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  1. #1
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    Default pale master bugs and issues

    • death aura and greater death (and presumably lesser death aura) aura tick every 3 seconds instead of 2
    • death aura and greater death scale with half caster level instead of full
    • death aura and greater death cap at level 20 instead of uncapped
    • (not a bug afaik) greater death aura is about 3-10 times as expensive as it should be
    • negative energy burst scales with half caster level and uses old damage dice
    • negative energy burst can't be used in public areas
    • negative energy burst won't work if you have a target that's blocked
    • negative energy burst uses up spell absorption charges
    • reanimate ally is permanent
    • necrotic bolt and blast deal a fraction of their intended damage
    • undead shrouds have to be reapplied on login
    • vampire form ascendant shroud doesn't provide +1 ench dc
    • vampire form ascendant shroud doesn't seem to paralyze on hit
    • skelly summon has longer cooldown than listed in release notes, and can't be resummoned after death until you rest


    Anything I miss?

  2. #2
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    Quote Originally Posted by peng View Post
    • death aura and greater death (and presumably lesser death aura) aura tick every 3 seconds instead of 2
    • death aura and greater death scale with half caster level instead of full
    • death aura and greater death cap at level 20 instead of uncapped
    • (not a bug afaik) greater death aura is about 3-10 times as expensive as it should be
    • negative energy burst scales with half caster level and uses old damage dice
    • negative energy burst can't be used in public areas
    • negative energy burst won't work if you have a target that's blocked
    • negative energy burst uses up spell absorption charges
    • reanimate ally is permanent
    • necrotic bolt and blast deal a fraction of their intended damage
    • undead shrouds have to be reapplied on login
    • vampire form ascendant shroud doesn't provide +1 ench dc
    • vampire form ascendant shroud doesn't seem to paralyze on hit
    • skelly summon has longer cooldown than listed in release notes, and can't be resummoned after death until you rest


    Anything I miss?
    I think Reanimate Ally is intended to be permanent, more akin to "reincarnate" than "jibbers".

  3. #3
    Community Member Potatofasf's Avatar
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    Quote Originally Posted by Pyed-Pyper View Post
    I think Reanimate Ally is intended to be permanent, more akin to "reincarnate" than "jibbers".
    That can't be WAI... some players resurrect via reanimate ally couldn't rest at shrine or do /death. They had to log out and log in to creep out the reanimation. If it is WAI, I hope never be reanimated by a PM.
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  4. #4
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    Quote Originally Posted by Potatofasf View Post
    That can't be WAI... some players resurrect via reanimate ally couldn't rest at shrine or do /death. They had to log out and log in to creep out the reanimation. If it is WAI, I hope never be reanimated by a PM.
    Oh it could be bugged, no doubt. But I believe the stated intent is for the effect to not be a timed expiration thing (like Jibbers).

  5. #5
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    This is not a bug, but I consider an issue:

    - Unholy Avatar requires you to hit an undead with a Negative spell to apply the debuff, and only then you can start causing damage with Negative spells. However, this means your first Negative spell will actually HEAL the mob to apply the debuff.

    IMO, this can't be right.. You have o heal the guy to be able to damage it.

    Instead of this complex weird debuff mechanic, I'd rather just making undead vulnerable to Negative damage all the time. Otherwise I'll prefer to just go with Fire/Electricity against undead.
    Last edited by lppmor; 08-14-2019 at 06:32 AM.

  6. #6
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    Quote Originally Posted by lppmor View Post
    This is not a bug, but I consider an issue:

    - Unholy Avatar requires you to hit an undead with a Negative spell to apply the debuff, and only then you can start causing damage with Negative spells. However, this means your first Negative spell will actually HEAL the mob to apply the debuff.

    IMO, this can't be right.. You have o heal the guy to be able to damage it.

    Instead of this complex weird debuff mechanic, I'd rather just making undead vulnerable to Negative damage all the time. Otherwise I'll prefer to just go with Fire/Electricity against undead.
    Pretty sure it's not a bug. That's exactly how it works for sorcerers and druids in elemental forms. Inconvenient, yes.

    Found another... Bug? Pale masters can now be incapacitated (go to negative hp without immediately dying), but aren't healed by their death aura when incapped.

  7. #7
    Community Member Bjond's Avatar
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    I was looking forward to trying the new PM and had a build all set to go on it. The fact that it's chock full of bugs and even seems to have old bugs resurfacing is a serious problem.

    One of the reasons I've not been playing much lately is from taking time to remake a few builds, PM being one of them. While having such build-freedom is THE single biggest draw this game has, it relies on the accuracy of the documentation to succeed. The plethora of bugs is one of the major reasons why when people ask "should I play DDO?" My instant response is "Hell no!"

    Whether it's bad text or bad in-game behavior is moot. The fact that so much doesn't match up and requires potentially weeks of personal testing to find out how things really behave is more than unfortunate. It's why I'm on the forums now rather than playing. All my chars are ready for TR. I don't want a new one and I don't want to have to go through weeks of trial chars testing the game again before I commit to a build.

  8. #8
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    Default Hmm

    Ok this is not good as my main character is currently a level 13 Pale Master. Good thing I only play once a month or so now.

  9. #9
    The Hatchery Enoach's Avatar
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    Quote Originally Posted by peng View Post
    ...

    Found another... Bug? Pale masters can now be incapacitated (go to negative hp without immediately dying), but aren't healed by their death aura when incapped.
    Actually, the not benefiting from Aura when incapped has always been there. PM did not "die" when they were at Zero (0) HP, there was a slight delay that would have allowed for the Tic to bring them back. But this is also true of the Radiant Servant healing aura.

    I believe you may be noticing this more because PMs can now be incapped and not just "killed" as zero HP.

  10. #10
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    The vampire buffs from ascendant shroud (t5 enhancement) are not working still. They fixed animate ally's eternal zombie issue, but the cooldown is still 5 minutes. As per notes it was intended to be 18s.

    The death auras still tick every 3.

  11. #11
    Waylander of the Stolen Blade Cambo's Avatar
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    Default Death Aura - Globe of invulnerability

    Quote Originally Posted by peng View Post

    Anything I miss?
    Globe of Invulnerability blocks your death aura (even hides the icons at the top of your screen), when you leave the globe, the icons come back (assuming they have not run out) but healing does not start again.
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  12. #12
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    As an aside, the fact that the skeletal warrior ~still~ doesn't have similar options to the Wolf/Iron Defender continues to be irksome. I had to pay AP to get it, how about a little love? And by that I don't mean the AP I had to spend to improve it.

  13. #13
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    Quote Originally Posted by Pyed-Pyper View Post
    I think Reanimate Ally is intended to be permanent, more akin to "reincarnate" than "jibbers".
    I'm incurring into a bug, today, which is pretty wierd. I've been ressed by the Reanimate Ally spell, and yet after deaths and shrines uses i'm still a zombie..
    By "intended to be permanent" you mean that now i won't be able to go back to my human form, which in my case is a Shadar-Kai? lol

    EDIT: Posting this thinking that it doesn't make any sense, btw, because i've been reanimated by that spell lots and lots of times and i've never had something like that going on.

  14. #14
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    Quote Originally Posted by Blase View Post
    As an aside, the fact that the skeletal warrior ~still~ doesn't have similar options to the Wolf/Iron Defender continues to be irksome. I had to pay AP to get it, how about a little love? And by that I don't mean the AP I had to spend to improve it.
    Yeah the empty bar is pretty obnoxious. I'd say it should at least have Intimidate, Bluff, Sunder, and maybe Hamstring. They could get added automatically to the bar as you improve your skeleton with Corpsecrafter and Eternal Furor. Either that or just cut out the empty slots on the bars. I will say though that getting to name your skeleton knight would be pretty cool too so I wouldn't mind it just getting set up like the other pets with its own AP.

  15. #15
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    Quote Originally Posted by Blase View Post
    As an aside, the fact that the skeletal warrior ~still~ doesn't have similar options to the Wolf/Iron Defender continues to be irksome. I had to pay AP to get it, how about a little love? And by that I don't mean the AP I had to spend to improve it.
    My big complaint on the skele is that you dont get even 1 resummon. Arti gets 3 raises, the skele gets 0... even one per rest would be nice.

  16. #16
    Community Member Tlorrd's Avatar
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    Quote Originally Posted by Cantor View Post
    My big complaint on the skele is that you dont get even 1 resummon. Arti gets 3 raises, the skele gets 0... even one per rest would be nice.
    Agree
    Quote Originally Posted by Nachomammashouse View Post
    The devs got bamboozled by the forum warriors.

  17. #17
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    Default Vampirism not working properly

    Vampirism and Palemaster is not working good:
    • PM in Vampire shroud using two Scrificial Daggers and have 30 Hamp and 104 NHamp: No healing from Vampirism on daggers (1 before Hamp/NHamp).
    • Tested in Wraith Shroud: same thing
    • Exit PM Shroud: Heal 1 HP on each hit
    • Tested with Darkhallow filigree set bonus: get healed from Darkhallow and this seems to be properly modified by NHamp. Still no healing from Vampirism on daggers
    • Tested with PM Vampire Shroud: 1d3/lvl 10% on hit = this one heals, but there are no combat log on this. Seems like it’s modified by NHamp, but need more testing. Still no healing from vampirism on daggers

    It could be that Vampirism on Sacrificial Dagger is ONLY giving positive healing, and with PM Shroud & less than 100 Hamp is calculated to be zero. If so, this should also be negative healing in PM Shroud form, modified by NHamp

  18. #18
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    updates in bold
    Quote Originally Posted by peng View Post
    • death aura and greater death (and presumably lesser death aura) aura tick every 3 seconds instead of 2
      description changed to 3 sec
    • death aura and greater death scale with half caster level instead of full
      unchanged
    • death aura and greater death cap at level 20 instead of uncapped
      unchanged
    • (not a bug afaik) greater death aura is about 3-10 times as expensive as it should be
      unchanged
    • negative energy burst scales with half caster level and uses old damage dice
      unchanged (it *heals* for 1d4+4 per 2 caster levels, but *damages* for 1d6+4 per caster level)
    • negative energy burst can't be used in public areas
      unchanged
    • negative energy burst won't work if you have a target that's blocked
      unchanged
    • negative energy burst uses up spell absorption charges
      unchanged
    • reanimate ally is permanent
      haven't tested
    • necrotic bolt and blast deal a fraction of their intended damage
      fixed
    • undead shrouds have to be reapplied on login
      unchanged
    • vampire form ascendant shroud doesn't provide +1 ench dc
      fixed
    • vampire form ascendant shroud doesn't seem to paralyze on hit
      fixed
    • skelly summon has longer cooldown than listed in release notes, and can't be resummoned after death until you rest
      description changed to say it can't be resummoned until rest. timer is now correct (but mostly irrelevant since you have to rest anyway)


    Anything I miss?

    Additionally:
    • Some non-undead enemies are mistakenly healed by negative damage, and are unaffected by unholy avatar. The only one I can remember at the moment is jeets from the end fight in anniversary event.

  19. #19
    Community Member shmagmhar's Avatar
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    [QUOTE=peng;6304754]updates in bold



    Additionally:
    [list][*]Some non-undead enemies are mistakenly healed by negative damage, and are unaffected by unholy avatar.



    The animated armors in spies in the house

  20. #20
    Community Member SpartanKiller13's Avatar
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    Quote Originally Posted by Bjond View Post
    I was looking forward to trying the new PM and had a build all set to go on it. The fact that it's chock full of bugs and even seems to have old bugs resurfacing is a serious problem.
    Just do it. Even with bugs, PM is one of the strongest archetypes in DDO. It's insanely good. It's a great platform for DC casting, blast casting, EK melee, Inquisitive, tanking, whatever. Most of the bugs are just making stuff less effective, like self-healing. Still, my DC casting PM's auras comfortably healed me in R8, and my current EK melee/side-PM comfortably self-heals in R4 (more HP, more incoming damage, no PM capstone = less comfort).

    If they fix the bugs I fully expect nerfs to come along with it (frankly I think they're needed even before bugfixes). PM is already one of the top performing enhancement trees, and it has very little competition especially given the versatility thereof.
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    Warlock is basically a ghetto Shiradi Sorc. You gives up some of the damage and self sustain for the ability to just hold down left click and yolo blast your way to victory.
    Quote Originally Posted by Lynnabel View Post
    It's DDO. There are probably 6 different types of Evil damage.

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