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Rossbot

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  • "Rossbot" started this thread

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Monday, April 29th 2013, 5:35am

[Fix It]Skills that do not "Work as Intended"

Here is a list of Existing Issues I have compiled since the last patch (5.0.10.2634.en) dealing with the classes I have played:
Champion/Priest:
- Divine Vengeance - Still lacks giving a player buff to notify them that the skill is able to be used. Only form of notification is a visual effect that does not persist.
- Chain Drive - Enables the use of Urgent Heal as an instant cast spell when Chain Drive is active. The effect does not go away after the use of Urgent Heal during this time period and allows the player to continuously use the skill ignoring casting time. Urgent Heal still consumes mana as intended.

Champion/Warlock:
- Chain Drive - Enables the use of Psychic Arrows, Weakening Weave Curse, Soul Pain, and Saces's Scorn to be cast as an instant cast spell when Chain Drive is active. The effect does not go away after use of any of the skills listed during this time period and allows the player to continuously use the skills ignoring the casting time. Skills consume Focus and are affected by their normal cooldown times as intended.

Priest/Warrior:
- Fire Fairy - Fairy summons and functions as intended. Fairy movement speed does not match player movement speed and thus is lost when traveling on mount or under speed increasing effects. Fairy resummons after a distance has been reached between the player and the fairy.

- Fighting Spirit Combination - Skill has a cast time bar that appears when the skill is successfully cast and remains there until both of the hits have been cast on the target. Skill should not have a casting bar associated with it.

Warlock/Warrior:
- Psychic Slash - Damage for this skill is not calculated properly. Bleed damage amount is not displayed in tooltip.
- Mind-Body Unification - Damage is displayed on Psychic Arrows' tooltip properly but is calculated incorrectly. Damage is added as flat amount increase instead of the intended boost to base damage on the Psychic Arrows.
- Consistent Heart Strike - Damage is displayed properly but calculated incorrectly. Damage is treated as flat damage instead of magic damage and skips the base damage formula.
- Heart Death - Soul Pain's damage has no increase. Bleed effect is extended and resistance reduction is provided as intended.

Mage/Champion:
- Voltage Seize - Still missing a buff to the player when this skill can be cast. The only kind of notification to the player is a lasting visual effect. The effect does not denote how many times the skill can be cast before becoming inactive again.
- Electrolysis Power - Duration of the player buff is not displayed in the tooltip. Damage increase is also not displayed in tooltip.

Rogue/Knight:
- Reckless Warrior - Skill increases physical attack by a maximum of 1% regardless of Low Blow and Blind Spot skill level.

Kroagnon

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Monday, April 29th 2013, 7:59am

Quoted from "Rossbot;599511"

Priest/Warrior:

- Fighting Spirit Combination - Skill has a cast time bar that appears when the skill is successfully cast and remains there until both of the hits have been cast on the target. Skill should not have a casting bar associated with it.


This is an instant skill but it is for 2 hits. You have 1 hit followed by another. The term "casting bar" is inappropriate for this skill and should be called a "duration bar" instead as it marks the 1 second between the two hits..

Rossbot

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Tuesday, April 30th 2013, 10:52pm

Quoted from "Kroagnon;599514"

This is an instant skill but it is for 2 hits. You have 1 hit followed by another. The term "casting bar" is inappropriate for this skill and should be called a "duration bar" instead as it marks the 1 second between the two hits..


The problem with Duration Bar is that channeled skills also have this Duration Bar. Channeled skills break when stunned, silenced, or the character moves, while Fighting Spirit Combination never breaks. It can be cast on the go and supplies 2 hits regardless of where the target is in relation to you on the second hit. This skill should function in the same way that "Double Chop" also does 2 hits without any kind of casting/duration bar. Casting/Duration bars use the same "Casting Bar" element in the game. The implementation of continuous casting should not be effecting this skill at all. By Casting Bar, I was not referring to the skill having an actual casting time on it, but merely using the "Casting Bar Element" in the game when it quite frankly should not be.