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Originally Posted by
imusya
Thanks for reply
I downloaded 0.350, but still have same problem
I'm use Garena version

send me the new binary, maybe the one i got is fked up.
If I did not reply to you, it mean the question you are asking is stupid.
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Member
Originally Posted by
GameHelper
Wouldn’t adding few secs delay on the condition ( not the rule) helps?.
I think it would, I haven't messed with those delays too much since I didn't fully understand how they add up, going mess around with it right now. Does it matter what order my conditions are if I add a delay to one of them (like a delayed condition on the top or bottom of the list of all the conditons)
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Member
Originally Posted by
JustAnotherGamer
When I used the "player doesn't have effect of flask" condition then I was occasionally getting frozen or ran out of mana. I'm thinking that if the cooldown isn't reset on zone change then I could enter a zone and be vulnerable to freezing for several seconds because the immunity has been reset, but the trigger hasn't.
As you have it right now, everything is good except those 2 cooldowns for each trigger, its way too long (6 second cooldown on mana flask trigger means that even if you are low on mana you could potentially be waiting another 6 seconds before popping the flask again.
Same deal for the frozen prevention trigger, at 12 seconds even if you get frozen again inside of those 12 seconds, the flask will not pop until the cooldown is met. (This seems like a tricky condition because you have to frozen in order for you to trigger it, which is what your trying to avoid anyways lol, so even if the cooldown was very low there is still going to be slight hiccups if you get frozen inside of that cooldown)
Edit: I could be misunderstanding this entirely since I really don't even know how enduring flasks work, if your 6 second cooldown is the duration of the flask itself then I really don't know why its not using it again when you need mana. (unless you are just using mana faster than the recovery rate of the flask itself) I know enduring does some kind of queuing for how many times its used or something?
Edit2: definitely misunderstood the frozen part, are you practically immune to frozen the entire time you are in that area? that sounds really cool, still dont understand the low mana issue though
Last edited by myspleen; 06-02-2022 at 07:57 PM.
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Member
Originally Posted by
myspleen
As you have it right now, everything is good except those 2 cooldowns for each trigger, its way too long (6 second cooldown on mana flask trigger means that even if you are low on mana you could potentially be waiting another 6 seconds before popping the flask again.
The mana flask is enduring, so it stays up for the full cooldown duration. Popping it again doesn't increase the regen rate.
Same deal for the frozen prevention trigger, at 12 seconds even if you get frozen again inside of those 12 seconds, the flask will not pop until the cooldown is met. (This seems like a tricky condition because you have to frozen in order for you to trigger it, which is what your trying to avoid anyways lol, so even if the cooldown was very low there is still going to be slight hiccups if you get frozen inside of that cooldown)
Because this trigger only triggers when I'm frozen, I gain immunity for the full duration, which means that I can't be frozen again inside of that window. I've noticed now, though, that the game seems to treat chilled and frozen separately as ailments (as the separate lines for each ailment suggests), so popping the flask for chill immunity WILL actually prevent the flask from popping if I'm frozen.
GameHelper, would it be possible to have the frozen/chilled condition split into separate ailments?
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Originally Posted by
JustAnotherGamer
The mana flask is enduring, so it stays up for the full cooldown duration. Popping it again doesn't increase the regen rate.
Because this trigger only triggers when I'm frozen, I gain immunity for the full duration, which means that I can't be frozen again inside of that window. I've noticed now, though, that the game seems to treat chilled and frozen separately as ailments (as the separate lines for each ailment suggests), so popping the flask for chill immunity WILL actually prevent the flask from popping if I'm frozen.
GameHelper, would it be possible to have the frozen/chilled condition split into separate ailments?
Yeah you can modify it in the json file in AHK folder.
If I did not reply to you, it mean the question you are asking is stupid.
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Post Thanks / Like - 1 Thanks
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Super simple fix. Thank you!
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Member
Enduring for sure sounds really cool, now that it all makes sense to me you can definitely add the "Player does not have the effect of flask" condition for the ManaFlask trigger, that seems better than the full 6 second cooldown since you might already have the flask effect from it being popped for freeze/chill which is already reseting the mana regen as well correct? Leaving it as you have it now should still be fine, but this extra condition will help avoid popping it again too early when you already have mana regen active wasting any charges you may end up needing a little later. Good to know about the 2 immunites being separate also!
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Member
Originally Posted by
myspleen
Enduring for sure sounds really cool, now that it all makes sense to me you can definitely add the "Player does not have the effect of flask" condition for the ManaFlask trigger, that seems better than the full 6 second cooldown since you might already have the flask effect from it being popped for freeze/chill which is already reseting the mana regen as well correct? Leaving it as you have it now should still be fine, but this extra condition will help avoid popping it again too early when you already have mana regen active wasting any charges you may end up needing a little later. Good to know about the 2 immunites being separate also!
Actually, it works really well now with three separate trigger rules - none of which use the "Player does not have the effect of flask" condition, but instead have cooldowns matching actual durations. I just ran a test in a "frosty environment" and I noticed how both immunities were triggered concurrently and asynchronously - just perfect. TBH, without GameHelper, I would have died a million times over, hehe.
An important part of "enduring" is the restriction that "flask effect does not queue". You only get the immunity if it's manually activated when you have the ailment. If I add the "Player does not have the effect of flask" condition to any of the rules instead of a cooldown then it will prevent additional use if any other use is active - that condition really just plain sucks for this use case, where a flask has multiple distinct non-instant capabilities (note that this is also the case for bleed/corrupted and similar dual immunity mods). The condition works a bit like an exclusive lock, which prevents concurrent, asynchronous use of the flask's capabilities. The condition is necessary for flasks which runs for an unpredictable duration (normal life/mana flasks, which stop when you're at full life/mana), but at the cost of that exclusive lock if the flask has other duration effects.
It's true that an immunity use will also refresh the mana, but that's just the cost of having the ailment immunity. I've set it so that chill immunity only triggers if there are at least three uses left - to assure that I can always get mana and unfreeze. The flask is so cheap to refill, though, that it rarely dips below half full. I would probably be able to get away with a flask that uses more charges per use to get higher mana regen rate, but this matches fairly well with how fast I can use mana.
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myspleen (1 members gave Thanks to JustAnotherGamer for this useful post)
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Originally Posted by
JustAnotherGamer
Actually, it works really well now with three separate trigger rules - none of which use the "Player does not have the effect of flask" condition, but instead have cooldowns matching actual durations. I just ran a test in a "frosty environment" and I noticed how both immunities were triggered concurrently and asynchronously - just perfect. TBH, without GameHelper, I would have died a million times over, hehe.
An important part of "enduring" is the restriction that "flask effect does not queue". You only get the immunity if it's manually activated when you have the ailment. If I add the "Player does not have the effect of flask" condition to any of the rules instead of a cooldown then it will prevent additional use if any other use is active - that condition really just plain sucks for this use case, where a flask has multiple distinct non-instant capabilities (note that this is also the case for bleed/corrupted and similar dual immunity mods). The condition works a bit like an exclusive lock, which prevents concurrent, asynchronous use of the flask's capabilities. The condition is necessary for flasks which runs for an unpredictable duration (normal life/mana flasks, which stop when you're at full life/mana), but at the cost of that exclusive lock if the flask has other duration effects.
It's true that an immunity use will also refresh the mana, but that's just the cost of having the ailment immunity. I've set it so that chill immunity only triggers if there are at least three uses left - to assure that I can always get mana and unfreeze. The flask is so cheap to refill, though, that it rarely dips below half full. I would probably be able to get away with a flask that uses more charges per use to get higher mana regen rate, but this matches fairly well with how fast I can use mana.
Great info, I might actually give those frozen areas in delve that I've been avoiding a shot
Have you ever messed around with the Temporal Rift skill? I have a trigger for it behaving as if it was a 6th flask, my last line of defense and it's saved my life plenty of times already lol
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Member
Wazap bro, as my nickname said, am my account flagged or they ban instant on detect?
I forgot to run thru limited mode (steam), and play for 4.5h.
(Should I make new account or it's fine? Just new at this game kek.)
P.p.s Can't find anything about how they ban ppl, only stupid " imnot:*sampletext* but they ban me "
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Member
Originally Posted by
GameHelper
send me the new binary, maybe the one i got is fked up.
What binary?
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Member
When using DX12 ingame with GameHelper, GSYNC seems to be disabled in PoE, is this a normal occurence?
On another note Vulkan is working perfectly fine with both, but unfortunately DX12 gives me a way more stable FPS. :-/
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Originally Posted by
murcielago14
When using DX12 ingame with GameHelper, GSYNC seems to be disabled in PoE, is this a normal occurence?
On another note Vulkan is working perfectly fine with both, but unfortunately DX12 gives me a way more stable FPS. :-/
how do you figure out if GSYNC is enabled or disabled?
Originally Posted by
imusya
What binary?
ggc/taiwan poe bin so i can figure out new offsets.
Originally Posted by
JustAnotherGamer
I was replying while you were editing.

I'll do some testing to see if it resets, but I asked because my feeling is that it doesn't reset.
PS: The actual cooldown is even bigger than 10 seconds because it matches the duration of the freeze immunity. So it's long, but necessarily so.
added it in the todo list, I will add that.
Last edited by GameHelper; 06-03-2022 at 05:32 AM.
If I did not reply to you, it mean the question you are asking is stupid.
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Member
Originally Posted by
GameHelper
how do you figure out if GSYNC is enabled or disabled?
By using the NVIDIA Control Panel GSYNC Indicator. During normal play of Path of Exile in DirectX 12 mode it shows the Indicator, but when I turn on GameHelper it stops showing, and the game seems less responsive.
- I can also use DirectX 11 mode and Vulkan with GameHelper while the GSYNC Indicator stays "on", but that doesn't seem to be the case with DX12.
I am not certain 100% certain that the Indicator is correct, and I am simply going by "feeling". For now I switched back to Vulkan since I do feel that it's more responsive due to GSYNC (presumably) being enabled.
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Originally Posted by
murcielago14
By using the NVIDIA Control Panel GSYNC Indicator. During normal play of Path of Exile in DirectX 12 mode it shows the Indicator, but when I turn on GameHelper it stops showing, and the game seems less responsive.
- I can also use DirectX 11 mode and Vulkan with GameHelper while the GSYNC Indicator stays "on", but that doesn't seem to be the case with DX12.
I am not certain 100% certain that the Indicator is correct, and I am simply going by "feeling". For now I switched back to Vulkan since I do feel that it's more responsive due to GSYNC (presumably) being enabled.
well that indicator is actually showing with/without gamehelper for me. not sure why it isn't showing for you.
It does goes away temporally when changing area/zone but that's it.

here are my gsync settings similar to yours.

so not sure how can I help you any more.
EDIT: oh BTW, on separate topic, i noticed that GH is working with DX12 full screen.
Last edited by GameHelper; 06-03-2022 at 06:55 AM.
If I did not reply to you, it mean the question you are asking is stupid.