Warlock bugs

Re: Warlock bugs

by Brain » Sat Dec 13, 2014 8:14 pm

Drain wrote:The pet would move to get LoS, then cast. Sacrifice however, I can't remember if it uses a LoS.


I remember this being the case during TBC, as I have never played vanilla retail myself I do not know if this was the case back in vanilla. I did however find a video of what looks like a warlock sacrificing his pet while its out of LoS. The video was posted on november 21, 2006. Which should indicate its either during or before patch 1.12.2. You cant clearly see if the pet is really out of LoS though, but its the only thing I could find.

https://www.youtube.com/watch?v=_zqPR59cduw
(around 1:20 he sacrifices his VW, btw turn off the music :lol:)

Drain wrote:If you used a Soulstone, in BGs or not, no pet came back with it.


I tried looking more into this but I couldnt find anything in the vanilla patchnotes. I will look into some oldschool warlock videos to see if this was actually the case. The reason why I reported it is because I remember it exactly how you explained. But again, that was during TBC.
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Re: Warlock bugs

by Brain » Sat Dec 13, 2014 10:38 pm

More stuff I found out, ill update this post everytime I find something.

- Health Funnel doesnt seem to work at all. Tried it on all 4 different pets. Havent tried it outside a duel, but when dueling it doesnt channel at all, it tries to cast it, but gets interrupted immediatly, it doesnt show on me nor my pet.

- 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.

- Voidwalker Sacrifice seems to get bugged after a duel. It doesnt give the shield. When I relogg, and sacrifice my pet outside a duel, it works fine, I get the shield. Once I start a duel, and then sacrifice it, it doesnt give the shield anymore. Not in a duel, not outside a duel.
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Re: Warlock bugs

by m4k3m3cry » Sat Dec 13, 2014 11:05 pm

sacrifice should have a limited amount of cast range so it should even check los, i dont fully remember the case from vanilla but im tending to think it should respect los and like 40y range for any action
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Re: Warlock bugs

by Daemon » Sat Dec 13, 2014 11:10 pm

- Voidwalker Sacrifice seems to get bugged after a duel. It doesnt give the shield. When I relogg, and sacrifice my pet outside a duel, it works fine, I get the shield. Once I start a duel, and then sacrifice it, it doesnt give the shield anymore. Not in a duel, not outside a duel.

Fixed

- Health Funnel doesnt seem to work at all. Tried it on all 4 different pets. Havent tried it outside a duel, but when dueling it doesnt channel at all, it tries to cast it, but gets interrupted immediatly, it doesnt show on me nor my pet.

Fixed

- When you die in a BG (havent tested outside a BG) and you ress yourself with a soulstone, your pet (succubus in my case, didnt test other pets) magically gets resurrected aswell

Fixed

What are the remaining confirmed bugs of this topic ?
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Re: Warlock bugs

by m4k3m3cry » Sat Dec 13, 2014 11:20 pm

- pet is chasing rogues still after vanish
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Re: Warlock bugs

by Drain » Sat Dec 13, 2014 11:34 pm

Imp: Casts Fireshield even when not in combat. This should only occur while in combat, and only given to players that have aggro of enemies, or are being hurt. For example, in groups, the Imp should only ever Fireshield your tank, unless someone else is the target of a mob and/or being attacked. It should not cast outside of combat, and shouldn't cast on anyone that's not being hit by anything. This is how the pet worked in retail; it was smart and conserved its mana for Firebolts. On Nostalrius, it wastes its mana keeping the shield up all the time, combat or not.

Felhunter: Tainted Blood has the same issue as Fireshield. The pet keeps it active at all times. This one however should be kept active whenever in combat, regardless of whether the pet is hit or not. It only checked for combat status on itself or owner, nothing else.

Succubus: Has lines of dialogue that I've never heard before. I don't know when these were created. They certainly weren't in Classic or BC. I don't even remember these from Cata. What's annoying though is you hear her even when she's no where near you.

Eye of Kilrog: Broken. When summoned, it moves very slowly and has a large amount of health. It's supposed to be the opposite, as reflected in the tooltip. It should also be stealthed. It currently doesn't seem to be. Enemy mobs and players should not see it unless they get close. A fair guess on the stealth level is probably Rogue or Druid default for player level without enhancements. Warlock pet levels are equal to their owner's level, so the stealth level, presumably, should be equal to that.

Health Funnel: Makes your pet go nuts. When using it on Felhunter, it'll immediately recast Tainted Blood, which is one bug tacked on top of another bug, as it's not even supposed to cast this outside combat.

Lifetap broke on me as well, restoring 156 per mana with 2/2 improved. I don't know what caused this however, and it went back to working.
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Re: Warlock bugs

by m4k3m3cry » Sun Dec 14, 2014 12:07 am

- eye of kilrogg cant be summoned when you have a pet outside, this shouldnt be the fact
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Re: Warlock bugs

by Übergeil » Sun Dec 14, 2014 1:02 am

Übergeil wrote:Curse of Exhaustion is not improved nether by the talent Amplify curse, nor by the talent Improved Curse of Exhaustion. At least from what I could see on the traget debuff tooltip, but from my perception as well.
Moreover, using Curse of Exhaustion after using Amplify curse should delete the buff Amplify curse from the buff bar, which is not the case.


In what concerns Curse of Exaustion, I made any further test, and here are my conclusions :

Improved curse of exhaustion talent is working properly. When racing with a guy with a simple curse, while I got an improved 3/4 one, I was running slower than him, so this is working.

What's not working properly is the use of Amplify curse talent, which should improve the curse of exhaustion by 20% (that means, the same improvment than the Improved CoE talent 4/4, and should propably be used both). When applying each one his 3/4 improved curse, amplified and not, we ran at the same velocity. So Amplify curse is not working with curse of exhaustion.
Moreover, by trying to use Amplify curse with the CoE, the Amplify curse buff doesn't disapear from the buff bar, which seems to indicate that the effect of Amplify curse is not applied to the curse of exhaustion.

As a matter of test and comparation, I verified if Amplify curse works properly with, for instance, the curse of agony, and for this one, there is no problem : damages are increased, and buff disapear when applying the curse.

As the tooltip says, Amplify curse should work with Curse of Exhaustion too.
Last edited by Übergeil on Sun Dec 14, 2014 1:07 am, edited 2 times in total.
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Re: Warlock bugs

by Daemon » Sun Dec 14, 2014 1:04 am

Eye of Kilrog: Broken. When summoned, it moves very slowly and has a large amount of health. It's supposed to be the opposite, as reflected in the tooltip. It should also be stealthed. It currently doesn't seem to be. Enemy mobs and players should not see it unless they get close. A fair guess on the stealth level is probably Rogue or Druid default for player level without enhancements. Warlock pet levels are equal to their owner's level, so the stealth level, presumably, should be equal to that.

Fixed, except stealth. Need more information about this ...

Imp: Casts Fireshield even when not in combat. This should only occur while in combat, and only given to players that have aggro of enemies, or are being hurt. For example, in groups, the Imp should only ever Fireshield your tank, unless someone else is the target of a mob and/or being attacked. It should not cast outside of combat, and shouldn't cast on anyone that's not being hit by anything. This is how the pet worked in retail; it was smart and conserved its mana for Firebolts. On Nostalrius, it wastes its mana keeping the shield up all the time, combat or not.

Felhunter: Tainted Blood has the same issue as Fireshield. The pet keeps it active at all times. This one however should be kept active whenever in combat, regardless of whether the pet is hit or not. It only checked for combat status on itself or owner, nothing else.

Not sure about this. Any sources ?
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Re: Warlock bugs

by Drain » Sun Dec 14, 2014 1:34 am

It's how I remember them. I had 2 60s for the class back in Classic. Warlock is the one I knew most. These things just leap right out at me. It'd be hard to find actual evidence of it though, unless you can see them used in old videos. Maybe I can try to dig through old warlock videos, even PvP ones, where it shows these things. If you ever see a Warlock standing around with these pets out, they won't cast these buffs. Like a raiding Warlock standing around outside combat, Imp won't Fireshield anyone, not until a fight starts. Both of these pets would actually wait until they went into combat. It's similar to how Dash doesn't cast just sitting around; this one for Hunter you have working correctly. 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.

Edit: Ok, I tried to do a lot of research on the Eye, which isn't easy. From all the old sites and various comment sections I can dig up about it, here's how it actually worked. It didn't have stealth. What it had instead was an aggro reducing mod that greatly limits the range at which mobs will react to its presence. So basically, they ignore it as if it did have stealth, unless you get "very" close(stupidly close, like hitting them in the face with it). But it still wasn't working on Nostalrius. They aggro and not only kill it, but run to it from a distance to do so. They shouldn't do that because they shouldn't even react to it unless it's already in their face. In other words, to fix it, you need to greatly increase its speed, butcher its health, and remove the mob aggro range for it.
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