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  1. #1
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    Default BUG: new Artificer enhancements

    The new artificer enhancements seem to have bugs with them....

    I don't get any chat output for extra electric/acid/rust damage from two of these. Other effects of them also seems to not work.

    Any devs who can look into this?

    Shatter Defenses (crossbow): damage actually increased? is the "sunder" part of it actually taking place?

    Thunder-Shock weapon (crossbow): is the +w being applied? the trip doesn't seem to happen. confirmed: electric damage is not applied

    Caustic shot: is the +w being applied? the trip doesn't seem to happen. confirmed: acid & rust damage is not applied

  2. #2
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    Default

    another one: Thunder-Shock weapon (crossbow) says it scales with Melee power. This should be ranged power

  3. #3
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    So NONE of this is working atm? Color me disappointed, but thanks for the post. I was going to try Arti for my next life, but now I guess I won't until/unless they get this all fixed. I'll do my sorcerer lives instead, try being a dragon

  4. #4
    Community Member Hobgoblin's Avatar
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    Default

    just a note - caustic shot and the trip shot stop you moving for a lil bit when you use them

  5. #5
    Developer Steelstar's Avatar
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    We have a few things fixed internally, which should be showing up in an upcoming patch, including:

    • Electric/Acid/Rust damage from the active attacks properly giving feedback in the Combat Log
    • The Thunder-Shock Weapon Melee/Ranged power typo mentioned above
    • The active attacks stopping you in place on activation.


    That said, the +[W] dice, the extra elemental damages, the trips, and the sunders all seem to be working as intended otherwise, and we haven't (to my knowledge) gotten other reports that they aren't. If you're quite sure these are doing nothing beyond normal weapon attacks, send me a PM with your character name and server and we'll have QA look into if anything more weird is going on.
    We don't only build for the builds that exist.
    We don't only build for the builds that are good right now.

    The fact that some changes are necessary is not diminished by the fact that other necessary changes have not happened yet.

  6. #6
    Community Member Hobgoblin's Avatar
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    Quote Originally Posted by Steelstar View Post
    We have a few things fixed internally, which should be showing up in an upcoming patch, including:

    • Electric/Acid/Rust damage from the active attacks properly giving feedback in the Combat Log
    • The Thunder-Shock Weapon Melee/Ranged power typo mentioned above
    • The active attacks stopping you in place on activation.


    That said, the +[W] dice, the extra elemental damages, the trips, and the sunders all seem to be working as intended otherwise, and we haven't (to my knowledge) gotten other reports that they aren't. If you're quite sure these are doing nothing beyond normal weapon attacks, send me a PM with your character name and server and we'll have QA look into if anything more weird is going on.
    i can confirm that the +w, the trip the acid damage, the elec damage is working - not sure about the rust damage as i believe that only procs on constructs

  7. #7
    Chaotic Evil Mindos's Avatar
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    Quote Originally Posted by Steelstar View Post

    • The active attacks stopping you in place on activation.

    Does Ranger Arrow of Slaying active attack stop you in place on activation still? There's a big list floating around of stuff that roots you to the ground. Is only Arty getting fixed at this time?

  8. #8
    Community Member Ebondevil's Avatar
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    Quote Originally Posted by Hobgoblin View Post
    i can confirm that the +w, the trip the acid damage, the elec damage is working - not sure about the rust damage as i believe that only procs on constructs
    I have seen the Rust Damage working on Constructs, not checked the combat log for it though.

    My Biggest issue with Activated effects like this is they don't seem to work very reliably with repeaters, half the time or more they activate and just do nothing, though spamming the activation seems to make them a bit more reliable.

  9. #9
    Developer Steelstar's Avatar
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    Quote Originally Posted by Hobgoblin View Post
    not sure about the rust damage as i believe that only procs on constructs
    Correct, though only metal- or part-metal Constructs.

    The Training Dummy, for instance, does not take Rust damage. It is made of non-rustable wood. And rope.
    We don't only build for the builds that exist.
    We don't only build for the builds that are good right now.

    The fact that some changes are necessary is not diminished by the fact that other necessary changes have not happened yet.

  10. #10
    Savage's Husband Phoenicis's Avatar
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    Quote Originally Posted by Steelstar View Post
    Correct, though only metal- or part-metal Constructs.

    The Training Dummy, for instance, does not take Rust damage. It is made of non-rustable wood. And rope.
    Maybe change 'rust' to 'decay' and have it affect all constructs? Just a random thought.

  11. #11
    The Hatchery
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    LrdSlvrhnd's Avatar
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    Quote Originally Posted by Steelstar View Post
    The Training Dummy, for instance, does not take Rust damage. It is made of non-rustable wood. And rope.
    And magic marker ink making a demented smiley for a face.

    ...Or is that just mine?
    "Ignorance killed the cat, sir; curiosity was framed."
    Tripoint, C.J. Cherryh

  12. #12
    Community Member Krumm's Avatar
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    Quote Originally Posted by Steelstar View Post
    We have a few things fixed internally, which should be showing up in an upcoming patch, including:

    • Electric/Acid/Rust damage from the active attacks properly giving feedback in the Combat Log
    • The Thunder-Shock Weapon Melee/Ranged power typo mentioned above
    • The active attacks stopping you in place on activation.


    That said, the +[W] dice, the extra elemental damages, the trips, and the sunders all seem to be working as intended otherwise, and we haven't (to my knowledge) gotten other reports that they aren't. If you're quite sure these are doing nothing beyond normal weapon attacks, send me a PM with your character name and server and we'll have QA look into if anything more weird is going on.

    Is the patch coming anytime soon?
    Just made an Arti and "stopping you in place on activation" is really bugging me.

  13. #13
    Community Member DaggomaticDwarf's Avatar
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    Default "this" too often

    Quote Originally Posted by Ebondevil View Post
    I have seen the Rust Damage working on Constructs, not checked the combat log for it though.

    My Biggest issue with Activated effects like this is they don't seem to work very reliably with repeaters, half the time or more they activate and just do nothing, though spamming the activation seems to make them a bit more reliable.
    This happened way to much for me. I completely abandoned the the "Activated effects" from the Arti tree. and went back to "Full Mechtard" ("You never go full Mechtard") with some Arti-spice mixed in.

    Dagg.
    If A Dwarf falls in the forest does he make a sound? YES! Ah Gawd Dang Sons of a *BEEP*
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