flasks - what is important when fighting in 1v1 situation).

    Sometimes you cast another endurance cry (gives you max charges - if this CoDT activated, that means that you probably are in hard situation with lots of enemies around - if not used up by immortal call, will give additional protection after the immortal calls duration ends), temporal chains (slow them down - after a few seconds of immortality the enemies still will be slowed down), immortal call (will give you some time of immortality basing on the number of endurance charges, gem level and gem quality - this is the time to regenerate life fast using flasks, leech and passive regeneration).

     

    Weakness: chaos damage! This kind of dmg ignores IC barrier, so... no immortality when fighting against Dominus, Viper-Strike users, Poison Arrows, etc... But look at the bright side - there is not so many enemies that are very tough and use chaos damage!

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