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Stuff that doesn't work [COMPILATION]


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Questa discussione ha avuto 331 risposte

#26
TurianRebels

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Stormbringer

  • Reports of this skill not working. From my limited testing, it seems to work, but there is no "lightning" animation as seen in Lightning Bolt ability. (Confirm?)

 

Confirm. No indication that it's firing. No sound, no animation, no effect. Maybe damage but hard to say, I'd have to defer to the instant replay....



#27
hugin7

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You state that all your testing was done on Nightmare -- is it possible that some of these are due to Nightmare difficulty, for example, reducing CC times? Additionally, were you able to see whether some of these are due to Pyromancer passive being buggy, or is the fault with the skills themselves?

 

Nightmare doesn't appear to reduce CC times in general.  Upgraded Knockout Powder puts an enemy to sleep for 20 sec, as advertised.  Also, I mentioned above that Full Draw actually works better than described, putting an enemy to sleep for 30 sec.  Since both KP and FD use the sleep effect but yield inconsistent results, we can't conclude that my test subject was weak to sleep.

Also, the discrepancies among the fire damage spells don't make sense, since if my test subject was strong against fire, we would expect all spells to underperform by the same percentage.

Great question regarding Pyromancer.  I also question the individual skills' upgrades.  I hope to test these issues in the near future.
 



#28
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On Reddit there is a thread warning people that Mighty Blow and Whirlwind do 1 damage when they are used to detonate. Can anyone confirm? I'm having a hard time telling myself.

 

Yes i can confirm this. A real big issue. When shattering it does only one damage. after chain lightning it doesnt even trigger the discharge. Just normal damage.

 

Edit: playing on pc



#29
sinosleep

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That seems like an awfully long list for a single player game.
  • idspisp0pd piace questo

#30
Magma_Axis

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Yes i can confirm this. A real big issue. When shattering it does only one damage. after chain lightning it doesnt even trigger the discharge. Just normal damage.
 
Edit: playing on pc


Shatter works properly here, playing on PS4

Chain lightning is not a primer, only caused shocked status, not paralyzed

#31
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Shatter works properly here, playing on PS4

Chain lightning is not a primer, only caused shocked status, not paralyzed

 

Oh okay that was my fault with chain lightning. but mighty blow is surely bugged for me on pc.



#32
Magma_Axis

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Oh okay that was my fault with chain lightning. but mighty blow is surely bugged for me on pc.

If im not wrong, Mighty Blow is not a detonator. It just do more damage to knocked down opponent

That 1 damage par is surely a bug though

#33
lastpawn

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Nightmare doesn't appear to reduce CC times in general.  Upgraded Knockout Powder puts an enemy to sleep for 20 sec, as advertised.  Also, I mentioned above that Full Draw actually works better than described, putting an enemy to sleep for 30 sec.  Since both KP and FD use the sleep effect but yield inconsistent results, we can't conclude that my test subject was weak to sleep.

Also, the discrepancies among the fire damage spells don't make sense, since if my test subject was strong against fire, we would expect all spells to underperform by the same percentage.

Great question regarding Pyromancer.  I also question the individual skills' upgrades.  I hope to test these issues in the near future.
 

 

Thanks. So it seems that CC times are inconsistent or flat out wrong in tooltips. If I get a chance tonight I'll test Blistering Pain + Pyromancer interactions.



#34
tmp7704

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Charging Bull bugs out on occasion, the charge can be too long or too short. Sometimes the warrior will get stuck in the animation and keep charging well beyond his target. Other times the skill doesn't let me charge all the way to the target, and my character just stops mid-way.

Charging Bull is stamina-powered toggle -- you set the direction (either with arrow in tactical mode or based on the way the character is facing) and they'll keep running using up their stamina until either #1 you use the ability again, turning it off, #2 they run out of stamina or #3 they hit an obstacle (like a wall or smth) The #1 and #2 cases are perhaps responsible for charging too far or too short, respectively.

#35
MacroN0va

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If im not wrong, Mighty Blow is not a detonator. It just do more damage to knocked down opponent

That 1 damage par is surely a bug though


Mighty Blow can be upgraded to do extra damage to opponents who are knocked down but I can assure you the base ability is a detonator.

#36
GhoXen

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Not sure if someone already mentioned this, but at the moment all + armor buffs, whether it's from passive or active abilities, will  only increase a character's rear armor, but not the front armor. This is the case regardless if you are using shield or not. The one exception is the Rock Armor Tonic, which increases both rear and front armor.

 

On the "bright" side, a properly geared tank should take only 1 damage most of the time from the front due to the ridiculous  stacking of shield's 30% front defense, Turn the Blade and Turn the Bolt (which works on magical projectiles as well). As such, reinforcing rear armor is pretty much the only thing a geared tank may ever need. So don't discount that Horn of Valor when you absolutely need to "buttank".

 

Heck, maybe it's even intentional? Surely devs won't let us get away with buffing  armor up to 1000 with Tonic + Horn of Valor + Warcry passive. That'd mitigate the **** out of any dragon.



#37
FrostMirror

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Dispel also dispels enemy debuffs (frozen, panic etc) not sure if it's intentional but it's there.



#38
SuicidalBaby

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​Simulacrum - 
 
"Casting spells without cost" doesn't work.


Im on pc and this does work correctly. I've cast my entire bar and then cast revive on myself at the end of my timer and picked myself up and gone right back into combat with a full bar of mana.

#39
Manki

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General Effects

Bleed abilities (both on hit and when hit)

  • Do not work.

 

 

This is not true of ALL bleed effects. Can really say about the "On being Hit" ones, however I recently acquired a "10% bleed on hit" ring on my rogue archer, which clearly adds the damage as a separate damage number. So I would say this may not be so much "broken" as "unclear in it's function".

 

On that note, has anyone actually tested other "% Bleed on Hit" items to see if it statically adds the damage to the total number? As in, it just adds to the attack damage? However, as I stated I do have a separate damage number when I attack that represents a "bleed" effect.



#40
Magma_Axis

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Mighty Blow can be upgraded to do extra damage to opponents who are knocked down but I can assure you the base ability is a detonator.


Oh, you are right. I just upgraded it with 2 points so i miss the detonator text

#41
GhoXen

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This is not true of ALL bleed effects. Can really say about the "On being Hit" ones, however I recently acquired a "10% bleed on hit" ring on my rogue archer, which clearly adds the damage as a separate damage number. So I would say this may not be so much "broken" as "unclear in it's function".

 

On that note, has anyone actually tested other "% Bleed on Hit" items to see if it statically adds the damage to the total number? As in, it just adds to the attack damage? However, as I stated I do have a separate damage number when I attack that represents a "bleed" effect.

 

I've tested both Bleed on Hit and Bleed on Being Hit, and I stacked them to pretty high numbers for testing too. After many many many and many hits and being hit, not a single bleed triggered. I don't even know what it looks like.

 

However, I haven't tried Bleeding ring yet.



#42
Manki

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I've tested both Bleed on Hit and Bleed on Being Hit, and I stacked them to pretty high numbers for testing too. After many many many and many hits and being hit, not a single bleed triggered. I don't even know what it looks like.

 

However, I haven't tried Bleeding ring yet.

 

Like I said, maybe it is only working on specific items, which is still bugged, also it should be defined not really as a "bleed". It shows up as a separate number that 10% of my attack damage. i.e. 400 dmg auto attack will proc a separate 40 damage to the target. Maybe it only works on rings currently?

 

When you were testing did you take note of whether or not it was adding the damage to the static number? Obviously this wouldn't work with "Bleed on Being Hit", but it may be some round about, archaic, way of adding the damage.



#43
lastpawn

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Thank you all for contributing. I made changes to the original post, trying to include everyone's contributions/suggestions while also providing my own results.



#44
Selea

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Another thing that was discovered recently:

If you renew weakness on a target that is already weakened (which is true in almost every encounter as a Rift Mage, because the primary skills in the spec inflict weakness), the target will become immune to weakness for quite some time (about 20 seconds every time you try to apply weakness, that's a lot). 

This turns Stonefist, Pull of the Abyss and Veilstrike all bugged (i.e. practically all the spells in the Rift line specs) and in the worst way possible (since it also make the spec synergies as mana recovery and combos not working properly); t
his bug is a very problematic one for Rift Mages.



#45
R00FonFIRE

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About the Dance of Death / Deathblow interaction: I've noticed on more than just deathblow's, I'm not getting 50 stamina back. If the passive is just supposed to trigger on your active character's explicit last hits and not anyone in the party, then this might be the cause.

 

Also deathblow will routinely drain 100% of my stamina on use, which coupled with the fact that I don't get any back from Dance of Death, is a giant pile of ****.

 

It will consume 50 stamina with the first hit, and then the second hit will trigger and the rest of my stamina is drained.

 

I've done all this testing with Cole/Sera as I was looking to making a DW Rogue for my nightmare playthrough, but in their current state I don't think I could stomach it.

 

Edit: Thank you lastpawn for making this thread in the first place, I was heading over here to figure out where I could report the deathblow stuff and was pleasantly surprised someone had already made a post.



#46
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Pictures say more then words ;-)

 

Shatter: https://www.dropbox...._Final.png?dl=01 Damage

 

Basic Combo: https://www.dropbox...._Final.png?dl=01 Damge

 

Both triggered through Mighty blow on Pc. Discharge works as intended.



#47
Selea

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About the Dance of Death / Deathblow interaction: I've noticed on more than just deathblow's, I'm not getting 50 stamina back. If the passive is just supposed to trigger on your active character's explicit last hits and not anyone in the party, then this might be the cause.

 

IMO it's obvious from the tooltip that you need to be the one that does the last blow (i.e. the rogue must be the one that actively killed the target) for the skill to work. If you aren't the one killing the target then you get no stamina. This however was the case also with similar skills in DA:O or DA2.

I will test Deathblow with Dance of Death and will report if it works. I think the best way to understand it is to go solo against a single target (for example the Carta assassin on Valammar is a good choice for this test).



#48
PillarBiter

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maybe some of this doesn't work, but Plenty of it does for me...

 

immolate, for example, definately combos.



#49
Selea

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maybe some of this doesn't work, but Plenty of it does for me...

 

immolate, for example, definately combos.

When? I've never seen Immolate proc a combo. You can test it very easily with Winter's Grasp or Lightning Bolt (or even Full Draw upgrade from Varric). It never detonates.

With which combo have you seen it work? Are you sure it was Immolate that did proc the combo and not some other spell (as for example Barrage that's on of the best spells for detonation and it can be exchanged very easily for another skill doing the same).



#50
Magma_Axis

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Another thing that was discovered recently:If you renew weakness on a target that is already weakened (which is true in almost every encounter as a Rift Mage, because the primary skills in the spec inflict weakness), the target will become immune to weakness for quite some time (about 20 seconds every time you try to apply weakness, that's a lot). 
This turns Stonefist, Pull of the Abyss and Veilstrike all bugged (i.e. practically all the spells in the Rift line specs) and in the worst way possible (since it also make the spec synergies as mana recovery and combos not working properly); t
his bug is a very problematic one for Rift Mages.


Maybe you can use other spells until Weakness duration is over, then reapply it again ?