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Projekt: MoP
Megnyitotta Xiania-Evermoon - 25.03.2018 09:56
Utoljára szerkesztette: Aithne - 08.05.2018 12:10

FS#10437 - Mogu'shan Palace PTR Bugs (Full List)

Hello! This is a list of bugs found in the Challenge Mode difficulty of Mogu’shan Palace. The 3 people we went in to test with all have extensive CM experience from live, each with at least realm best times or speedrunning experience.

General/Global Bugs

1) The Ancient Mogu Treasure pile should not spawn or be lootable on Challenge Mode difficulty. Currently it is there and gives heroic loot. - fixed
-Proof of Bug: Video

2) The Jade Quilen throughout the instance which are able to be interacted with for the Quarrelsome Quilen Quintet achievement should not be there on CM difficulty. - fixed
-Proof of Bug: Video

3) At both the beginning and end of the instance, Sinan the Dreamer is in her standard Heroic spot with a quest available if you haven’t accepted it already. She only appears after the instance is started, and disappears after it ends. She should not appear on CM difficulty at all. - fixed
-Proof of Bug: Video

Trash throughout the Instance

1) The Giant Cave Bats which fly overhead just after the first boss should not be able to be targeted by players or attackable by any ability. They are supposed to just be dungeon dressing. Currently you can attack them and they will keep you in combat until they “loop” back around to their original spawn location. - fixed
-Proof of Bug: Video

2) The Glintrok Ironhides in the instance can sometimes have their Iron Protector buff permanently. This buff should be removed when any CC which interrupts spellcasting (sleep, sap, silence, stun, fear, disorient, etc) is applied to the Ironhide. - fixed
-Proof of Bug: Video

3) The Glintrok Skulkers throughout the instance have too large of a range on their Shank ability. You should have to be firmly in melee range for the ability to hit you, and only have to move slightly to avoid it. - fixed
-Proof of Bug: Video

4) There should be a patrol which walks around the balcony and near the 2 static Glintrok Oracles in Gekkan’s room. It consists of 1 Glintrok Ironhide, Oracle, and Hexxer. This should only be there on CM difficulty. - fixed
-Proof of Bug: Video
-Correctly Working: Video, Video 2

5) The Glintrok Hexxers in the instance should all be casting Hex of Lethargy on random players. Currently they appear to not be casting it on CM difficulty. - fixed
-Proof of Bug: Video

6) The 2 Glintrok Oracles after Gekkan’s encounter can follow you up the elevator and glitch through the floor to continue attacking you if you enter combat with them before going up the elevator. They are supposed to drop combat similar to the enemies in Gate of the Setting Sun when the elevator starts to rise. - fixed
-Proof of Bug: Video

7) The first pack immediately after the elevator which consists of 2 Harthak Flameseekers and 2 Gurthan Swiftblades should drop combat and reset their position after the group reaches ~1/4th of the way through the final boss’s room in the dungeon. Currently they stay in combat and will follow you all the way in. - fixed
-Proof of Bug: Video
-Correctly Working: Video

8) There is a patrol missing in the hallway directly before the boss room. It should path between the 2 rooms full of Mogu in front of the large quilen statues. It consists of 3 Kargesh Highguards, and should only be there on CM difficulty. - fixed
-Proof of Bug: Video
-Correctly Working: Video

9) The Quilen Guardians directly before the final boss should all have a linked aggro. When any one of them enters combat all 4 of them should enter combat. Currently the back left quilen is separate from the others and will remain out of combat if it is not directly pulled. - fixed
-Proof of Bug: Video

10) The Quilen Guardians should do a pounce with a substantial range on random targets. Currently they simply stay on the person with highest threat and do not bounce around. - fixed
-Proof of Bug: Video
-Correctly Working: Video (He describes what they do but they handle it correctly), Video 2
-Ability: Leaping Rush

11) The Quilen Guardians can apply their bleed effect from outside of melee range. They should have to be in melee to apply it. - fixed
-Proof of Bug: Video (Watch Deterrence on the party frames)
-Ability: Carnivorous Bite

Trial of the King

1) The bosses often spawn in the wrong order. They should always spawn as follows: Kual the Brute –> Ming the Cunning –> Haiyan the Unstoppable. - fixed
-Proof of Bug: Video, Video 2
-Correctly Working: Video, Video 2

2) The bosses can be pulled out of their encounter area. They should reset just after reaching the top of the stairs if they are pulled tpwards the entry door. (Note that you should be able to pull the bosses into the area where the loot box/secret stairway is) - fixed
-Proof of Bug: Video
-Correctly Working: Video

3) When Kual the Brute does his Shockwave ability, it should knock up anyone who is stood over the animation only when it spawns. Currently it seems that there is a slight delay between the animation and the knockup effect, meaning if you move over the floor animation after it spawns, you will still be knocked into the air. - fixed
-Proof of Bug: Video

4) Mu’shiba has strange movement when pulled and when he is returning to the tank after hitting someone with Ravage. - fixed
-Proof of Bug: Video, Video 2

5) The Lightning Bolt from Ming the Cunning should be interruptable. Currently interrupts and silences do nothing. - The dungeon journal entry or the spell is wrong, it can’t be interrupted on retail either.
-Proof of Bug: Video
-Correctly Working: Dungeon Journal

6) The Magnetic Field from Ming the Cunning should essentially pull anything within a certain area toward him, and that area should start small and get bigger over time. Currently it appears to do nothing for a while, and then suddenly pull everything in from it’s maximum range. - fixed
-Proof of Bug: Video
-Correctly Working: Video

7) The Whirling Dervish spawned by Ming the Cunning is moving too slowly on CM difficulty. - fixed
-Proof of Bug: Video
-Correctly Working: Video

8) The Conflagrate cast by Haiyan the Unstoppable is making the targeted character run around too fast. -fixed
-Proof of Bug: Video
-Correctly Working: Video

9) The Meteor cast by Hayan the Unstoppable should split the total damage of the ability evenly among all targets hit by it. Currently it does the maximum damage to anyone who is within the area. - fixed
-Proof of Bug: Video (It should do 800k dmg split, and we had barrier up, each other player in the group took 600k, I took less being a tank)

10) It is possible to have a second boss activate before the currently active one is “dead”. - fixed
-Proof of Bug: Video

11) It is possible to re-aggro/stay in combat with whichever boss is the final one to spawn. This also causes it’s boss frame to stay active through the entire instance. - fixed
-Proof of Bug: Video

12) The bosses currently need to hit 1hp before going inactive and letting the next boss become aggressive. They should transition at 10% of their hp exactly. - fixed
-Proof of Bug: Video
-Correctly Working: Video

13) The unattackable NPCs which toss you back into the center of the room when you run into them can sometimes not correctly return to their locations after being hit by Whirling Dervish. - fixed
-Proof of Bug: Video

14) Mu’shiba has double the health he’s supposed to have and has a mana bar, despite all DB values appearing to be correct. - fixed
-Proof of Bug: Picture

15) There should be a way to skip the RP event which starts the boss and pull them immediately when you get within range. On live there were 2 different methods of achieving this. Further explanation in the comments to not take up excessive space in the report. - fixed

Gekkan

1) Gekkan and his adds have an aggro range which is slightly too large. You should be able to land in the corner next to a pillar and not aggro the boss, giving you a chance to heal the group after they jump down before pulling. - fixed
Proof of Bug: Video

2) As soon as you aggro Gekkan, any of his adds who were not directly engaged by a player on the bottom will immediately begin to run for the staircase to attack people still standing on the ledge. They should not do this, and instead run to the nearest player on the floor of Gekkan’s room. - fixed
-Proof of Bug: Video

3) The 2 caster NPCS (Hexxer and Oracle) in the encounter have fairly unpredictable movement. Sometimes when you jump down they immediately run away, sometimes the immediately run to the tank, other times they just stand in place and do nothing, other times they stand in place and begin casting (this one is correct). They should have standardized caster NPC behavior. - fixed
-Proof of Bug: Video, Video 2, Video 3
-Related Report:  FS#10436 

Xin the Weaponmaster

1) There should be a “safe” spot near the front right of the room where none of the swirling axes will approach and knock you back. It’s highly likely that most of the weapons in the room have incorrect paths, but short of just watching a LOT of videos it will be difficult to get exactly correct. Here is the area that should be relatively clear of any weapons.
-Proof of Bug: Video
-Correctly Working: Video, Video 2

2) The 2 Faintly Glowing Gems in the room have nameplates visible the entire dungeon, including before pulling the boss. They should not be there at all until 66% (for the southeast) and 33% (for the northwest) on the boss’s health. - fixed
-Proof of Bug: Video
-Correctly Working: Video

3) Clicking the Faintly Glowing Gems together should deactivate most traps in the boss room and deal 15% of the boss’s max hp in damage immediately to him. Currently he is taking no damage from the crystals being activated together. - fixed
-Proof of Bug: Video
-Correctly Working: Video, Video 2

4) The flame circles spawned by the staves near players can sometimes not do damage or knock a player in the air. Anyone stood inside should always be affected. - fixed
-Proof of Bug: Video

5) Pets appear to be taking full damage from the various AoE effects in the room. Player pets should always take 90% reduced damage from AoE sources. - obsolete
-Proof of Bug: Video (You can see the hunter pet dies to the blade lines)

Lezárta  Aithne
08.05.2018 12:10
A lezárása indoka:  Fixed
Xiania-Evermoon commented on 25.03.2018 10:29

The first boss RP event skip

There were 2 ways to accomplish this on live servers, I’ll try and be as specific as possible with video if I can. Enabling this to happen in some form is the only way that speedrun clears can happen, there are dozens of videos of this working if you watch any record clear from live.

Method 1 The first way to skip the RP event was fairly straightforward, all you would need to do is run into the boss, trigger the RP, and then use the following to reset the dungeon “/script ResetChallengeMode();”. You immediately click the Challenger’s Orb and start the dungeon, and just run to the boss room before the RP finishes and the door closes. This method was only somewhat effective because it had a chance to not work (about 40% of the time the dungeon would just completely reset, including the RP)

Method 2 The most effective way was more complicated. You would have to clear the trash up to the first boss, then have someone run in and trigger the boss and die to it. That person would then need to be rezzed in the center of the boss roombefore the boss respawned but NOT take the res. They would then reset the challenge while dead, AFTER the enemies respawn in the room. After they get teleported to the beginning of the dungeon, they wait for a few seconds, and then accept the res. They should be resurrected in the center of the boss chamber for a split second before being teleported back to the entrance. This caused the RP event to happen and count as a “wipe” on the boss. Any time the party wipes on the boss, there is no RP on the next attempt and instead the boss just spawns instantly. Since the dungeon “thinks” that the party has wiped already, the RP does not trigger and you can instantly run in and pull all the trash and the boss.

Video of this method working: https://www.youtube.com/watch?v=EDIAStqDQvI

Admin
Webby commented on 11.04.2018 13:44

The first method won’t work on Tauri, not even with a small chance. It does not match our system and it was probably a bug on retail too. I tried the second method and it works, but the party might not be 100% able to skip the RP event on the first try.

Xiania-Evermoon commented on 11.04.2018 13:46

Alright cool, I’ll go in and test it out then, when we were trying to see it before there was the bug going on with DC on reset which made it impossible.

Xiania-Evermoon commented on 12.04.2018 13:30

We could not get it to work when we went and tested it. The main issue is that the boss now takes about 4 seconds to respawn after a wipe and just continually respawns and despawns when there is no one in the room. This means there is not enough time to finish casting a resurrection spell on the person who died. We then tried this with classes that could battle res, and while it let everything else happen (accepting the res after reset DID put us in the boss room for a moment before porting), the RP skip just never actually worked.

Here’s our tries (its long, mainly just posting if you need proof of this): https://www.youtube.com/watch?v=m31QwUBry4E&feature=youtu.be

Admin
Webby commented on 13.04.2018 08:35

Respawn issue fixed

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