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Carpone
02-16-2020, 01:31 PM
Restorative Draught doesn't restore negative levels and doesn't cure stat damage.

Flash Freeze has a spell pen check?! You can clearly see this when trying to freeze a wisp in Into the Mists or the iron golems in VON4 right after you defeat the MCU.

Apothecary core 2 magic missile immunity is not functional.

ChadB123
02-16-2020, 02:17 PM
Heal Admixture spell does not cure stat damage or conditions.

Stone of the Savant doesn't appear to be adding elemental resistances.

Buff spells, like displace, break invisibility.

Melt Lock doesn't work.

Grugmak
02-16-2020, 09:04 PM
Caustic Solvent (acid aoe) does electric bonus damage with burning ambition

As stated above and cannot be stated enough times or with enough emphasis CORE TWO OF APOTHECARY DOES NOT WORK

Accelerate spell does not seem to function, at all, it neither speeds the projectile nor decreases the arc and spell arcs seem to be chosen at random anyway.

Vial smash spells (at least the acid one for sure) do not activate burning ambition die.

Montegue
02-16-2020, 10:29 PM
Caustic Solvent (acid aoe) does electric bonus damage with burning ambition

Noticed this today.



As stated above and cannot be stated enough times or with enough emphasis CORE TWO OF APOTHECARY DOES NOT WORK

Just got killed in Old Bonegrinder because of this bug.




Accelerate spell does not seem to function, at all, it neither speeds the projectile nor decreases the arc and spell arcs seem to be chosen at random anyway.

This, I disagree with. I've been using it, and it definitely cuts the arc and speeds the projectile.



Vial smash spells (at least the acid one for sure) do not activate burning ambition die.

Huh.

Falkyron
02-16-2020, 10:51 PM
I was surprised and annoyed when Wave of Poison was labeled cereulite but is in fact crimsonite.

I built into it with a soothing poultices splash in order to be splashing heals with pulses of poison AoE, just to find that spraying the SLA would kill my reaction and disable the temporary hit point buff. I hope it triggering the crimsonite reaction isn't working as intended.

Zretch
02-17-2020, 10:57 AM
Restorative Draught doesn't restore negative levels and doesn't cure stat damage.

This is incorrect, it does. You need to hard target yourself. I went into Lost Temple of Vol at level 16 and got hit with 15 neg levels against the red named Quell because I forgot to refresh my Death Ward clicky. /blah 8 casts of Restorative Draught brought be back to being able to throw a Greater Resto scroll on myself and remove the final 7 neg levels.

Zretch
02-17-2020, 11:05 AM
Flash Freeze has a spell pen check?! You can clearly see this when trying to freeze a wisp in Into the Mists or the iron golems in VON4 right after you defeat the MCU.


Flash Freeze isn't a direct damage spell. Most control spells that don't do direct damage have a spell pen check. Flash Freeze is pretty awesome, as it hits pretty much any corporeal mob out there, so I don't mind that it can bounce off of golems and wisps, which are very hard to CC for any arcane caster.

I did notice, however, that Iron Shavings seems off. The description says "Smash a bottle at your feet to spread Flametouched Iron shavings into the air around you, causing nearby Incorporeal foes that fail a Fortitude save to become Corporeal for 6 seconds, plus 1 second per Caster Level." This implies that the spell is PBAoE, however the game says you need to have a target in order to cast it. When you target a mob and cast it, against Phantom Warriors, Phantom Archers, and Forgotten Wraiths in Oath of Vengeance, the game says they are immune.

So a spell that's supposed to be PBAoE doesn't appear to be, and the mob type that it's supposed to make corporeal seem to be immune to it. I was kind of hoping that you could use Iron Shavings to make ghosts solid, and then use flash freeze to control them (which would have been a very cool mechanic).

Carpone
02-17-2020, 12:00 PM
The Apothcary Curative Admixture: Heal SLA (core 5) does not function when hard targeting a player in undead form. The Alchemist Curative Admixture: Heal spell has no such problem.

Torkzed
02-17-2020, 02:18 PM
This is incorrect, it does. You need to hard target yourself. I went into Lost Temple of Vol at level 16 and got hit with 15 neg levels against the red named Quell because I forgot to refresh my Death Ward clicky. /blah 8 casts of Restorative Draught brought be back to being able to throw a Greater Resto scroll on myself and remove the final 7 neg levels.

Can't comment on Restorative Draught; didnt take it.

But Greater Restorative Draught did NOT return my neg levels and I was hard targeting myself. Definitely something wrong with at least the Greater Resto.

Torkzed
02-17-2020, 02:33 PM
Adding my voice to the problem with the second core in apothecary. It does not reliably work. I think it works when it is first taken (and after a tree reset, which i did once and forgot to NOT take the second core.

I was in cloth armor.

I did use a shield wand on myself out of habit. Perhaps when that wore off it took the enhancement buff with it, never to be seen again?

I do get a animation that looks like shield is being cast when i remove and re-equip my cloth armor. But I am not getting the magic missile immunity.

Theolin
02-17-2020, 03:19 PM
Mass vile(s) all share one cool down ... not sure if bug or on purpose .. though completely irritating if on purpose .. 3 spell slots used only get one spell - if on purpose .. just make it multi select.

Walls/bookshelves/tables/stuff if you are too close to them while hard targeting yourself causes pots to explode and do nothing, this affects the thrown ones like healing not the break at feet ones.

mm immunity from 2nd core does not work.

Theolin
02-18-2020, 03:20 PM
Also cannot use: Alarphon's Staff from war wizards turn in.

Draxis
02-18-2020, 05:56 PM
Can't comment on Restorative Draught; didnt take it.

But Greater Restorative Draught did NOT return my neg levels and I was hard targeting myself. Definitely something wrong with at least the Greater Resto.

All of the restoration spells for Alc currently only work when self-targeting if you have the Accelerate metamagic active. Should be fixed in tomorrow's patch.

Montegue
02-19-2020, 08:59 AM
I couldn't tell last night if the patch fixed the Tier 2 Shield bug or not (assuming it actually came out last night, and isn't happening this morning...). Anyone notice?

magaiti
02-19-2020, 09:14 AM
I couldn't tell last night if the patch fixed the Tier 2 Shield bug or not (assuming it actually came out last night, and isn't happening this morning...). Anyone notice?
How could you not notice a lengthy download that every DDO update up to date had had so far?

Zarkarion
02-21-2020, 06:18 AM
The set bonuses for Beacon of Magic (Artifact bonus to Universal Spell Power) and Adherent of the Mists (Profane bonus to Universal Spell Power) do not affect Poison power.

These are presumably bugs.

Red_Knight
02-25-2020, 02:26 PM
Melt Lock appears to be correctly rolling a spellcraft check to "pick" locks, but the die roll isn't showing. Thus you have no idea if it's actually doing anything unless it actually works. Or how high/low the roll was, thus if it's worth while to keep trying.

Chaoscheerio
02-25-2020, 05:29 PM
Healing potions don't appear to function in ankle deep water. Nearly died in Spies because of this. Can't tell if bug or WAI; but seriously hope it's a bug.

Carpone
02-25-2020, 06:32 PM
Thanks SSG for the Alchemist bug fixes in U45.2. Any updates you can share on the following alchemist bugs?

1. The Apothcary Curative Admixture: Heal SLA (core 5) does not function when hard targeting a player in undead form. The Alchemist Curative Admixture: Heal spell has no such problem.
2. Heal Admixture spell does not cure stat damage or conditions.
3. Stone of the Savant doesn't appear to be adding elemental resistances.
4. Buff spells, like displace, break invisibility.

magaiti
02-26-2020, 06:37 AM
Feedback on Resto bottles (lesser, regular, greater), as of U45.1:
- I don't use Accelerate Spell.
- Lesser and Greater Restoration bottles seem to work correctly (at least I didn't notice any problems with them)
- Regular Restoration bottle works on myself when self-targeted, but I failed to hit a targeted party member with it - the bottle orbits me for a second and does nothing.

Zarkarion
02-29-2020, 02:32 AM
Necromancer's Bracers (Void Lore 15%) bug:

With nothing in bracer slot, my Poison % crit is reported as 27.

With Necromancer's Bracer in bracer slot, my Poison % crit is reported as 24.

(My highest other void lore item is Burnscar Sash at 11%).

DRoark
02-29-2020, 07:54 PM
Sanctified Vial not working. Our Alch/FvS tries to cast it, it says "wrong class".

GeoffWatson
02-29-2020, 09:27 PM
The Orb, Stygian Wrath has an ability called Sinister Chill that says it gives temporary spell points when you cast a Cold, Negative or Poison spell.

It doesn't work for Poison spells.

Xoetep
03-03-2020, 09:37 PM
Sanctified Vial not working. Our Alch/FvS tries to cast it, it says "wrong class".

TY for posting this.. wish I saw it sooner

Pilgrim1
03-04-2020, 01:36 AM
If I'm facing a wall (or structure) Its impossible to heal myself.

If I'm falling (with FF) its impossible to heal myself.

Occasionally vials will hit the target and have no effect. I see this mostly with turn to frog (its not a Deathward issue, the spell just doesn't seam to take).

Bluenoser
03-05-2020, 04:55 PM
Tested today (March 5), Accelerate still not doing anything. Double-checked the spell descriptions to make sure it was eligible, tried both turning Accelerate on for everything and for just the specific spell. Nada. Vials fly on the same trajectory and just as fast (i.e., slowly). Swapped it out.

Lvl 6 heal-like spell still not removing any other effects like disease, etc. About half of my self-heals (all spell-vial versions) disappear with no effect even when self-targetted. As others have noted, facing a wall = never works.

I am wondering if there's some weird racial element to some of these other bugs. I can get the restos to work on me (Halfling), but my friend (non-iconic gnome) can't no matter what he tries. (If it is that, it's even weirder--I would have guessed Gnome is largely based on Halfling).

magaiti
03-06-2020, 03:42 AM
I am wondering if there's some weird racial element to some of these other bugs. I can get the restos to work on me (Halfling), but my friend (non-iconic gnome) can't no matter what he tries. (If it is that, it's even weirder--I would have guessed Gnome is largely based on Halfling).

I'm playing a halfling alchemist atm. Greater/Lesser restos work fine, regular doesnt hit others, only myself.
Judging by the height from which Gnomes shoot projectiles (excessive research was done by our guildies during Inquis reign; gnomes shoot from their foreheads), Gnomes are based on Humans.

https://qph.fs.quoracdn.net/main-qimg-fc9926eabd38f64af7250ffc780a20f4-c

Pilgrim1
03-20-2020, 01:41 PM
more alchemist bugs:
1) its impossible to self heal while in the air. So no self healing possible while on a sorsled, while falling, or while on air jumps.
2) no alchemist heals trigger empyerian magic from DC destiny.
3) if I have a undead player targeted SLA heal and cure serious wounds will not cast. SLA cure light wounds, and spell heal and cure critical wounds will heal. All of these are admixtures.

I would say about 30% of all my heals targeting fellow players fail to land for one reason or another. Many of those reasons have been listed in this thread previously.

Tilomere
04-08-2020, 09:42 PM
Consolidated them and added a few more:

1 Multivial doesn't deal damage as listed, MCL is off and 20 to start, 30 with Master of Spellvials (thx for testing Zarkarian).

2 Helpless from helpless transmutation spells don't Dex 0 mobs for AC and reflex save purposes so if you don't go conjuration you're basically screwed for spell damage mana efficiency, especially on high CR evasion bosses.

3 Heighten automatically heighten's to spell level 6 instead of to the max spell book level you can cast alchemist spells at.

4 Life/Death Salve don't say it doesn't work on yourself. Death Salve doesn't work anyways.

5 Heal didn't restore stats. Bug from base spell, as cleric/fvs versions have same bug (Thx fatbud)

6 Regular Restoration bottle works on myself when self-targeted, but I failed to hit a targeted party member with it - the bottle orbits me for a second and does nothing.

7 Chemical Weapons didn't reapply after weapon swaps.

8 Sapping Ambition didn't proc.

9 Iron shavings doesn't allow freezing newly corporeal mobs.

10 Weakening mixture commonly doesn't break mob spell resistance.

11 Alchemist/Artificer multiclass causes artificer inscribe to be renamed to alchemist inscribe, but it still works.

12 Vial smash spells (at least the acid one for sure) do not activate burning ambition die.

13 Poisoned Shot is crimsonite, but commonly doesn't work in combat.

14 Walls/bookshelves/tables/stuff if you are too close to them causes pots to explode and do nothing

15 The set bonuses for Beacon of Magic (Artifact bonus to Universal Spell Power) and Adherent of the Mists (Profane bonus to Universal Spell Power) do not affect Poison power.

16 Potions don't explode in ankle deep water.

17 The Apothecary Curative Admixture: Heal SLA (core 5) and cure serious wounds does not function when targeting a player in undead form.

18 Falling or flying or soar sledding makes it impossible to heal yourself.

19 No alchemist heals trigger empyrean magic from DC destiny.

20 Necromancer Bracers lower Poison Crit %

21 Potions don't throw at where you target due to potion arc, even if it is a few feet in front of you into the ground like you do with fireball on a sorc.

22 Potions don't count as spells for EDF or EK range limitations, not sure if bug, since they aren't spells? Due to above bug where throwing potions into the ground doesn't work due to potion arc, this would eliminate the ability to play an EDF or EK Alc. If this does get implemented, they need to change how EDF interacts with AoE spells and have them explode instead of disappear at max range.

23 En Pointe does 60% of regular attack damage instead of +2W with THF weapons, unknown with 1H, so if you splash a melee Alc with bard you are disappointed.

24 I'm pretty sure Eldritch Tempest is over-performing the formula it gives.

25. Inquisitive's Path/mechanical reloader 30% alacrity isn't working on Great Crossbows, so if you make a vile inquisitor GXBow build you are disappointed.

26. Alchemist poison damage spells are reflex and not fortitude saves, so you can't dps high reflex low fort evasion mobs effectively.

27. Deadly Poison line of enhancements - tier 1-3 give nothing, tier 4 gives +1 to damage. Tier 5 reliably gives crit threat range, doesn't give + dmg, or to-hit, it's same bug as with Chemical Weapons. Work around is to unequip everything from your hand slots, then reequip both slots at same time. It's not only "visual" bug, those enhancements actually stop working if you change JUST a weapon. So after every scroll use you need to unequip both items from hand slots.

28. IPS on throwing daggers doesn't work on all named throwing daggers, namely return to sender and the raid throwing dagger, so if you make such a build you are disappointed.

29. Enlarge is an alchemist metamagic bonus feat, but it doesn't work on any alchemist spell or ability. All alchemist potion throws seem to be automatically double range for free.

30. Inflict light wounds SLA doesn't work.

31. Melt lock is knock (13 + transmuatation + int bonus), although it is supposed to be 1d20 + spellcraft.

32. Occasionally vials will hit the target and have no effect. Presumably due to using incorrect snapshot of prior abilities stats. This isn't unique to alchemist though, missing shots of range, mass frog spell pen, etc. all are likely same type of bug.

33. Panacea Poultice no longer heals hp.

34. Vile Chemist Poisoned Shot does not work while moving when dual wielding crossbows.

35. Not a bug, but VKF T5 abilities count as weapon buffs, so they dispel imbues, so if you make a vkf vile alchemist you are disappointed.

36. Vile Alchemist defensive roll doesn't say it doesn't work in medium or heavy armor or with adamantine body.

37. As a healer, when you twist renewal it self-casts on you outside of US but doesn't heal. It isn't supposed to be able to target yourself unless you are in US.

38. Vile chemist breaks with anything equipped offhand.

39. Harm (negative energy potions) are absorbed by spell absorption while an undead alchemist or healing an undead ally.

40. Exceptional (All) spell lore stacks with Exceptional (Element) spell lore, which causes users of certain sets or clouded dreams + Spiral to deal too much damage.

41. Inquisitor dodge enhancements are bugged, so if you make an alchemist inquisitor you are slightly puzzled.

42. Sanctified Vial is based on cleric levels.

43. Glue bomb bypasses FoM and spell resistance.

44. Freeze duration isn't reduced in reaper.

Haphazarduk
04-21-2020, 03:52 AM
Does Alchemist Knowledge Potions work on admixtures? I think its supposed to (like Artificers) but doesn't seem to or did that get removed altogether?

Hap

Tsutti
04-24-2020, 02:42 PM
Melt Lock has a self contradictory description in which it spends a paragraph explaining that it rolls a d20 + Spellcraft to pick any lock a sufficiently skilled rogue could pick and then another line saying it functions like the Knock spell.

The correct one is that it functions like a Knock spell, rolling a d20 + Caster Level + Spellcasting Ability Modifier (Intelligence, in this case). This gives it a useless dc for legendary content in particular.

Zarkarion
04-25-2020, 06:49 AM
1 Multivial doesn't deal damage as listed, probably MCL is off and 20 to start.

Confirmed empirically that

Multivial is almost certainly MCL 20, and probably rises to MCL 30 with Master of Spellvials.

See: https://www.ddo.com/forums/showthread.php/513878-Is-multivial-actually-MCL-20?p=6317586#post6317586

Kraki
05-11-2020, 09:16 PM
Vile Chemist Poisoned Shot does not work while moving when dual wielding Light/Heavy crossbows. Two shots fire that have no effect on the target and no dice roll occurs. On target dummy, the physical shots register as hits (the dummy moves/flashes a hit). Confirmed with Poisoned coating on/off, Law on your side on/off, Precise Shot on/off, with and without runearm equipped. Movement appears to be the key.

Functions correctly while stationary. Functions while moving with G-Xbow and Repeaters.

This one annoyed the **** out of me until I confirmed what it was.

SocratesBastardSon
05-13-2020, 09:17 PM
13 Wave of Poison was labeled cereulite but is in fact crimsonite.



They must have fixed this. When I cast Wave of Poison today it proc'd blue/Ceruleite. I use it to initiate Orchidium spike all the time.

TitusOvid
05-28-2020, 07:12 AM
Alchemist Action Boost doesn't benefit from Core 2 Legendary Dreadnaught (Action Hero). Is that wai?

Cheers,
Titus

SirValentine
05-28-2020, 09:24 AM
Alchemist Action Boost doesn't benefit from Core 2 Legendary Dreadnaught (Action Hero). Is that wai?


Which action boost? I didn't think Alchemist had any.

Bottled Boost spells have similar effects to Action Boosts, but they are not actually Action Boosts themselves, they are spells.

So if you mean Action Hero didn't shorten the cool-down on spells, that sure seems like it would be WAI. Similarly, things that give Extra Action Boosts don't give you extra SP or something to cast Bottled Boost spells with.

TitusOvid
05-28-2020, 09:53 AM
Which action boost? I didn't think Alchemist had any.

Bottled Boost spells have similar effects to Action Boosts, but they are not actually Action Boosts themselves, they are spells.

So if you mean Action Hero didn't shorten the cool-down on spells, that sure seems like it would be WAI. Similarly, things that give Extra Action Boosts don't give you extra SP or something to cast Bottled Boost spells with.

You are right, Bottled Boosts. Since they are similiar to Action Boost I was wondering if this is wai.

Kraki
06-01-2020, 03:52 PM
Slight addition to #18 - Soarsleds. Cannot use self targetted bottles on soarsleds unless you fly within a few feet of a floor.

Zarkarion
06-19-2020, 02:53 AM
I'm playing a halfling alchemist atm. Greater/Lesser restos work fine, regular doesnt hit others, only myself.
Judging by the height from which Gnomes shoot projectiles (excessive research was done by our guildies during Inquis reign; gnomes shoot from their foreheads), Gnomes are based on Humans.

Sorry to necro this, and it is a bit off topic, but this is interesting as it suggests that gnomes should not get any advantage over large races (at least up to human size) in hitting multiple short targets with Improved Precise Shot. The idea that it would was one of the reasons why I have done so many gnome lives. Doh.

FatBudScream
06-29-2020, 01:54 PM
Consolidated them and added a few more:

1 Multivial doesn't deal damage as listed, MCL is off and 20 to start, 30 with Master of Spellvials (thx for testing Zarkarian).
2 Helpless from helpless transmutation spells don't Dex 0 mobs for AC and reflex save purposes so if you don't go conjuration you're basically screwed for spell damage mana efficiency, especially on high CR evasion bosses.
3 Heighten automatically heighten's to spell level 6 instead of to the max spell book level you can cast alchemist spells at.
4 Life/Death Salve don't say it doesn't work on yourself. Death Salve doesn't work anyways.
5 Heal didn't restore stats.
6 Regular Restoration bottle works on myself when self-targeted, but I failed to hit a targeted party member with it - the bottle orbits me for a second and does nothing.
7 Chemical Weapons didn't reapply after weapon swaps.
8 Sapping Ambition didn't proc.
9 Iron shavings doesn't allow freezing newly corporeal mobs.
10 Stone of the Savant doesn't appear to be adding elemental resistances.
11 Caustic Solvent (acid aoe) does electric bonus damage with burning ambition
12 Vial smash spells (at least the acid one for sure) do not activate burning ambition die.
13 Poisoned Shot is crimsonite, but commonly doesn't work in combat.
14 Walls/bookshelves/tables/stuff if you are too close to them causes pots to explode and do nothing
15 The set bonuses for Beacon of Magic (Artifact bonus to Universal Spell Power) and Adherent of the Mists (Profane bonus to Universal Spell Power) do not affect Poison power.
16 Potions don't explode in ankle deep water.
17 The Apothecary Curative Admixture: Heal SLA (core 5) and cure serious wounds does not function when targeting a player in undead form.
18 Falling or flying or soar sledding makes it impossible to heal yourself.
19 No alchemist heals trigger empyrean magic from DC destiny.
20 Necromancer Bracers lower Poison Crit %
21 Potions don't throw at where you target due to potion arc, even if it is a few feet in front of you into the ground like you do with fireball on a sorc.
22 Potions don't count as spells for EDF or EK range limitations, not sure if bug, since they aren't spells? Due to above bug where throwing potions into the ground doesn't work due to potion arc, this would eliminate the ability to play an EDF or EK Alc. If this does get implemented, they need to change how EDF interacts with AoE spells and have them explode instead of disappear at max range.
23 En Pointe does 60% of regular attack damage instead of +2W with THF weapons, unknown with 1H, so if you splash a melee Alc with bard you are disappointed.
24 I'm pretty sure Eldritch Tempest is over-performing the formula it gives.
25. Inquisitive's Path/mechanical reloader 30% alacrity isn't working on Great Crossbows, so if you make a vile inquisitor GXBow build you are disappointed.
26. Alchemist poison damage spells are reflex and not fortitude saves, so you can't dps high reflex low fort evasion mobs effectively.
27. Deadly Poison line of enhancements - tier 1-3 give nothing, tier 4 gives +1 to damage. Tier 5 reliably gives crit threat range, doesn't give + dmg, or to-hit, it's same bug as with Chemical Weapons. Work around is to unequip everything from your hand slots, then reequip both slots at same time. It's not only "visual" bug, those enhancements actually stop working if you change JUST a weapon. So after every scroll use you need to unequip both items from hand slots.
28. IPS on throwing daggers doesn't work on all named throwing daggers, namely return to sender and the raid throwing dagger, so if you make such a build you are disappointed.
29. Enlarge is an alchemist metamagic bonus feat, but it doesn't work on any alchemist spell or ability. All alchemist potion throws seem to be automatically double range for free.
30. Inflict light wounds SLA doesn't work.
31. Melt lock is knock (13 + transmuatation + int bonus), although it is supposed to be 1d20 + spellcraft.
32. Occasionally vials will hit the target and have no effect. Presumably due to using incorrect snapshot of prior abilities stats. This isn't unique to alchemist though, missing shots of range, mass frog spell pen, etc. all are likely same type of bug.
33. Panacea Poultice no longer heals hp.
34. Vile Chemist Poisoned Shot does not work while moving when dual wielding crossbows.
35. Not a bug, but VKF T5 abilities count as weapon buffs, so they dispel imbues, so if you make a vkf vile alchemist you are disappointed.
36. Vile Alchemist defensive roll doesn't say it doesn't work in medium or heavy armor or with adamantine body.
37. As a healer, when you twist renewal it self-casts on you outside of US but doesn't heal. It isn't supposed to be able to target yourself unless you are in US.
38. Vile chemist breaks with anything equipped offhand.
39. Harm (negative energy potions) are absorbed by spell absorption while an undead alchemist or healing an undead ally.
40. Exceptional (All) spell lore stacks with Exceptional (Element) spell lore, which causes users of certain sets or clouded dreams + Spiral to deal too much damage.
41. Accelerate doesn't do anything on many abilities.
42. Sanctified Vial is based on cleric levels.

Hello, I dont see much updates to your excellent and detailed post, so I'll offer my humble help after a few different alchemist builds ; here is what I tested so far (refering to #bug topic)

5. After many tests, it is not the Heal vial that is not working, but the Heal spell in general. Sometimes it restores stats, sometimes not, 'Curative Admixture : Heal' just suffers the same issue.
10. Yes, because now 'Stone of the Savant' gives MRR and MRR decap, not elemental resists.
11. It seems to be corrected, 'Caustic Solvent' does acid damage and 'Burning ambition' adds acid too.
14. Delicate subject - in theory you need a little space ahed of your character (TBD if its a bug or fully intended in vial throwing technique) so after intense practice I'll say of course! It does not work, dont stick/hug anything like board, chairs, walls if you throw it, it wont work and your arm will ache trying ;p
18. Obviously since you need to throw your healing vial ahed of you on a solid floor there is no way it would work on a sledge. Disappointing, but no surpise here - not really a bug.
21. Throwing at selected targets works better now, and even more with accelerate (this goes for #41 too). However you can see differences of arc length when you aim with or without your cursor circle active on screen at no selected target
38. Maybe because you were supposed to have a throwing item in one hand and only one. Its a shame though the skill does not automatically re-activate if you have right equipment on hand.
41. Please refer to #21 - and list the skills you tested it, because I did many test on SLA I could disable the Accelerate and it worked correctly by enhancing the arc throw/speed.

Thx all for keeping this post updated and tell me if I'm wrong, I really appreciate the class and the efforts players provide to point at bugs and mistakes.