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Bug Report 21/05/2015 (Abilities)

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Zealote
Posts: 456

Re: Bug Report 21/05/2015 (Abilities)

Post#171 » Sun May 24, 2015 5:34 pm

My AM's dots cast before detaunt are cancelling the detaunt, but weirdly my RP's/engi's don't (haven't tried any other chars) :? I asked another AM to test it and they said it's the same for them.

Edit: Wouldn't have thought it was relevant but just in case... my AM was one of the chars with the stuck in SC problem.
Aetir

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Morf
Posts: 1247

Re: Bug Report 21/05/2015 (Abilities)

Post#172 » Sun May 24, 2015 9:34 pm

To add to what i said earlier in this thread, all melle skills(atleast on my kotbs,choppa and bo) seem to get buggy range at times where they are so slightly out of range that i am able to use a melle skill, it plays like half the animation and doesnt land. Cheers
Morfee - Shaman / Mynnos - Kotbs / Grubod - Black Orc / Snubz - Squig Herder

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Azarael
Posts: 5332

Re: Bug Report 21/05/2015 (Abilities)

Post#173 » Sun May 24, 2015 9:43 pm

Yeah, there's no latency compensation in the code so if you cast on the client and the server detects you're out of range, it resets your cooldown and animation.

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Dioxin
Posts: 28

Re: Bug Report 21/05/2015 (Abilities)

Post#174 » Sun May 24, 2015 10:42 pm

Dunno if its been said or not but i seems that Witch Elves stay in stealth for 5ish seconds after they start attacking you.

navis
Posts: 784

Re: Bug Report 21/05/2015 (Abilities)

Post#175 » Sun May 24, 2015 11:03 pm

RP Oath Runes (all that i know of) - cause 'in combat' bug, cannot enter SC/change tactics

recreate steps:
after combat, in warcamp
have Oath Rune of Power on self (i'm playing RP)
SC queue "pop", can't enter cus 'in combat'
right click Oathrune to remove
now out of combat.

* this don't happen all the time...

cheers
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Azarael
Posts: 5332

Re: Bug Report 21/05/2015 (Abilities)

Post#176 » Sun May 24, 2015 11:45 pm

Dioxin wrote:Dunno if its been said or not but i seems that Witch Elves stay in stealth for 5ish seconds after they start attacking you.
I don't know how stealth originally worked on Mythic, though I theorize that it didn't use our implementation. We remove the enemy player from the client when they stealth and readd them when they reappear. This implementation causes some issues, and it's beyond my power to fix.

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magter3001
Posts: 1284

Re: Bug Report 21/05/2015 (Abilities)

Post#177 » Mon May 25, 2015 4:23 am

Morf wrote:To add to what i said earlier in this thread, all melle skills(atleast on my kotbs,choppa and bo) seem to get buggy range at times where they are so slightly out of range that i am able to use a melle skill, it plays like half the animation and doesnt land. Cheers
Yeah I can confirm this on my BO, I know of latency but my character was getting collision on the order player and I still couldn't use my melee abilities on him because he was out of range. Not complaining or anything but just something to keep in mind if you guys ever try to implement a latency workaround. ;)
Agrot 35/40 Aggychopp 32/40
Grelin of Magnus/Badlands ;)

Helkyte
Posts: 2

Re: Bug Report 21/05/2015 (Abilities)

Post#178 » Mon May 25, 2015 5:53 am

Didn't see this mentioned yet, but maybe I missed it. KotBS Sunder seems to be doing more damage than Precision Strike, despite the tooltips to the contrary.

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sotora
Posts: 320

Re: Bug Report 21/05/2015 (Abilities)

Post#179 » Mon May 25, 2015 7:25 am

Azarael wrote:
Dioxin wrote:Dunno if its been said or not but i seems that Witch Elves stay in stealth for 5ish seconds after they start attacking you.
I don't know how stealth originally worked on Mythic, though I theorize that it didn't use our implementation. We remove the enemy player from the client when they stealth and readd them when they reappear. This implementation causes some issues, and it's beyond my power to fix.
I had one complaint from a player in sc that he did not saw me when I've opened on him from stealth, but that was group fight in scenario when we were winning/puting melee train on them. Anyway we talked during scenario and tested by me opening more on this specific player - and then he saw me from first second I've opened on him from stealth.
+
I was playing my WE a lot since patch, and I was getting attacked in 1st second since I've got out of stealth.
I was dueling and I was getting attacked immedietaly since I've opened on my opponent from stealth and none of my duel opponents complained about not seeing me.

So IF it does happen (I am not convinced it does) then it happens very rarely.


I do have some report about stealth to make though. Since 21/05 patch Stealth seem to be much more "vunerable" - I get detected when in stealth much more often. Sometimes I get impression that I get "thrown out of stealth" even without enemy players in close proximity (will test it further).
I don't know if this is intended, I am just reporting that it definately changeda and stealth is much more detectable.

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Azarael
Posts: 5332

Re: Bug Report 21/05/2015 (Abilities)

Post#180 » Mon May 25, 2015 9:29 am

sotora wrote:I do have some report about stealth to make though. Since 21/05 patch Stealth seem to be much more "vunerable" - I get detected when in stealth much more often. Sometimes I get impression that I get "thrown out of stealth" even without enemy players in close proximity (will test it further).
I don't know if this is intended, I am just reporting that it definately changeda and stealth is much more detectable.
This is both correct and intentional.

The previous stealth check would only cause you to be detected if you were within 5 to 10 ft of the target and standing in front of them. Naturally, this would mean that your stealth was perfect.

The new check broadly works like this:

- The stealth detection radius is 40ft if you are in front of your target, or 13ft otherwise. If you are outside of this distance, your target cannot spot you.
- The base detection chance is 5% plus (40% - distance in feet away from the target).
- If you are flanking your target, the detection chance is divided by 3.
- The detection chance is also modified by the ratio of your Initiative to your foe's Initiative. If you have twice as much Initiative as them, you are twice as difficult to detect.
- If someone spots you, only they can see you. If you leave their stealth detection range after having been spotted, they will lose you.

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