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Thread: The QA Lodge

  1. #21
    Community Member KatanAztar's Avatar
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    Can you confirm if this is a bug?

    I think the bramble casters are not stacking with shield-blocking DR.

    Did a test in pvp where I went in the corner to shield-block, once with bramble casters equipped, and once without them equipped. Both times I had a blocking DR of 19. I do know that before mod 7, it did stack and I could get shield-blocking DR of 29 against arrows with the bramble casters equipped.

    Any response would be appreciated.
    Thank you.

  2. #22
    Quality Assurance Silthe's Avatar
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    Quote Originally Posted by McBadger View Post
    When auto attack is engaged or when holding down the mouse button to attack it is difficult to get the Deepwood Sniper clicky to function. Often it won't engage at all. Also if i wait until the end of a normal attack and release the mouse button to activate the sniper shot i see the animation but no attack roll or miss/damage over the monsters head.
    This is a bug report, not a question. Please submit using the bug report form.


    ~Silthe

  3. #23
    Community Member McBadger's Avatar
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    Ooops. Didn't complete my thought properly. Was wondering if there was a work around. Sorry for the confusion. And a big thanks for taking time for this.

  4. #24
    Quality Assurance Silthe's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    Some monsters display immunity to charm / mind control on their info window, such as creatures in the Shroud or Vision of Destruction raids who have the Mandate of Shavarath buff. Charm Monster and Dominate Person bounce right off. However, I still see them get controlled by the Suggestion or Mass Suggestion spells. Is that correct?
    The Mandate of Shavarath currently wards creatures from Charm effects, but the Suggestion spell (and Mass Suggestion) are not tagged as Charm effects in the Player’s Handbook. As a Compulsion that pacifies hostile opponents, however, Suggestion likely should be prevented by the ward.

    So, it's working as intended right now, just not intuitively. And we reserve the right to make it work more intuitively later.


    ~Silthe

  5. #25
    Community Member Barron's Avatar
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    Bards now have an arcane check for every spell they cast except dancing ball whether wearing armor or not.

  6. #26
    Community Member jkm's Avatar
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    i have a question about bug reporting in general.

    1st, there are the easy bugs i.e. the ghaele fell into the wall and can't get up.

    2nd, there are the medium bugs that you are pretty sure what the root cause is i.e. kreeper i'm stuck on the ladder because it looks like 2 ladders spliced together that have become slightly separated.

    then there are the hard bugs that you have to repeat test until you find the issue so that you don't have to chase red herrings for a month. i.e. why can't i buy from a barkeep without changing tabs?

    would it be possible to have a different bug report sheet for testing scenarios so that you can see what we see? or do you want the bugs reported when we think we see them or after we've validated the bug? for example, i have the following bug that i think is what is lagging out most people in shroud 1. i'm testing it over several runs to see if its valid before i submit the bug.

    hypothesis - auto-attack is queueing up a ton of attacks and overwhelming the clients ability to handle them causing the application to lag out.

    currently on test run 4 of 5

    start into beating on portals by clicking. then click on autoattack and leave it on.

    results so far

    1. its fine until mobs start spawning - then you get the dreaded "you must face trog sniper assassin" and the performance gets slower. it gets slower and slower the farther you get into part 1 until you turn off autoattack and it will slowly recede as your client catches up (you see a huge surge of inbound info at that point).

  7. #27

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    Attacking from stealth mode is not breaking stealth if you connect and kill a creature with DPS. Normally I would think this is a bug but I'm not sure since it could be a change to make the assassinate ability worthwhile.
    Things that if Turbine went all EXTREME PREJUDICE™ on, would actually make the game fun again.:
    • Giving us the racial PrE’s we were promised, before rolling out DDOStore™ Enhancement Trees.
    • Fixing physical defense for Rangers and Rogues. It’s ridiculous that you’re better off wearing Heavy Armor and ignoring your innate feats on these classes.
    • Cannith Crafting.
    • Update the named loot to put them on the same system.
    • Fixing the Cannith Challenges so that they can be 6 starred without incredible luck or store bought items.
    • Fixing all challenges to give us decent XP and ingredient returns for the unreasonable time we have to spend in most of them.

  8. #28

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    Quote Originally Posted by Silthe View Post
    - DO post about old issues that seem like they’ve been around forever. There’s no retirement age for issues that interrupt your play experience.
    Quest entrances still sometimes present the incorrect difficulty when entering an already active instance. This has been in the game since the beginning of time, and still makes me chuckle.

    Any news on when/if this will be fixed (maybe along with world peace, pony mounts?)

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  9. #29

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    Quote Originally Posted by QuantumFX View Post
    Attacking from stealth mode is not breaking stealth if you connect and kill a creature with DPS. Normally I would think this is a bug but I'm not sure since it could be a change to make the assassinate ability worthwhile.
    Sneak attacks no longer automatically draw you out of stealth mode. Note that your target will know where you are and will likely take great offense to being stabbed if you didn’t kill them outright.

    ACcording to the release notes, this is an intended change.
    °º¤ø,¸¸,ø¤º°`°º¤ø,¸,ø¤°º¤ø,¸ ¸,ø¤º°`°º¤ø,¸A R C H A N G E L S °º¤ø,¸¸,ø¤º°`°º¤ø,¸,ø¤°º¤ø,¸ ¸,ø¤º°`°º¤ø,¸
    Thelanis

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  10. #30
    Scholar Of Adventure & Hero Missing_Minds's Avatar
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    Quote Originally Posted by Silthe View Post
    Cleave and Great Cleave only work with one weapon, per the 3.5 PHB rules and per the spirit of those Feats. Now, we've changed things before in the name of balance or just adapting them to an MMO, but I'm curious what makes you think these two feats should hit with both weapons?


    ~Silthe
    I more wish you'd make Cleave and Great Cleave have the same attack speed for all weapons. 2 handers are so freaking SLOW. 2 weapons is in the middle and sword and shield rates the fastest. Makes no sense at all.

    However, as to why we think it should hit with both. Look at the animation. You spin around with BOTH weapons, not just one. Due to the fact that the attack animation is rather ridiculous with some weapons (I'm really going to jab with a light hammer for instance) we just think that the "one animation to fit all" applies and because both weapons are out for the spin, both should hit.
    Last edited by Missing Minds; 07-02-2008 at 09:12 PM.

  11. #31
    Community Member lenric's Avatar
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    Quote Originally Posted by Silthe View Post
    Cleave and Great Cleave only work with one weapon, per the 3.5 PHB rules and per the spirit of those Feats. Now, we've changed things before in the name of balance or just adapting them to an MMO, but I'm curious what makes you think these two feats should hit with both weapons?


    ~Silthe
    If you will imagine this.

    A loosely armored but muscular dwarf wielding a warhammer in each hand approaches 3 hobgoblins, their backs turned, around a campfire. In only an instant as the dwarf quickly pivits his feat to a spin holding his hammers out in front of him, one high one low, the three orcs are felled as his warhammers drove through them slamming into each of their hips and shoulders.

    That is why I think you should get attacks with both weapons in a cleave, or great cleave. With the way you implemented cleave more like a whirlwind attack rather than the 3.5 rule of getting an extra attack after you kill an opponent, having everything in your 'cleave radius' struck by both weapons would make more sense.
    Last edited by lenric; 07-02-2008 at 05:54 PM.

  12. #32
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    Quote Originally Posted by Silthe View Post
    Cleave and Great Cleave only work with one weapon, per the 3.5 PHB rules and per the spirit of those Feats. Now, we've changed things before in the name of balance or just adapting them to an MMO, but I'm curious what makes you think these two feats should hit with both weapons?
    Given that a TWF DDO character gets twin benefit from melee special attacks like Trip, Sunder, or Stunning Blow, one might expect that Cleave also gets twin benefit. If the twin special attacks had been intentional, then the same logic which gave you double Sunder could also give you double Cleave.

    In a digression, in D&D rangers can use the Bladestorm spell to spin around and make an attack on each adjacent enemy with both their mainhand and offhand weapons. DDO could add that as a spellpoint-consuming enhancement, similar to how Paladins were given the Divine Sacrifice enhancement to duplicate a D&D melee-attack spell.

  13. #33
    Community Member Mirta's Avatar
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    Just wondering if the Devils and Orthons being able to teleport around at will even when stoned, stunned, held, fascinated, tripped, dancing, commanded, AND paralyzed is a bug or if they're working as intended.
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  14. #34
    Community Member Turial's Avatar
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    Sneak attack with a ranged weapon breaks stealth. Based on the release notes it seems it should not do this. Bug?
    970 sp and counting
    Help Fix Ranged Combat for Everyone. Come help complete the DDO Wiki

  15. #35
    Community Member Attomic's Avatar
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    Two things:

    1) I have a couple of Dwarven Throwers distributed among my characters. One of them, on a character I'd like to retire, shows as "Bound", while the others do not. What gives?

    2) Slow Fall on my monk just doesn't seem to work as described; if I jump or fall off the side of something, I'm getting roughly the same damage I used to get without it. And if it's supposed to work as it does in PnP (i.e., if there's a wall adjacent, the monk can use the wall to slow his fall a certain amount depending on level), how is that different from any non-Slow Fall classes sliding down walls?
    Quote Originally Posted by Kreaper View Post
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  16. #36
    Community Member Hakushi's Avatar
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    With my rogue, and Way of the Thief Arobat II I'm getting knocked down by minotaurs, and also in the Titan room, just not as much as others it seems. Is this as intented.
    The Ashen, Riedra (now Khyber) ~ Raika halfling rog20 ~ Carolanne human brd20 ~ Coriza drow wiz20 ~ Alexandra elf rgr20 ~ Samara human ftr20 ~ Zaretta human clr20 ~ Katina elf brb20 ~ Carelle human pal20 ~ Nathalya halfling mnk20 ~ Rosanna elf fvs20 ~ Venusia halfling ftr20 ~ Kristina human sor20 ~ Nausikaa halfling rog13 ~ Carietta halfling rog1/rgr9/mnk1

  17. #37
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    Quote Originally Posted by Attomic View Post
    2) Slow Fall on my monk just doesn't seem to work as described; if I jump or fall off the side of something, I'm getting roughly the same damage I used to get without it. And if it's supposed to work as it does in PnP (i.e., if there's a wall adjacent, the monk can use the wall to slow his fall a certain amount depending on level), how is that different from any non-Slow Fall classes sliding down walls?
    Slow fall appears to ignore your tumble skill for calculating damage. I suspect it was intended to be implemented by giving you an invisible bonus to your tumble skill, but instead is *only* giving you the bonus, and disregarding the tumble score itself.

    I believe the correct route is to bug report it.
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  18. #38
    Founder & Hero Steiner-Davion's Avatar
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    Quote Originally Posted by Attomic View Post
    Two things:

    1) I have a couple of Dwarven Throwers distributed among my characters. One of them, on a character I'd like to retire, shows as "Bound", while the others do not. What gives?
    This is also true for Chill Shards. and it seems ot have something to do withe old bug when they wer mysteriously transformed into stacks of 50 or something and people were making literally tons of money by selling them. To prevent the exploit of selling th einadverent stacks of chill shards they made them bound. Then at some point a few mods/patches later they removed the bind on acquire attribute for all new chill shards, but not existing ones.

  19. #39
    Community Member Quanefel's Avatar
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    I have a 16th lvl monk and at first level I got Power Attack on her. I do not use it anymore but Fred will not let me exchange it for another feat. Am I stuck with it or is it just bugged for me?
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  20. #40
    Founder & Hero Vordax's Avatar
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    Quote Originally Posted by Quanefel View Post
    I have a 16th lvl monk and at first level I got Power Attack on her. I do not use it anymore but Fred will not let me exchange it for another feat. Am I stuck with it or is it just bugged for me?
    Do you have another feat that has power attack as a prerequisite? Like cleave?

    Vordax

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