Since there are already quite some pages and im not going to look up every post, im just going to sum up what i have encountered so far:
* when casting a spell, it should run through TWO LoS checks. at the moment its just checked if the target is in LoS at the start of the cast, but the end of cast check is missing. (for channeling spells it checks each tick seemingly though)
* single detaunts can be used on dead targets and inanimate objects like doors. worthy to mention here too, is that the detaunt does not go on cooldown (in the UI only!) and can be clicked again on another target and then magically go on cooldown , allthough it has no effect on the new target. the full duration of the first cast detaunt counts down from your dead target.now there are two cases: either you waited for the 15 second debuff to wear off from the dead target and you can normally use your detaunt again, or you clicked another target afterwards and got the 15 second cooldown on your quickbar. in the latter case you have to wait the 15 seconds from your quickbar to be able to recast the spell and have no active detaunt at all, instead of the natural 15 seconds it always should have. if you try to cast your detaunt a second time (or more) on the first (dead) target though , it will not work and you get the message "Target is dead" . BW detaunt can even be casted without any Target, but the same
tl;dr = detaunt on dead targets gives buggy cooldown and interferes with serverside cd and the client oriented cd shown in the quickbar.
* healing a target that runs out of your vision causes you to lose him as active target and instead heal yourself. in fact you get the message "Target is not in View" , but you still cast the spells on yourself. instead you should not cast at all. in rare occasions (yesterday in Nordland rvr and also SCs) it occurs that your healing target completely bugs out and is not targetetd by any spells you cast on them. in other words you completely lose your second target, allthough the UI shows you that you still have someone targeted. you have to target someone else and retarget your original target to be able to cast something onto them. targeting yourself or pressing Escape button does not solve this.
* when casting spells fasterr than the GCD (especially instant casts) your next spell afterwards gets locked in the animation. the bigger problem here is when this bug applies to longer casttimes (like single heal or even ress) since you are obviously not able to cast anything else until your original cast (which bugs out and wont work anyways) is finished with its casting duration. so here we should have some sort of 'Spellqueue' to avoid this and directly let the next spell cast when your GCD is over. Two ways to avoid getting spells stuck: either you wait out for every cast until your quickbar shortly flashes (gcd over) or when you know (or better guess) that your spell is going to bug you simply move a step. when moving it seems like you still cast your spell (the full casttime will visually be shown) but in fact you can directly start casting anything else and it will work fine.
Additional Problem i just remembered: Instant casts with a cooldown wont be applied, but the cooldown will start to count down!
* Flames of Rhuin (guess the sorc one too) causes you to always deal 1 damage + autoattack animation whenever it proccs for one of your allies. this damage even is shown in the Scenario overview and keeps you in fight at all times, which can be quite annoying.
* Most Buffs (i believe the RP seals do not) stay on yourself after you died even though they should be removed (AM resi buff and flames of rhuin for example)
* Witchhunters Accusations should dorp while bein out of Combat.
* Feinted Positioning seems not to work at all? lvl 8 Mobs still get the same Torment damage with and without FP.
* Detaunts in general cause no Aggro, afaik they should still pull mobs but im not 100% sure on this one.
Thats it so far, hope i didnt bring too many duplicate posts..
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Re: Current State of Classes and Abilities
The second los and range was 1 gcd into the cast. If it passed that it still went off.noisestorm wrote:* when casting a spell, it should run through TWO LoS checks. at the moment its just checked if the target is in LoS at the start of the cast, but the end of cast check is missing. (for channeling spells it checks each tick seemingly though)
Mobs dont have an armor rating yet. Only basic stats ai and no linked abilitys.noisestorm wrote:* Feinted Positioning seems not to work at all? lvl 8 Mobs still get the same Torment damage with and without FP.
Currently theres no aggro system for taunt guard and detaunt to affect.noisestorm wrote:* Detaunts in general cause no Aggro, afaik they should still pull mobs but im not 100% sure on this one.

Re: Current State of Classes and Abilities
There is an aggro system and taunts and detaunts factor into it.
Re: Current State of Classes and Abilities
I always thought it is 50% of the casttime, really not sure though.Telen wrote: The second los and range was 1 gcd into the cast. If it passed that it still went off.
- noisestorm
- Posts: 1727
Re: Current State of Classes and Abilities
is there actually anything special youre working on atm that needs some extra testing or help in any way?
Re: Current State of Classes and Abilities
I mean one based on aggro levels. Currently the mobs just have a target of who hit them and is wiped or overwritten by taunt/detaunt.Azarael wrote:There is an aggro system and taunts and detaunts factor into it.

Re: Current State of Classes and Abilities
Tested in many times in pvp as well, where i havnt seen any difference on AW/torment with FP up..Telen wrote:Mobs dont have an armor rating yet. Only basic stats ai and no linked abilitys.noisestorm wrote:* Feinted Positioning seems not to work at all? lvl 8 Mobs still get the same Torment damage with and without FP.
.
Kenzing - Specialneedz
Re: Current State of Classes and Abilities
Only casts of more than 1 gcd had a second check. So thats mostly 3s casts which was at the halfway point.Luth wrote:I always thought it is 50% of the casttime, really not sure though.Telen wrote: The second los and range was 1 gcd into the cast. If it passed that it still went off.
Also Channels were checked this way too not on each tick but each gcd. You could still do damage on those out of range or sight with the end of a channel.
Last edited by Telen on Sun Feb 01, 2015 3:35 pm, edited 2 times in total.

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Re: Current State of Classes and Abilities
Are any other positionals working. Position is likely not implemented yet as you can defend from attacks from behind. Likely all the trig isnt on the server yet.wender88 wrote:
Tested in many times in pvp as well, where i havnt seen any difference on AW/torment with FP up..

Re: Current State of Classes and Abilities
Positionals are implemented and the aggro system tracks threat levels as well.
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