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- Surfingbirdz-Tauri (25.04.2018)
- Aithne (25.04.2018)
- Xiania-Evermoon (25.04.2018)
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Megnyitotta Xiania-Evermoon - 25.04.2018 00:50
Utoljára szerkesztette: Chris - 04.05.2018 15:29
FS#10714 - Siege of Niuzao Temple PTR Bugs
Hello! The following is a list of bugs found on the Challenge Mode difficulty of Siege of Niuzao Temple.
General/Global - FIXED
1) Shado Master Chum Kiu is visible at the start and end of the dungeon and able to give a quest. He should not be there on CM difficulty. Fixed
-Proof of Bug: Video
2) The sap puddles in the tree are keeping you slowed after you leave their area for a short time. Their slow should line up with the graphic on the floor. Not a Bug - Aura duration is 1.25 sec and i tested on offical, its blizzlike
-Proof of Bug: Video
3) Standing in the sap puddles while out of combat begins to shift you in and out of combat. This should not happen. Fixed
-Proof of Bug: Video
4) You should be able to get through the gate after the 2nd boss by mounting a passenger mount and pushing the passenger through the wall, and then ejecting them off the mount. You should also be able enter someone else’s passenger mount once they are already on the other side. Won’t fix, If we would implement this offical bug, it would cause way too many exploits in raids... sorry :( (We’ve spent a lot of time back in wotlk to fix this exploit)
-Proof of Bug: Video
-Correctly Working: Video, Video 2 (He describes it but they don’t actually do it in this video)
Trash Throughout the Instance - FIXED
1) The Ski’thik Amber-Weavers should not start their Resin Weaving cast if they do not have line of sight on their target. Not a bug - The spell has this attribute: Attribute 2: 0×00000004 (CAN_TARGET_NOT_IN_LOS)
-Proof of Bug: Video
2) The effects of the Wind’s Grace circles placed by the Sik’thik Battlemenders should stack if the circles overlap (2 debuffs should be given). Fixed
-Proof of Bug: Video
-Correctly Working: Video
3) Players stood in the Wind’s Grace circles should get the same buff as the enemies. Fixed
-Proof of Bug: Video
-Correctly Working: Video
4) The Ski’thik Battlemenders should be casting Mending. Currently they do not. fixed
-Proof of Bug: Video
-Correctly Working: Video
5) The Sik’thik Builders are moving too easily. They appear to be able to cast their Hurl Brick ability while moving, which they should not do. They should prioritize their melee attacks over Hurl Brick as long as the tank is in range of them, however if the tank gets out of melee range with them, they should go back to casting Hurl Brick. Fixed
-Proof of Bug: Video
-Correctly Working: Video
Vizier Jin’bak - FIXED
1) Vizier Jin’back should not be attackable until 3 packs of enemies in the hollowed out tree die, at which point he does the line “I hope they make it this far!”. Before he becomes attackable, standing in his encounter area should deal light ticking damage to anyone in it. Fixed
-Proof of Bug: Video
-Correctly Working: Video, Video 2
2) You can pull the boss out of his encounter area. As soon as he gets outside of the “walls” of the room he should reset. Fixed
-Proof of Bug: Video
3) Detonate sometimes doesn’t hit. - Fixed
-Proof of Bug: Video, Video 2
4) When the Sap Globules reach the center of the room, they should increase the puddle size. Currently there appears to be a significant delay between them despawning and the puddle actually growing. Fixed
-Proof of Bug: Video, Video 2
5) The Sap Globules spawned by the boss should despawn when he dies. Fixed
-Proof of Bug: Video
6) Detonate should be dealing higher damage on Challenge Mode than it does on normal and heroic mode. The correct value for the “base” size of the puddle is 30000 (3*10000) damage, increasing as the pool grows. Fixed, thanks to Aithne
-Correctly Working: Video
-Calculations: druids in bear form have 25% passive magic damage reduction from Thick Hide. At 5:32, the druid took 11250 total damage under Survival Instincts after a party member drained the pool, meaning 30k unmitigated damage (11250/0.75/0.5). Later, at 6:18, he takes 18000 from another fully drained pool under Barkskin. (18000/0.8/0.75) Also, I (Aithne, shamelessly editing the report) believe that Detonate damage scaling is implemented incorrectly, and it should be basedmg*difficultyscale*2^(puddlesize-1). Calculations for that are in the comments.
Commander Vo’jak - FIXED
1) The event can sometimes get “stuck” and take a very long time to progress to the next wave. Fixed
-Proof of Bug: Video
2) When spam clicking the gong, multiple messages pop up saying that the next wave is coming. It should only display once. Fixed
-Proof of Bug: Video
3) If you click the gong just before the next wave spawns, you can get a double wave. It should always only allow the very next wave to spawn, and not push 2 waves together. Fixed
-Proof of Bug: Video
4) The boss should remove any of the tar that is nearby when he finishes his charge and starts to do his whirlwind. Tar that he runs over on his path should remain. Fixed
-Proof of Bug: Video
-Correctly Working: Video
5) You should be able to attack the enemies running up the initial staircase if you position yourself directly in front of them on the ledge separating the bottom “playable” area and the blocked off section. Won’t fix - Same issue with vmaps as it was in temple of the jade serpent :(
-Proof of Bug: Video
-Correctly Working: Video
6) You should not leave combat between waves. - incorrect
-Proof of Bug: Video
7) The Ski’thik Amberwing can be displaced with abilities like clash. It should not be able to be moved. Fixed
-Proof of Bug: Video
8) The boss should charge a player, and THEN start his Thousand Blades cast. Currently he casts it and channels while moving to his target. Fixed
-Proof of Bug: Video
-Correctly Working: Video
9) The boss has a small period at the start of his Thousand Blades cast where he is not actually spinning or doing damage. It should just instantly start him spinning for the entire cast time. Fixed
-Proof of Bug: Video
10) The Ski’thik Demolishers sometimes hit multiple times when they explode. Each Demolisher should only do 1 explosion when it dies. Fixed
-Proof of Bug: Video
General Pa’valak - FIXED
1) When the boss does his blade rush ability, it should always target a player’s location. Fixed
-Proof of Bug: Video
-Correctly Working: Video
2) When the boss does his blade rush ability, it should place a targeting circle indicating where he will be charging to, giving you time to get out of the area. Fixed
-Proof of Bug: Video
-Correctly Working: Video
3) When the boss adds spawn, if they run over the patrolling pack of enemies up the hill, the patrol gets pulled into combat. The boss mobs shouldn’t cause other packs to enter combat. Fixed
-Proof of Bug: Video
4) The bombs spawned by the boss have very delayed responsiveness when clicked or thrown. As soon as you click to pick up or throw the bomb, you should gain/lose the target circle. It’s working fine for me
-Proof of Bug: Video (Honestly it doesn’t look that bad on video, but when playing it feels extremely clunky)
5) You can only see the stacks you applied to the boss, and they appear to be individually counted. The stacks should be shared for the entire party and displayed to everyone. Meaning any bomb thrown by any player should add 1 stack and refresh the total time. Currently it is possible for stacks to fall off of the boss if 1 person does not refresh their personal stacks. Fixed
-Proof of Bug: Video (You can see the mage throwing them, but I cannot see the boss stacks.)
6) The boss should face 1 direction and not turn during his shield phases. Currently he rotates to face the tank at all times. Fixed
-Proof of Bug: Video
7) When the !!! over the bombs turns red, they should no longer be able to be picked up. Fixed
-Proof of Bug: Video
-Correctly Working: Video, Video 2
8) When the boss dies, any remaining bombs should despawn, and any bombs held by players should be instantly dropped. Currently you can continue to pick them up and throw them at the next set of trash. Fixed
-Proof of Bug: Video
9) Bombs should continue to fall the entire time he is in his shield phase. Fixed
-Proof of Bug: Video
-Correctly Working: Video
04.05.2018 15:29
A lezárása indoka: Fixed
További megjegyzések a lezárással kapcsolatban
After crash/restart
https://www.youtube.com/watch?v=bMadbVF32JE&t=1m35s - in this video, paladin takes 10k damage twice and 20k damage once, with small and slightly larger puddles, meaning that the heroic mode puddle base damage is almost certainly 10k. (Which is what I’ll call a size 1 puddle). 10k base damage is confirmed by several videos, including https://www.youtube.com/watch?v=Ef1Ce3dBza8&t=3m15s
https://www.youtube.com/watch?v=axz7oXXlPAw&t=35s - in this one, the balance druid takes a barely legible 68k, which, when accounting for the 15% dmg reduction moonkin form used to provide, means a 80k damage hit from a small puddle, mostly looking like a 3-sized one, definitely not 8, however.
https://www.youtube.com/watch?v=gZmgJMqqhgc&t=2m37s - and in this one, the death knight takes ~32k damage under AMS and Bone Shield (and Blood Pres ofc) and half of his teammates’ health goes missing. Later, he also takes a ~113k hit from detonate.
Correct damage formula: basedmg*difficultyscale*2^(puddlesize-1)
The correct basedmg is 10000, heroic mode difficulty scale is 1.0, normal mode 0.7 (from https://www.youtube.com/watch?v=4WbXTgesdpk&t=3m10s - dealt 7k and https://www.youtube.com/watch?v=ymqzGcUjfrw&t=5m27s - dealt 56k*0.8), challenge mode 3.0
Actually you can see the paladin tank, to drop combat between two add wave.
Siege of Niuzao Temple - Gold Challenge Mode Guide (Paladin Tank)
Here, you can see the “Combat-” text, when the healer clicks on the gong.
Siege of Niuzao Temple - Gold Challenge Mode Guide with Commentary
Thanks! Updated the post
SonT related bugs:
FS#10717,FS#10558,FS#10497.Detonate damage needs a LOT of further research tho... :D