Aller au contenu

Photo

Stuff that doesn't work [COMPILATION]


  • Veuillez vous connecter pour répondre
331 réponses à ce sujet

#76
knownastherat

knownastherat
  • Members
  • 625 messages

UI lie all the time. The best test is actual damage test of different setups.

 

Puzzling to me. The engine calculates everything in real-time but cannot display "its working outs" in UI. Numbers like 283.29999% do look like coming from some kind of formula. Is this programming obstacle, to display calculations based on formulas in UI?



#77
AlexisR

AlexisR
  • Members
  • 43 messages

My observation led me to believe that this was an intended mechanic based on the size/attributes of the target, or in some cases, the hook hitting environmental obstacles in flight (including a shield). Or is it that some people are experiencing intermittent grapple failure... (IGF... it happens to everyone some time or another).

 

[...]

 

Pitching in to say: That has been my experience as well.

Grappling hook failed me when used 1) on a templar guy with a giant shield and 2) a bear.

Everything else I remember trying it on (Hinterland lyrium smuggler rogue backstabbers, some archers, darkspawn, spiders, hyaenas) had the grappling hook faithfully bringing it right into Blackwall's face. So for me, it only seems to have an issue with heavy targets which looks like an intended mechanic.

 

/on PC.



#78
Proteus7

Proteus7
  • Members
  • 45 messages

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.


I've got a purple +10% bleed damage ring, I can't seem to get it to work for my warrior inquisitor. I equipped it on him and went out soloing mobs, I didn't see any evidence that the mobs had a bleed effect on them.

#79
hugin7

hugin7
  • Members
  • 32 messages

Puzzling to me. The engine calculates everything in real-time but cannot display "its working outs" in UI. Numbers like 283.29999% do look like coming from some kind of formula. Is this programming obstacle, to display calculations based on formulas in UI?

 

There are no programming obstacles to having tool tips, damage numbers, health bars, etc. tied to the same event handlers and libraries for uniform calculations.  The fact that we see inconsistent results suggests the following:

  • The code for each functional area was hastily written by multiple developers with limited communication and code reuse.
  • QA was limited/rushed, allowing glaring bugs to seep through.


#80
lastpawn

lastpawn
  • Members
  • 746 messages

 

There are no programming obstacles to having tool tips, damage numbers, health bars, etc. tied to the same event handlers and libraries for uniform calculations.  The fact that we see inconsistent results suggests the following:

  • The code for each functional area was hastily written by multiple developers with limited communication and code reuse.
  • QA was limited/rushed, allowing glaring bugs to seep through.

 

 

From how vague and incorrect many of the tooltips are I think it's fair to say that whoever wrote those simply didn't know what the abilities did in detail and was working from incomplete notes. (Though I guess the alternative is also possible.)



#81
hugin7

hugin7
  • Members
  • 32 messages

From how vague and incorrect many of the tooltips are I think it's fair to say that whoever wrote those simply didn't know what the abilities did in detail and was working from incomplete notes. (Though I guess the alternative is also possible.)

 

Absolutely true - tool tips are often written by technical writers, who do not develop the formulas or the code that executes them.  The writers are dependent on others to get the correct values/formulas.  There might be disconnects among these groups.



#82
sleepofthejust

sleepofthejust
  • Members
  • 7 messages

Stonefist is also bugged in that extra damage from combos are nullified for some reason, although the slo-mo procs and the original status effect is removed. Rift mage is a buggy mess right now, which is unfortunate because it would definitely have been the most fun mage spec.



#83
dimvision

dimvision
  • Members
  • 50 messages

I can confirm that mana surge doesn't trigger if you deplete your shields using chaotic focus otherwise if your barrier depletes normally or breaks it does trigger the buff there is a slight delay though like 1 sec for the buff to appear.



#84
lastpawn

lastpawn
  • Members
  • 746 messages

Updated. Still a few abilities need confirming (or denying).

 

Unfortunately, outside of these more consistent bugs, during my regular gameplay I run into many little glitches, oh like enemies being punched half-way across the desert... (similar to this video).

 

Frustrating. It's like Bioware decided that in borrowing from Bethesda they also needed to include a substantial amount of bugs.



#85
Magma_Axis

Magma_Axis
  • Members
  • 193 messages

Updated. Still a few abilities need confirming (or denying).
 
Unfortunately, outside of these more consistent bugs, during my regular gameplay I run into many little glitches, oh like enemies being punched half-way across the desert... (similar to this video).
 
Frustrating. It's like Bioware decided that in borrowing from Bethesda they also needed to include a substantial amount of bugs.


Its their first game using external engine. And Bioware is not exactlly known for their technical prowess

#86
Manki

Manki
  • Members
  • 138 messages

I've got a purple +10% bleed damage ring, I can't seem to get it to work for my warrior inquisitor. I equipped it on him and went out soloing mobs, I didn't see any evidence that the mobs had a bleed effect on them.

 

In my experience (I have the same ring) it doesn't apply an "Effect" to the enemy, it will however do the damage instantly. i.e. hit for 400, cause 40 additional damage. Didn't get a chance today, but when I get one I will post and SS of what I'm talking about if anyone is unclear.



#87
zeypher

zeypher
  • Members
  • 2 910 messages

Ok i think the chain lightning proc effect atleast from silverite does not work. It procs sure but does no damage at all. I was testing this against single targets and the proc always did no damage. Target got shocked but had not taken any damage.



#88
lastpawn

lastpawn
  • Members
  • 746 messages

Its their first game using external engine. And Bioware is not exactlly known for their technical prowess

 

Like I said elsewhere, the game's good overall. Even less buggy than some other open world games. Doesn't mean I'm not frustrated.



#89
Fatal Fox

Fatal Fox
  • Members
  • 13 messages

Does cloak of shadows work for anyone else? (The Assassin focus ability) When I use it on Cole no one turns invisible except him and I cant really tell if enemies stop attacking or not.



#90
lastpawn

lastpawn
  • Members
  • 746 messages

Does cloak of shadows work for anyone else? (The Assassin focus ability) When I use it on Cole no one turns invisible except him and I cant really tell if enemies stop attacking or not.

 

I've heard other people talk about how good it is, so I assume it worked for them.



#91
Slanderbot

Slanderbot
  • Members
  • 14 messages

Rogue:

 

Twin Fangs: When knocking down enemies they will sometimes rotate 180% during the knockdown, showing their front to you. Thus you cannot continue your combo. I've found this to happen most often with beasts. I even tried doing it against a freshly taunted target and it still turned towards me while knocked down. It's ****** annoying and makes me not want to play a rogue.



#92
Paulyj113

Paulyj113
  • Members
  • 58 messages
here is one i havent seen mentioned. my weapon dps is 100. i have immolate with upgrade and pyromancer and every other passive in that tree. my dps has never come close to 1500% or even 500% even on critical hits. the highest damage ive seen was in the 200's. is my character bugged and gonna always suck? level 13 mage btw

#93
lastpawn

lastpawn
  • Members
  • 746 messages

here is one i havent seen mentioned. my weapon dps is 100. i have immolate with upgrade and pyromancer and every other passive in that tree. my dps has never come close to 1500% or even 500% even on critical hits. the highest damage ive seen was in the 200's. is my character bugged and gonna always suck? level 13 mage btw

 

Ability damage is based off of weapon damage, not listed weapon DPS -- maybe this is the issue?



#94
Magma_Axis

Magma_Axis
  • Members
  • 193 messages

here is one i havent seen mentioned. my weapon dps is 100. i have immolate with upgrade and pyromancer and every other passive in that tree. my dps has never come close to 1500% or even 500% even on critical hits. the highest damage ive seen was in the 200's. is my character bugged and gonna always suck? level 13 mage btw

I assume you have Tyrdda Staff ?

 

The actual weapon damage is listed below weapon DPS. That's what the abilities damage based from

And word of advice, putting runes will boost up your DPS (because it affect auto attack) but not your ability damage



#95
konfeta

konfeta
  • Members
  • 810 messages

Except for Spirit Blade, which uses rune damage.



#96
Swin

Swin
  • Members
  • 60 messages

Some observations, among many unfortunately. Likely to be more I forgot or haven't tested.

 

General

 

Bleed on hit / being hit: As discussed it doesn't work, but I have noticed however, while wearing an Enhanced Belt of Bleeding, that it applies sunder at 20% instead according to the tactical camera.

 

Warrior

 

'Untouchable Defence' - I agree that it doesn't boost guard by 25%, it does however give my character 20% armor (rear) when guard is up, functioning the same as 'Trust the Steel'. In fact they stack.

 

'Crippling Blows' - Doesn't apply weakening effect, no noticeable effect at all.

 

'Grappling Chain' - Sometimes doesn't work on mobs that aren't immune to physical effects (as I'm assuming it should). Also the basic version doesn't do 100% weapon damage as indicated by the UI. 'Give them the boot' upgrade only does 100% weapon damage and not 200% (or 300% if added to base), it applies knockdown and not a stun, which is why it can't prime combos. (intended or bug?)

 

Mage

 

'Elegant Defence' - Only reduces the cooldown if the spell was cast upon the caster and it expires, barriers expiring on other party members do not trigger the 4s cooldown reduction. Perhaps intended but the UI description suggests otherwise.



#97
Marbazoid

Marbazoid
  • Members
  • 299 messages

*Rogue

 

Ability: Shadow Strike - The target has to be perfectly still for this ability to connect. The gap closing animation will often stop short even when the target is reasonably close. It also has a hard time hitting some larger targets such as bears. It will often fail and cause the rogue to slide off the hitbox.

 

Weapons: Dual-Bladed Daggers - They don't have a stationary attack sequence, they always behave as if you're holding a movement direction. Not sure if intended or not.

 

 

 

*PC version.



#98
XMissWooX

XMissWooX
  • Members
  • 732 messages
Can anyone confirm if my Marked for Death is functioning correctly?
It seems to be a two-parter. The first time I press the button my character looks like she is throwing Hidden Knives (which was previously assigned to that button), then the icon changes and I press it again, my character makes a gesture, and I can only assume it worked because it goes into cooldown. 'Marked for Death' doesn't show up in an enemy's status effects so I never know if it worked or not.

#99
lastpawn

lastpawn
  • Members
  • 746 messages

Can anyone confirm if my Marked for Death is functioning correctly?
It seems to be a two-parter. The first time I press the button my character looks like she is throwing Hidden Knives (which was previously assigned to that button), then the icon changes and I press it again, my character makes a gesture, and I can only assume it worked because it goes into cooldown. 'Marked for Death' doesn't show up in an enemy's status effects so I never know if it worked or not.

 

Sounds fine. You can take a look at the official specializations video which showcases Mark of Death to see whether yours is functioning correctly.

 

 

The "gesture" you character makes if you press it again is, presumably, the "premature" activation of the ability, doubling all damage deal in that time-frame + some bonus (no idea how that bonus is determined or if it even exists).



#100
szemyq

szemyq
  • Members
  • 82 messages

Can anyone confirm if my Marked for Death is functioning correctly?
It seems to be a two-parter. The first time I press the button my character looks like she is throwing Hidden Knives (which was previously assigned to that button), then the icon changes and I press it again, my character makes a gesture, and I can only assume it worked because it goes into cooldown. 'Marked for Death' doesn't show up in an enemy's status effects so I never know if it worked or not.

If you activate the ability its icon will turn orange if it is applied to the target. during this time you can and should detonate it manually by pressing the button again shortly before it expires. Detonating it manually will increase its damage from my observations. If the icon stays red it failed to apply. If you detonate it or it expires the ability will go on cooldown.

Edit: the target does not get a debuff, but the character that uses it gets a buff icon. If this icon starts blinking it is about to expire and should be detonated