Warlock bugs

Re: Warlock bugs

by Clank » Sun Dec 14, 2014 1:19 pm

Thanks for info, we did found some evidences that tend to confirm what you said on warlock pet behavior.

About the Eye, as you said stealth is kind of a aggro reducing radius so maybe it was a stealth but without the visual effect of it. We will investigate !
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Re: Warlock bugs

by Skuggor » Sun Dec 14, 2014 4:57 pm

- Somehow I got "internal errors" when trying to create a healthstone while already having a healthstone in my bag, this worked fine for soul and spell stones


You're only able to get stones from each rank alone. But not sure about spellstones/firestones.
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Re: Warlock bugs

by Daemon » Sun Dec 14, 2014 5:23 pm

Beasts will wait until in combat to cast Dash or Dive; that's what the Imp and Felhunter would do with Fireshield and Tainted Blood. Some would be kept active, such as the Felhunter stealth detection buff, and the Succubus invis buff. Basically, permanent or very long buffs would be kept up. Short ones would not. Invisibility is a yes, Furious Howl is a no; Wolf wouldn't cast it until you're in combat.

Indeed. We found some evidences for that. It is fixed now.

- Somehow I got "internal errors" when trying to create a healthstone while already having a healthstone in my bag, this worked fine for soul and spell stones

The error message is fixed.
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Re: Warlock bugs

by Daemon » Sun Dec 14, 2014 6:14 pm

- I have a feeling the Pyroclasm talent which gives you a 26% chance (2/2 points) to stun with Rain of Fire, Hellfire and Soul Fire, is not even close to 26%. I just tested this for like 10 minutes on the 3 target dummies, and in one full cast of Hellfire rank 1, on 3 dummies, the talent didnt proc once, with 26% that is very unlickely. Rain of Fire on the other hand seems to proc a bit more often then Hellfire, which doesnt make sense as Hellfire has like 3 times as much damage ticks then Rain of Fire. I also shot about 20 Soul Fires so far, and havent seen a single stun from it.

Fixed.
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Re: Warlock bugs

by Brain » Sat Dec 20, 2014 10:56 pm

Hey there, a couple of things I found during the 1 hour session tonight:

- The Pyroclasm talent still feels like its not 26%. Now I might be wrong in thinking it should be 26% per tick, and maybe it should be per cast. However I cannot find any evidence for this. In comparison to the Aftermath talent, which has a 10% chance on destruction spells to proc, Aftermath procced way more often from hellfire then the stun from Pyroclasm.

- The voidwalker sacrifice ability is once again usable while being out of LoS with the voidwalker. This was first reported by me in the last PvP test, in the first session. And in the second session on that day it was no longer usable while being out of LoS. I provided some evidence for it, although im still not 100% certain if it was supposed to be like that in Vanilla.

- Amplify curse doesnt work with curse of exhaustion. It doesnt apply the extra 20% slow and it doesnt remove the amplify curse buff. This was mentioned already in this topic, but might have been overlooked.

- I cant get multiple healthstones. I know you cant get two major healthstones, as they are unique. But shouldnt you be able to have a major and a lesser healthstone in your bags? This does work for spell/fire and soulstones, but not for healthstones.
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Re: Warlock bugs

by cardk » Sun Dec 21, 2014 9:27 am

- I cant get multiple healthstones. I know you cant get two major healthstones, as they are unique. But shouldnt you be able to have a major and a lesser healthstone in your bags? This does work for spell/fire and soulstones, but not for healthstones.


Yea, I remember having 2 in retail aswell, of different ranks.
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Re: Warlock bugs

by Askental » Sun Dec 21, 2014 4:56 pm

cardk wrote:
- I cant get multiple healthstones. I know you cant get two major healthstones, as they are unique. But shouldnt you be able to have a major and a lesser healthstone in your bags? This does work for spell/fire and soulstones, but not for healthstones.


Yea, I remember having 2 in retail aswell, of different ranks.


Yup.

Warlocks could spend 1 or 2 talent points in the demonology tree to increase the healing power by 10% or 20% respectively. Before patch 3.0.2, Stones created by Warlocks of zero, one, or two points invested in Improved Healthstone were all considered different items, even though they looked the same. For example, it was possible to carry three different types of Major Healthstones: [Major Healthstone], [Major Healthstone] Improved 1, and [Major Healthstone] Improved 2. However, the Echoes of Doom Patch nerfed this ability, and now Healthstones in General are unique items.
http://www.wowwiki.com/Healthstones
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Re: Warlock bugs

by Drain » Sun Dec 21, 2014 7:18 pm

Stacking Healthstones were indeed something we did back then. Different Warlocks running the same raid would deliberately put different points into the talent so they could stack the stones. If you ran alone, it was usually smart to dock 1/2 points, as most other Warlocks went 0/2 or 2/2, so this meant more stacking mismatches. If you're leveling with a friend that wants to run that same class, mismatch the ranks so you can stack stones. You can argue this is an exploit, but since they still share the same item CD, no one complained about it and Blizzard didn't care for years until eventually fixing it after Classic.

I do wonder if the CD groups are something Nostalrius is doing correctly. Potions+Healthstones should be in 2 different CD groups, usable together. Mage Mana Gems should be in the second group. Many special items, such as Magic Dust, Slumber Sand, and any grenades, should share CDs. Trinkets are usually unique to themselves, but some also shared CDs. However, Felwood plants should be in the Healthstone CD group, not the potion group. Farming these is how you could double potion without Healthstones: http://www.wowwiki.com/Whipper_Root_Tuber
There were also these, if you wanted mana: http://www.wowwiki.com/Night_Dragon%27s_Breath
And these, if you REALLY wanted mana: http://www.wowwiki.com/Demonic_Rune
These all shared CDs with Healthstones and each other, but not regular potions. They were useful if you weren't playing a Warlock. Basically, items branded as "potion" were 1 group, and things branded as something else were a separate group.
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