COW test stuff to report

Discussion in 'Test Server' started by Leavwiz, Nov 19, 2013.

  1. Gresteh Active Member

    I've noticed a problem with some EEs. Crafting and perhaps some Diplomacy EEs are not being applied when you log, for example "Silius gift" or "Halfing hero". If the effect affects adventuring will be applied, if it doesn't it won’t... not sure about the rest, the EEs are hidden so is hard to track which ones work and which ones don't.
  2. Perle New Member

    This can be seen as an half empty /half full glass thingy. But to be honest , is kinda scary.

    Perle
  3. Leavwiz Well-Known Member

    as several others have stated, it looks like another large effort to get a set of gear that is potentially marginally better than what they already have. that's the half empty view. the half full view is it is a new game to play that lets us keep our alts and friends still playing the Vanguard we know and love.
  4. Fazz New Member

    From some testing today: (55 Psionicist in MH at statue)

    Mindspies:
    Do not persist past relog or crash. The buff icon stays in the bar as if it was still learnt, however the spells have gone from your abilities. You can relearn them again and get duplicate mindspy icons. Can be reproduced at each relog.

    Missing maintained debuff & mob debuff icons:
    Compression sphere and dementia do not show on either of these bars.

    Duplicate maintained debuff and mob debuff icons:
    Temporal shift, psychic schism, mortal paradox icons can be duplicated. The debuff icons do not seem do dissapear when their timers run out. After the timer has actually run out when you recast them it creates a new icons. I had about 20 duplicate icons up on the statue in MH after about 10 mins. (It only duplicates if the dot timer has run out)

    Overlapping dot damage: (Hope the mobs dont have this issue too :) )
    I was able to overlap my dots. With repeated tests and checking my log files i could get 3x temporal shift, 3x compression sphere and 3x psychic schism all running at the same time. I tested this further with dementia and this can be overlapped also. The icons only look like 1 spell is cast, but they can all run simulaneously. The number of overlaps of the dot seems to relate to how long the dot timer is and the cooldown/recast of the abilities before their timers run out. So you would get more overlaps with longer lasting short recast dot abilities, for me compression sphere seemed the most, but not sure about other classes.

    Hope this helps
    Fazz
  5. Naiha Member


    Have been trying to figure out how the crafting process works and this pots cleared things a bit for me.

    Crafting recipes and process seem unfinished:

    1. The recipe description in crafting book doesn't list that a catalyst (Imbued Power) is needed to succesfully craft the recipe.
    2. The recipe description in book alerts about random missing items in "Steps missing items" even if you have them in inventory. This doesn't happen when selecting the recipe at the crafting station.
    3. The recipe description in crafting book rarely alerts you in "Steps missing items" that an Imbued Power is missing. When it does it appears as Imbue.
    4. The same recipe allows to upgrade Rare Imbued Powers to Heroic and Major Imbued Powers. The recipe doesn't allow to upgrade Heroic to Major tho. Guessing this is isn't intended and that Rare should only be possible to upgrade to Heroic and Heroics to Major. Maybe two separate recipes are needed for this.

    On a side note add that Opudufi's Gem Encrusted Staff has no stats.
    Run speed is 100 in CoW at the moment and not altered by any buff or item. This makes POTA's 127 run speed look amazing rofl.
  6. TLoch Developer


    It really does. That gives us really good steps to follow to find these bugs. Hope to see these issues addressed sometime by tomorrow.
  7. Wigin Developer

    Cave of Wonders Run speed with be 127 in the next patch.

    Thank you for your help with the recipes. I will be spending some time this week debugging them and your work gives me a leg up on finding out what I need to do.
  8. Takamoro Member

    Dexterity stat is giving roughly 10% of the normal flat damage bonus to ranged attacks. Also, the tooltip displays the critical bonus from the stat as applying to melee only.
  9. TLoch Developer


    Can you please provide your current Dexterity, the percentage of damage bonus given, and how they both compare to live? Side by side screenshots of the tooltips would actually be best.

    For the critical bonus for melee, can you explain further what you mean?
  10. Takamoro Member

    It's fairly self-explanatory once you log in and mouse over the stat. I don't have an image server any longer and SOE refuses to host them for their forums. The tooltips read thusly:

    On Test:
    Dex at 855
    16.3% Melee Critical Hit Bonus
    65.4 Ranged damage bonus with an average speed weapon.
    7.43% chance to dodge an attack
    3.72% chance to parry an attack
    9.29% chance to completely resist a spell

    On Live:
    Dex at 691
    16.2% Melee Critical Hit Bonus
    498.5 Ranged damage bonus with an average speed weapon.
    7.0% chance to dodge an attack
    4.18% chance to parry an attack
    6.60% chance to completely resist a spell

    So not only are we missing 90% of our flat damage bonus for ranged attacks from this stat, the returns are NOT in line for critical hit bonus at varying statistic increases, and either the tooltip needs changed to reflect that the stat is indeed increasing ranged criticals as well as melee -- or if it's not it's a design flaw that needs corrected. Also, the chance to parry is actually decreasing in the formula. Basically, dexterity is still near completely fubar.
  11. Redver New Member

    Made a set of the CoW armor using augs provided. Its still very unpowered in terms of options i feel and i wore my live weapons as i factored stats.

    Same Strikethrough Chance /Amount as Live (Chance Cap /Amount 53%)
    Same Crit chance as live (25%)
    Same Damage Rating as Live (25%)
    Same Crit Damage as live. (225%)
    Significantly higher attribute stats (600 CON 1k INT 800 WIS taken on Test vs 300 CON/700 INT 600 WIS on Live )

    Still 3000 HP down overal due to no extra hp on gear and would be missing a TON of procs and modifiers to damage also.

    Assuming your going to make it properly painful to even get full purple aug'ed armor you need to boost achievable gear by 25% maybe via more slots on jewelery and weapons when when done.

    Tried "Raidbuffing" Myself to get idea of where stats might end up.The new Mass buffs cant be cast from outside raid/group which is a pain in the making and im pretty sure you need wotever Q&A u got to double check buffs are working as intended.

    Did notice strikethrough from haytet got removed and Rakuur seems to have stolen Turgin's 10% melee dmg element.

    If Cave of Wonders launched tomorrow with this as max achievable armor set i would probably see how encounters are maybe kill each one once then go do something else.I see nothing atm that would inspire me lootwise to revisit this dungeon..One kill on each for amusement then never come back.

    Cobra coming to test tonight so cant comment on encounters yet.
  12. Wigin Developer

    A couple things.

    Stats other then the Primary stats will eventually be uncapped and will help to make Cave of Wonders gear better.

    Mass buffs can only buff your raid.. There is a Scaling version of the buff that will be able to be cast on any group and will also scale to the appropriate level of the target being buffed.
  13. TLoch Developer


    I'm glad you really poured over this and drew attention to it, because as we dug around a bit of the code, we found some anomalies that caused some weird reporting.

    We can start by showing test results in a more controlled environment. The below numbers were taken from Live and our Internal servers (basically Test). Both characters were level 55 Halfling Rogues with the same gear (starter gear), maxed skills (550 in all), and 990 Dexterity.

    Code:
    Live:
    22.0% Melee critical hit bonus
    873.0 ranged damage bonus
    16.0% chance to dodge
    6.0% chance to parry
    6.14% chance to resist a spell.
     
    Test (Internal):
    22.0% Melee critical hit bonus
    81.4 ranged damage bonus
    16.0% chance to dodge
    6.0% chance to parry
    10.0% chance to resist a spell.
    Here's some notes about these numbers.
    1. Currently on test, the Melee critical hit bonus shows 17.5. This is a reporting bug where 0.5 was being used as the base, rather than 5.0. The actual real value is 22.0%.
    2. The ranged damage bonus has disparity -- a huge one. When we were running through this code, our mindset was "Whatever is on the server, reflect that on the client." We happened to miss the fact that while the server was in fact calculating the number now reflected in the tooltip, the client was reporting an entirely different number that was much more similar to Melee bonus damage from Strength. So why the disparity? Because for the past seven years, the client has been reporting the wrong value.
    3. Speaking of bad reporting, we also came across that Dexterity's affects on spell resistance were under reported on the client as well. While at max dexterity for your level, it has been reporting 10.0% chance to resist, in reality, the server's value has actually been 17.0% chance to resist.
    4. On Block, Dodge, and Parry: These numbers are never consistent from class to class, and actually the scaler used in the formula is a direct result from the player's block/dodge/parry value from Skill. You can look at the tooltips from various classes to see how these values differ from class to class.
    These corrections to the reporting will be built to the Test server soon, with patch notes to reflect them.
    Alimora, Ghostchild and Leavwiz like this.
  14. Grunther Member

    Sheesh, so they fat fingered the dexterity math. Poetic.
  15. Alimora Well-Known Member

    @Tloch, i asume your checking the reporting values of other stats too right? :p

    @ wigin, why not make the mass buff the scalable buff, seems weird to have multiple bbo buffs for different purposes.

    Reminders from the raid test we did today:


    Inner light toggles off by itself

    No summons, pretty annoying.

    Buffs disappearing randomly

    Bbo balance needs to be discussed more

    Double augs on sold items.
    I sold my set of con augged gear, and bought a fresh set which I then fully auged. Seems they fused together when I logged out, so now I have 5 cores in some gear :p


    Chunk crashes, possibly related to monks

    Some trash respawns faster than others, especially the mob at the entrance

    Mobs rushing the cow entrance.

    Char select looks weird, colors and lighting is off, really dark.
  16. Wigin Developer

    The reason for the mass and the scaling is that we can't make an ability target your defensive targets raid without some code changes and code is working on performance/crashes and other things right now.

    Looking into the buffs being stripped currently unsure of what is happening.

    The flaming guardian respawns faster because of the mechanic between flaming and gilded guardians. It also serves as a gatekeep from some level of zerging.

    We found out how the double augged gear happened and are planning a fix.

    Thanks again for coming out.
  17. Ratief Member

    I understand the need to priorities what you work on, but I would very much like to let you know that making us duplicate our buff icons on our already overfilled hotbars is going to cause a lot of frustration.
  18. TLoch Developer

    In the next patch, you'll see a fix for this bug. It is, however, not the fix we'd really like to make.

    Fixing that bug the 'right' way would require a fairly intensive rewrite on the player inventory object. That large of an undertaking isn't something that we can afford in the immediate future. So instead, whenever you sell an item to a merchant that contains enhancements, those enhancements will be deleted. We know that players can accidentally sell an item they didn't want to, so we've also added some logging to make it easy for our GMs to find whenever an item with enhancements are sold, so that players are able to recover any items they may have accidentally deleted.

    It's obvious that this isn't the perfect solution. It's one we're settling on for now. Sometime in the future, we'll take the time to address the bug properly. Thanks for understanding.
  19. Alimora Well-Known Member

    Might i suggest a no sell tag ?
  20. Antrana New Member

    I notice an early mention in the post on bard epic coda's, only recieving one of the 3, and not the good one at that. Any update, don't even see a mention on any of the bug reports (unless I'm blind, totally possible)

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