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Can We please list broken items


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#26
Drasca

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Disruption Field ring lowers duration by 30%, rather than extending it. Tooltip changes from 10s to 13s, but actual time changes from 10s to 7s.

 

I've counted the seconds on a DF Ring. Did you upgrade to Stasis Lock? Because DF (unupgraded) lasts the full 13 seconds for me. I have not tested Stasis lock, but suspect it'll last around 7 seconds.

 

You forget that Stasis Lock upgrade drops the time down from 10s to 5s.

 

@Berserk:
Fully functional. Useful? Depends if you want to troll.

 

SC ring adds about 70% of base duration.

 

HoK animation is an animation cancel. Nothing really broken given everything else that's an activate-able animation cancel will break the knockdown animation too. Hint: Healing potions too. So's combat roll. Leaping shot, etc.

 

Not that there aren't broken things, there's plenty of that,  but a lot of stuff perceived to be broken is not. Fixing's people's perceptions ad-hoc is better suited for a reference. . . like the list of rings thread that shows functionality.


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#27
Quasinerdo

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Great work with the feedback guys and gals :).

 

Keep it OT - this is important for us to know and hopefully get traction with the Devs.



#28
Reptillius

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Looking at this list again. The assassin armour no longer exists. it's long been fixed. I know because I had it.  You'll have to take it off your broken list.



#29
vandoug

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Trespanner's bow also explodes for 75% ability damage, making it one of the best bows in the game.

 

Do only these two weapons have this ability?

 

Are there any others (like daggers)?... would be awesome if I could twin fangs for a 3-4k aoe explosion.

 

There's a high level unique dagger called Walking Death does the explosion things. 



#30
Altruismo

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There's a high level unique dagger called Walking Death does the explosion things. 

 

Doesn't walking death just apply Walking Bomb (the necro spell)?

That's not the same thing as the "explode on death for 75% weapon damage) special.


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#31
Rolenka

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I've counted the seconds on a DF Ring. Did you upgrade to Stasis Lock? Because DF (unupgraded) lasts the full 13 seconds for me. I have not tested Stasis lock, but suspect it'll last around 7 seconds.

 

You forget that Stasis Lock upgrade drops the time down from 10s to 5s.

 

No, I don't have Stasis Lock. Here is what I'm seeing:

 

Spoiler

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#32
Beerfish

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Fix the reload cancelling EXPLOIT.  Thx Bioware.


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#33
Drasca

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No, I don't have Stasis Lock. Here is what I'm seeing:

 

This might sound odd, but try it with the DF ring on the other hand. I'll try it out again when I can. My keeper is level 1 right now, so it may be a while. I have confirmed that my DF ring is the left side as opposed to yours on the right.



#34
Quasinerdo

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Some items were patched today and have altered tooltips.

 

I recommend a refresh of the thread as new issues are found.

 

Perhaps we can get a few ingame chests as Beta testing rewards :)



#35
ottffsse

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i tested staff of dynamo today as I got it. it seemed to be working as of the new patch at least for me...so I was dealing about 100-110 damage (lightning) per hit after I was hit and 125-140 damage when not hit for 5 seconds, and also the damage from the spirit rune increased to about 50-60  from high 30s sometimes in addition to the lightning damage, and it reset over the course of the run. but I would like to hear more tests from others as if this staff is working properly now it is the best offensive staff in the game.


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#36
Cryos_Feron

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i tested staff of dynamo today as I got it. it seemed to be working as of the new patch at least for me...so I was dealing about 100-110 damage (lightning) per hit after I was hit and 125-140 damage when not hit for 5 seconds, and also the damage from the spirit rune increased to about 50-60 from high 30s sometimes in addition to the lightning damage, and it reset over the course of the run. but I would like to hear more tests from others as if this staff is working properly now it is the best offensive staff in the game.


that would be great!

will test it today.

the staff used to work, but only until being hit for the FIRST time in match.

did you check later in a match again?

#37
Altruismo

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i tested staff of dynamo today as I got it. it seemed to be working as of the new patch at least for me...so I was dealing about 100-110 damage (lightning) per hit after I was hit and 125-140 damage when not hit for 5 seconds, and also the damage from the spirit rune increased to about 50-60  from high 30s sometimes in addition to the lightning damage, and it reset over the course of the run. but I would like to hear more tests from others as if this staff is working properly now it is the best offensive staff in the game.

 

Nope, just tested it.

Never got the bonus back no matter how long I waited, and definitely not after 5 seconds.

 

Were you using Chain Lightning or Static Cage during your run? Both can reduce lightning resistance and will make it look like the bonus has come back.

Also: are you on PC, because I am - mileage may vary...



#38
ottffsse

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Nope, just tested it.

Never got the bonus back no matter how long I waited, and definitely not after 5 seconds.

 

Were you using Chain Lightning or Static Cage during your run? Both can reduce lightning resistance and will make it look like the bonus has come back.

Also: are you on PC, because I am - mileage may vary...

I am on pc, I was doing basic attacks on a necro with the staff. i will test again today, but I did really see a jump in numbers when not being hit for a while and a reduction when i was hit. hmmm. damn but maybe i should be a bit more careful on the tests because i have a bunch of passives like +25% bonus damage to enemies over 50% health and 20% extra when something dies nearby. will test it on a lvl1 keeper I guess. 



#39
nanotm

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the store seems to be broken right now .....



#40
Altruismo

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I am on pc, I was doing basic attacks on a necro with the staff. i will test again today, but I did really see a jump in numbers when not being hit for a while and a reduction when i was hit. hmmm. damn but maybe i should be a bit more careful on the tests because i have a bunch of passives like +25% bonus damage to enemies over 50% health and 20% extra when something dies nearby. will test it on a lvl1 keeper I guess. 

 

Keepers really are great to test Dynamo because unless you spec into exploiting Twisting Veil, they don't have passives that will skew your test results. Just don't chuck spells around when testing. All staff, all the time, running routine it's easy to wait >5 seconds between pulls. Usually I wait 5, then 10 for the next pull, then 15 - etc. By the time I reach a minute it's pretty clear the bonus isn't coming back in any practical sense.

I've tested this damn staff many, many times - I'd love for someone to find that it's working, but I've never once seen the damage bonus come back after that first hit while testing.

If it ever eventuates that the bonus is fixed, I'm happy to start testing whether or not it affects spell damage (it should).