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  1. #1
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    Default Druid bugs that are still not fixed

    Posting these again as forum wipe. No dev response to any of them in previous forum, no fixes either and not added to known issues list. I wonder if there's any point in submitting bug reports or bringing these things up...sigh

    Druid wolf pets past level 9 still do not attack.

    I have absolutely no doubt in saying that druid and artificer pets still bug out before and after level 9 . (not following properly and not attacking after climbing ladders)

    cold breath spell does not add cold damage to attacks.

    Winter wolf description says critical hits on 18-20. Inventory drop down detail for weapons shows 19-20 (unarmed)

    Wolf movement speed buff doesn't seem to stack with striding.

  2. #2
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    I do believe the run speed is intended to not stack with striding, since it's stated enhancement run speed.

    I have another thing want to report here, the unarmed attack seems to be modified by reinforced fist and monk past life, but drop the damage die from 1d10 to 1d6, is this intended or just an error showing?

  3. #3
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    Quote Originally Posted by Lawliet View Post
    I do believe the run speed is intended to not stack with striding, since it's stated enhancement run speed.

    I have another thing want to report here, the unarmed attack seems to be modified by reinforced fist and monk past life, but drop the damage die from 1d10 to 1d6, is this intended or just an error showing?
    Could well be, but then its a totally pointless enhancement as 2 x 5 minute (has been changed to 5 minutes) 25% striding clickies are available easily (angers step) at level 1. Also long strider spell at level 1. Would be nice for a DEV to confirm if its meant to be pointless fluff. Normally when they add a movement enhancement its supposed to stack. (barbs, monks and acrobats for example)

    As for the unarmed attack thingy, I've seen that bug mentioned by other players. As far as i'm aware its supposed to improve it not make it worse.

  4. #4
    Community Member PNellesen's Avatar
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    I assume Flameblades still disappear when you swap to another weapon? And have the devs ever said if that's WAI? I bug reported it back in Beta 3 but never got a response one way or the other.

    Would be nice to know for sure so I can quit asking about it
    Quote Originally Posted by Ertay View Post
    While they were at it though, the devs decided to go on an incredible nerfhammer rampage and left nothing in their wake standing...

  5. #5
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    Quote Originally Posted by PNellesen View Post
    I assume Flameblades still disappear when you swap to another weapon? And have the devs ever said if that's WAI? I bug reported it back in Beta 3 but never got a response one way or the other.

    Would be nice to know for sure so I can quit asking about it
    Clearly says on the spell that the flame blades will disperse if you unequip them

  6. #6
    Community Member HalfOrcBeautyQueen's Avatar
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    Quote Originally Posted by Lawliet View Post
    I do believe the run speed is intended to not stack with striding, since it's stated enhancement run speed.

    I have another thing want to report here, the unarmed attack seems to be modified by reinforced fist and monk past life, but drop the damage die from 1d10 to 1d6, is this intended or just an error showing?
    Not sure if this is an error or not as I haven't been able to test it myself yet.

    The Monk past life is supposed to increase your natural weapon (animal form) by 1.5

    So it would be 1[W] + 1.5[W].

    There was a table on the Beta Forums showing the new unarmed die progression, but since those boards were wiped clean I cannot link to it.

    WHAT NEEDS TO BE CONFIRMED:
    If taking the past life feat changes your dice to 1d10 + 1.5(1d10) OR changes it from 1d10 base to 1d6 + 1.5(1d6).

    Even if the feat changes the base die to 1d6 the added bonus increases the DPS overall.
    BEFORE YOU ENTER REMEMBER THAT THE TOMB IS GUARDED BY TERRIBLE MONSTERS AND MEN WITHOUT MERCY.

  7. #7
    Community Member PNellesen's Avatar
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    Quote Originally Posted by Adengu View Post
    Clearly says on the spell that the flame blades will disperse if you unequip them
    Ah, I thought it said would disappear on death or resting, but haven't been on to check. Just don't see it being very useful if it disappears every time you want to swap to a potency weapon set or a clickie or something, then have to cast it again.
    Quote Originally Posted by Ertay View Post
    While they were at it though, the devs decided to go on an incredible nerfhammer rampage and left nothing in their wake standing...

  8. #8
    Developer Eladrin's Avatar
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    Quote Originally Posted by LupusVai View Post
    Druid wolf pets past level 9 still do not attack.
    I know that's been fixed internally.

  9. #9
    Community Member Captain_Pengie's Avatar
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    Quote Originally Posted by Eladrin View Post
    I know that's been fixed internally.
    It would be great if that 'fix' was for ALL of the pet/hireling issues, but somehow I doubt it. Hirelings have had issues since the first day they hit beta and these have only gotten worse with each 'fix'. Warriors that don't attack, clerics that heal neither themselves nor the party (or only heal themselves and then still complain that they need healing), casters who blow all of their mana in the first combat without actually damaging anything, rogues (if you are rich enough to waste TP on them) that will not disarm traps and all of them with follow issues which cause them to frequently get stuck.

    We could put up with it with hirelings as you were not paying real money for these (unless you were silly enough to fork out for the gold seal ones), but with Artificers and Druids we are paying for AI which is broken beyond repair. Dogs/Wolves who sit around looking stupid instead of following, or run up near the mob and then sit and beg or, as pointed out with druids, simply don't do anything at all. It is time for the whole hireling/pet AI to be thrown out and rewritten from scratch to get rid of all the bugs hidden deep within it's no doubt spagetti like structure after all the quick-fixes over the years. As a guide, take a look at LOTRO's soldier code for what we need: Defenders who will stand in front of you getting the agro and fighting anything which comes close, Healers who stand behind you healing and avoiding agro, Casters who buff you and then lay down tactically placed havok with their spells.

    We don't need anything terribly complex, just something which works reliably within its defined role.

  10. #10
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    Quote Originally Posted by Eladrin View Post
    I know that's been fixed internally.
    Thanks for a reply. At least I know a DEV knows about it now, hopefully you'll be able to pass along the other issues to whomever deals with them.

  11. #11
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    Quote Originally Posted by HalfOrcBeautyQueen View Post
    Not sure if this is an error or not as I haven't been able to test it myself yet.

    The Monk past life is supposed to increase your natural weapon (animal form) by 1.5

    So it would be 1[W] + 1.5[W].

    There was a table on the Beta Forums showing the new unarmed die progression, but since those boards were wiped clean I cannot link to it.

    WHAT NEEDS TO BE CONFIRMED:
    If taking the past life feat changes your dice to 1d10 + 1.5(1d10) OR changes it from 1d10 base to 1d6 + 1.5(1d6).

    Even if the feat changes the base die to 1d6 the added bonus increases the DPS overall.
    well, currently on Lam, my 18druid/2monk has a 2(1d6)+y/19-20x2 with handwraps on his inventory panel, when tranformed into winter wolf, it shows 2(1d6)+y/17-20x3. I have improved crit:Blun, monk past life active one and u8 monk robe with reinforced fist. If I unequip my robe, my die drops to 1.5(1d6) in both forms. So right now, monk past life and item which increase unarmed only increase base weapon damage by 0.5 each no matter which form I am in.

  12. #12
    Developer Vesuvium's Avatar
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    cold breath spell does not add cold damage to attacks.
    This one has been fixed. You should see the fix on your next beta patch, probably.

    Winter wolf description says critical hits on 18-20. Inventory drop down detail for weapons shows 19-20 (unarmed)
    Good to know.

    Wolf movement speed buff doesn't seem to stack with striding.
    It is not intended to, since it is an enhancement bonus to movement speed.

  13. #13
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    Quote Originally Posted by Vesuvium View Post

    It is not intended to, since it is an enhancement bonus to movement speed.
    Any chance we could convince that speed boost to be the same as monk speed boosts? Wolves should run fast, faster than a character with 30% striders.
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  14. #14
    Founder riexau's Avatar
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    Forms are taking weapon dmg/crit and multipliers instead of using the set form dmg.

  15. #15
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    Quote Originally Posted by riexau View Post
    Forms are taking weapon dmg/crit and multipliers instead of using the set form dmg.
    Thats only on the inventory drop down display. It doesn't seem to actually effect your actual attacks though. The form dmg/crit seems to over ride it.

  16. #16
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    Quote Originally Posted by Vesuvium View Post
    It is not intended to, since it is an enhancement bonus to movement speed.
    Thanks for the update.

    The wolf run speed does then seem a bit pointless over all. I guess its just supposed to be flavour text rather than substance so to speak. Which isn't game breaking, just seems a bit "meh why bother".

    Perhaps, if i may be so bold as to make a suggestion:
    Would it be terribly game breaking if it either worked as 25% striding in normal wolf and 30% striding as winter wolf. (that way the advantage would be that it saves a item slot or having to use a a clickie every 5 minutes. (which really isn't hard work so doesn't really gain much overall.) It also wouldn't be totally pointless as it is now.

    or probably much more long term and useful as you get higher level.

    5% and 10% (wolf and winter wold respectively) stacking run speed bonus like monks, barbs and acrobats get. 10 and 15% would obviously be more exciting but maybe that's asking too much.

  17. #17
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    Also Longstrider is a staple spell of most druids - the fact wolf form doesnt stack with that spell really is odd.
    1) "Quijenoth" Main Arcane Caster, 2life PM, 3life BrdTR, 4life FvS.
    2) "Vallaes" Melee Tank build, 2nd life Barbarian.
    3) "Elvraema" Experiments, 1-Mnk6/FvS14 Solo build. 2-"Dronker"

  18. #18
    Community Member Captain_Pengie's Avatar
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    Quote Originally Posted by LupusVai View Post
    Thats only on the inventory drop down display. It doesn't seem to actually effect your actual attacks though. The form dmg/crit seems to over ride it.
    If you look in the combat display you will see that you are only getting damage based upon the weapon except when you use handwraps when the form damage applies correctly. Don't know about the crits, but the damage type is definitely just based on weapon when you use slash, pierce or bludgeon weapon types. If you are unarmed or use handwraps then the form damage type works correctly.

  19. #19
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    Quote Originally Posted by Derkallah View Post
    If you look in the combat display you will see that you are only getting damage based upon the weapon except when you use handwraps when the form damage applies correctly. Don't know about the crits, but the damage type is definitely just based on weapon when you use slash, pierce or bludgeon weapon types. If you are unarmed or use handwraps then the form damage type works correctly.
    I'm not seeing that. I just tested using a club which in my drop down details on inventory is showing as Bludgeon and yet here's my combat log: (Combat): You hit Blood Tide Skulker for 13 points of slash damage.. When i remove the club, it shows my unarmed damage type as slash/pierce. So despite what the drop down display is saying when you have a weapon equipped its the from type that effects the damage with regards to what type slash/pierce/bludgeon for example.

    So I would say from testing that despite what the details tab says the form damage is working properly.

  20. #20
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    Just adding a couple of other bugs. Have posted about else where but thought maybe an idea to add to this thread as well.

    Natures warrior:

    There seems to be something wrong with the extra damage portion of the druid natures warrior.

    Your melee and ranged attacks deal an extra 1d6 damage against enemies with less than 50% health.

    The extra damage seems to only proc infrequently despite mobs being below half health. It does occasionally happen but its certainly not every hit while the mob is under 50% health. I would say its more like 5-10% of the hits when the mob is under half health. Something a bit more odd about it is that sometimes when it does proc and does force damage the immune message comes up beside the force damage and the mob takes no extra damage. (this is on normal mobs where you would expect them to take force damage)

    Difficult to say if the rest of the natures warrior is working correctly. I wonder if the extra sneak attack stacks with items or the half elf rogue dil.

    Baiting Bite: No bluff checks made:

    I created a level 7 druid. Max ranks in bluff. Ended up with a bluff skill of 10 which ok i know isnt great.
    Went into searing heights 10 mobs attacked with baiting bite. Not one bluff check and no noticeable effect on mobs.
    So i though maybe my bluff skill is still to low?
    So i moved bluff skill to my hot bar and tried using the skill 10 times and guess what worked every time.
    Looks like baiting bite doesn't work as described. ;-/

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