
Originally Posted by
hit_fido
New test case.
Black Loch, epic elite - there is always one mob on "patrol" in the opening hallway that can be pulled, stunned/danced, and then wailed. The quest giver is right next to the quest so it's very easy to quickly test this multiple times. I assume the mob's saves are quite high.
Repeatable scenario: walk in, wait briefly to see the skirmisher mob, pull, and incapacitate with pws or dance. Move directly in front, facing the mob, and actually touching (that is to say, move forward until you bump the mob). Wail.
Expected outcome: 3 ticks where we see either (1) skirmisher dies, or (2) skirmisher saves and enervates/drains; we expect to see zero spell penetration failures.
Actual outcome: Over the course of several tests we observe that the single mob in wail range is not being chosen for effects on each tick. The following from the combat log illustrates this nicely:
(Combat): You are affected by your wail of the banshee
(Combat): Nearby foes will spontaneously die
(Combat): you hit Blood Tide Skirmisher with Enervation
(Combat): Your wail of the banshee effect has been removed from you
In other words - one mob, three ticks, but only one time was this mob actually affected by wail. In ten tries, I had four (4) casts hit all three times, five (5) casts hit only once, and one (1) cast hit twice. Again, this is with an immobile mob (ahem) and at bump range, casting while stationary and remaining stationary until the wail ends. There was no observable pattern to whether the first, second or third ticks were omitted. Also, and this is unlike the previous test on low level harbor dogs, I never saw a single blue hexagon save indicator, whether the enervate effect occurred or not.
This can't possibly be working as intended. Power word kill eliminates the mob every single time, so I don't see how there's some special death ward on this mob that prevents wail from functioning properly.
I realize epic mobs did and/or still do regain drained levels faster but there's nothing I've read that indicates they have a special chance to avoid a drain entirely. The mob has no spell resistance. To rule this possibility out I also tried dancing the mob, and then alternating casts of energy drain and necrotic ray. About 6-7 casts of each with refreshed dances in between yielded expected results: an observable enervation effect on every single cast.
Community: repeats of this test case are most welcome to rule out user error on my behalf.
Turbine/Eladrin: please update us on this issue; do you need more data, more bug reports, or something else in order for this to be acknowledged and fixed?