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  1. #81
    Community Member moorewr's Avatar
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    ....
    Thank you for submitting the bug titled 'OTHER: Lamannia - death effect weapon damage not labeled properly in combat log'. Your bug has been sent to our Quality Assurance team to be reviewed.

    We are not able to provide status updates or feedback on individual bugs, however, our QA team may contact you using the private messaging system of the DDO forums or by email if further information is needed about the bug.

    Thank you for helping to make DDO better!

    -DUNGEONS & DRAGONS ONLINE(tm): Stormreach(tm) Team

    Thank you for submitting the bug titled 'OTHER: Lamannia - vorpal effect not always happening on confirmed vorpal'. Your bug has been sent to our Quality Assurance team to be reviewed.
    - Hide quoted text -

    We are not able to provide status updates or feedback on individual bugs, however, our QA team may contact you using the private messaging system of the DDO forums or by email if further information is needed about the bug.

    Thank you for helping to make DDO better!

    -DUNGEONS & DRAGONS ONLINE(tm): Stormreach(tm) Team
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  2. #82
    Community Member Bodic's Avatar
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    ok this is my silly question.

    does the smite,disruption, or banish still have a really low save along with the nat 20 +confirm to work?
    If that is the case then they are now all junk as insta-kills.

  3. #83
    Community Member kyebosh's Avatar
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    Quote Originally Posted by Cordovan View Post
    The vorpal strike should work as normal, provided the target has less than one thousand hit points. If the target has less than 1,000 hit points, and you roll a natural 20, and you confirm that hit, and the target is able to be vorpaled, it should die.
    On face value I see a problem with Disruption (if it's coded as per this description):

    vs Undead (excluding Vampires)
    • HP < 1,000 - YES
    • Roll = 20 - YES
    • Confirm - YES
    • Target Vorpable - NO


    Most undead cannot be Vopraled, thus no disruption?

  4. #84
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    Default Correct, but its a bug - we are being told

    Quote Originally Posted by kyebosh View Post
    On face value I see a problem with Disruption (if it's coded as per this description):

    vs Undead (excluding Vampires)
    • HP < 1,000 - YES
    • Roll = 20 - YES
    • Confirm - YES
    • Target Vorpable - NO


    Most undead cannot be Vopraled, thus no disruption?
    That is correct, and it is a bug... they will have to figure out a way to let the new mechanics work on undead and for Smiting most constructs while not allowing to work on Portals and other special cases.
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  5. #85
    Founder Solmage's Avatar
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    Quote Originally Posted by Trillea View Post
    They have told us the playerbase time and time again that threads like this are NOT bug reports, and do not have the visibility of real bug reports. This is why things that are complained about forever don't get worked on, while they work on things that actually DO get bug reports.
    You are amusingly assuming it's the players responsibility to find bugs and then make sure they get fixed. It is not. It is Turbine's salaried QA's department, whose job was made much easier thanks to this thread, which is already way above and beyond as is.
    Devs: Thanks for making Druids available to VIPs without the pack. This more than anything, has made me want to buy the pack.

  6. #86
    Hatchery Founder
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    Coldin's Avatar
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    *didn't read through the whole thread*

    When I was testing out Banishment on TWF rapiers, it seemed to be using the vorpal effect just fine. Well, I saw it happen once, at least.
    RedShirt / Roleplayer of Giant Slayers, Inc. on Thelanis, formerly Tharashk.
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  7. #87
    2015 DDO Players Council Ironforge_Clan's Avatar
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    Quote Originally Posted by Solmage View Post
    You are amusingly assuming it's the players responsibility to find bugs and then make sure they get fixed. It is not. It is Turbine's salaried QA's department, whose job was made much easier thanks to this thread, which is already way above and beyond as is.
    We know from past experience that the player base does a much better job at finding bugs then the salaried QAs or the test server(s). If it wasn't for our preview server and some very dedicated players most if not all of the issues on the Lam boards would probably have already found themselves onto the live servers.
    Axebiter, Cujo, Runeforge, Runefury, Runegoth, Runehealer, Runehamer, Runehorde, Runenight, Runesongs, Runezephyr
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  8. #88
    Community Member Thorzian's Avatar
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    Quote Originally Posted by JarnOcelatus View Post
    You're right of course, I had overlooked that. I still hope this is a bug. Proc-on-confirmed-20 would be reasonable, if it's too much less than that it starts to become a bit pointless since most things will simply die from loss of HP.
    that's already too far gone to be viable. smiting or banishing on 20's only now...after run down to <1000hp? even worse disruption! the reasons to carry anything other then greensteel and epic weapons just went down by 4 in my book. power 5's are dead. good job turbine
    Quote Originally Posted by Kinerd View Post
    We should make our feedback as honest as possible so that when it is absolutely ignored by Turbine we will get bonus points on the scoreboard of life.

  9. #89
    Community Member kingfisher's Avatar
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    Quote Originally Posted by Solmage View Post
    You are amusingly assuming it's the players responsibility to find bugs and then make sure they get fixed. It is not. It is Turbine's salaried QA's department, whose job was made much easier thanks to this thread, which is already way above and beyond as is.
    turbines qa, ha

  10. #90
    Community Member Drfirewater79's Avatar
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    Quote Originally Posted by moorewr View Post
    Right. So what I am reporting here and in bug reports:
    No on-hit 4d6 damage, at least not that could see in the combat log or on screen.
    No on-20 death when the effect procs.. I am seeing 100hp damage pop up then, but the mob does not appear to save-or-die (or just die).
    Did you test it with all extra damage procs off? Best way to test this would be to take a character and remove all his gear and use a blank disruptor. Dont do it on a rouge or ninja spy monk or halfling guile toon cause they have extra damage mods.

    Damage output should be (on live) one damage number normally but on lama it should be TWO damage numbers .. basic physical and this special damage. Also important to note .. what kind of damage is the 100 .. if its alignment damage constructs and undead are immune and thus will not take this damage.

    (please note i did not and dont plan to test this feature cause i dont care ... not suggesting you didnt test it this way. BUT if you didnt it would be a easy way to take a photo of the combat log or fraps video of the damage numbers to prove your point and avoid others from discrediting you wrongly.)
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    Quote Originally Posted by magnus1 View Post
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  11. #91
    Community Member moorewr's Avatar
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    Quote Originally Posted by Drfirewater79 View Post
    Did you test it with all extra damage procs off? Best way to test this would be to take a character and remove all his gear and use a blank disruptor. Dont do it on a rouge or ninja spy monk or halfling guile toon cause they have extra damage mods.

    Damage output should be (on live) one damage number normally but on lama it should be TWO damage numbers .. basic physical and this special damage. Also important to note .. what kind of damage is the 100 .. if its alignment damage constructs and undead are immune and thus will not take this damage.

    (please note i did not and dont plan to test this feature cause i dont care ... not suggesting you didnt test it this way. BUT if you didnt it would be a easy way to take a photo of the combat log or fraps video of the damage numbers to prove your point and avoid others from discrediting you wrongly.)
    I wasn't necessarily all that scientific, but I did take off my guard items and only use one weapon.. also I did use a rogue, because he's a finesse character and on his own I figured I could keep his dps down enough to get natural-20-on-target-below-1000-hp results.

    So far it appears the damage from the 4d6 effect and the 100pointer on confirmed 20 is logged as untyped.

    Also, look at Shade and Binnsr's posts here for screen shots:
    http://forums.ddo.com/showpost.php?p...0&postcount=41

    http://forums.ddo.com/showpost.php?p...8&postcount=56
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  12. 04-12-2011, 11:21 AM


  13. #92
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    Quote Originally Posted by Solmage View Post
    You are amusingly assuming it's the players responsibility to find bugs and then make sure they get fixed. It is not. It is Turbine's salaried QA's department, whose job was made much easier thanks to this thread, which is already way above and beyond as is.
    Quote Originally Posted by kingfisher View Post
    turbines qa, ha


    lets give credit where credit is due

    giving them the benefit of the doubt they do their best and a great job

    but, they are what, 5, 6 12 even 20 people at most?

    player base on Lamma alone is what? thousands? if not more, all with their own play styles and ideas to test things?

    who do you think is going to be able to find more things? 20 people fully dedicated or thousands of people all playing with their own ideas and methods?

  14. #93
    Community Member kingfisher's Avatar
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    Quote Originally Posted by Tarkenius View Post
    lets give credit where credit is due

    giving them the benefit of the doubt they do their best and a great job

    but, they are what, 5, 6 12 even 20 people at most?

    player base on Lamma alone is what? thousands? if not more, all with their own play styles and ideas to test things?

    who do you think is going to be able to find more things? 20 people fully dedicated or thousands of people all playing with their own ideas and methods?
    gimme a break, this game has more bugs than a dead body in the everglades. always has. and fyi, the players ARE turbines qa. and beta testers. and paying customers. they take advantage of the rabid dorkiness of the player base and cheap their way through as much of the game cost as they can.

  15. #94
    Community Member moorewr's Avatar
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    Haven't tested our various proposed bugs again since the last downtime, stay tuned.

    I've been thinking about the variable DR we're seeing - I read.. somewhere.. that the DR calculation was changing so that it would not exceed half your damage (assuming you did <DR*2). I can't seem to find it in the release notes, but that seems very familiar.
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