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    TwinStar team

Suggestion of possible bug

Or just ignore all that and make demoshout and some other abilities have a flat amount of reduce on NPCs.
The thread kind of shows that this is the case.
Bosses don't undergo the usual AP calculation as it seems else 16~% from demo weren't possible.

Lets assume an average damage of 3000 with an attack speed of 2.0:
3000 * 0.84 = 2520
Thats a 480 damage difference from just 140 AP debuff.
2.0. 140/14 = 10 -> 10 * 2.0 = -20 damage (thats what players would receive approximately)

I guess its just alot of work to fix it.
 
fix suggestion:
why not change it to a flat damage reduction ? since 10 ap = 1 damage, a warriors max demoralizing shout would reduce dmg by 18, that is without the talent. then it would be a matter of ap but rather dmg.

the tooltip would remain unchanged but it wouldnt reduce ap but just damage similar to curse of weakness.
i dont know how hard this is to change but at-least that would be my suggestion for a fix :wink:
 
It is fixable, the only problem is the lack of data for different mobs. The data from elitist jerks suggests that each mob's auto attacks could be reduced by about 30% in vanilla.
Mangos' creature database includes a field for attackpower and a damage multiplier for each mob type. The multiplier is applied by the core after attack power, so you could basically give every level 60 mob the same damage and attack power (as Lharts correctly mentioned, it's a value beyond what a 5/5 imp. demo shout would subtract) and a multiplier that would bring their damage to the level of their actual auto attacks.

Edit: about the 16% demo reduction on bosses: it's perfectly possible that these numbers were achieved with 0/5 imp. demo shout. An unskilled DS's reducion is about the same as a Scorpid Sting's. 68str=130AP vs the DS's 146AP. There is a post on the Twin Emperors and Patchwerk as well, where people are claiming that (probably imp.) demo shout reduced their damage by (more than) 25%.
Edit: this is how it is done: https://code.google.com/p/trinityco...a7&r=b3d2552937f36cb735e2aed8042936f92d7a6ba7
 
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Can a tester check out Drek'thar and Vanndars pull range? they shouldnt be allowed to pass out their room.

Evidence:
http://www.wowwiki.com/Alterac_Valley_NPCs?oldid=111727
Generals must be killed inside their keep. If they are kited outside they will leash back inside.

Are those Wing Commanders in Alterac Valley on their right places and is it possible to click on them and choose the command to save them and so that they walk back home, to Dun Baldar?

When you give Alliance Wing Commanders enough Medals, do they offer 2 commands? 1 is an aerial assualt and 1 gives you a beacon which you can place at the field of strife (on those 2 craters) and one at the Snowfall Graveyard, where Gryphons get called from Dun Baldar to Patrol the Sky at the place where you placed the beacon.
Evidence:

And when you choose Ordering a strike, both the Wing Commander and their Gryphon will assault a specific place of the Horde base.


Imagine this man, how awesome this is when you fight besides the Wing Commanders and the Gryphons helping killin gHorde *_*
 
Atm core is getting some change,so more testing and fix is kinda on stop.
This report is making tester life a lot easier :D also report with data so fix take a lot less
Keep post bug please we will keep fix them.
 
Since it is possible to have 8 Marshals/Warmasters in the same room and there is probably NO picture on the internet that shows how they are standing with 8 people in that room, i want to make a suggestion to that standing position, when they are spawned.
By Craig on 07.10.2013 (TS content 1.12.1)Status changed from New to Fixed.

Well, in those screens you can't actually see much, so the position in the room is a guess, fell free to suggest better ones and adjust it on test server ;-)
https://vanilla-twinhead.twinstar.cz/?issue=2232
My idea was to create both circle-like.
If you stand behind the walls, you shouldnt see any NPC left and right only if you enter the room of the General. Because it would be really bad to get aggro by NPC's who can see you before you even enter the room. And since you cant pull seperately, it doesnt matter where you place them, except the entry.

Red: Drek'thar / Vanndar
Green: 4 Warmasters / Marshals at the start.
Green/Orange: 4 Warmasters / Marshals spawned by destrong enemy Bunkers/Towers.

Vanndar Stormpike:
http://www.youscreen.de/vmjeatbr14.jpg

Drek'thar:
http://www.youscreen.de/szsttioh51.jpg

If anyone wants to make a suggestion too, here are 2 empty rooms:


Pictures i found regarding their standing positions:



If this is already done, can we see some pictures please, im really curious.

(I dont know why this yellow thing appeard)
 
As stated in 1.12 patch notes, threat modifying auras should stack multiplicatively. I have no idea if this is working correctly on mangos, would be nice if someone could verify it. Here some examples:
https://vanilla-twinhead.twinstar.cz/?spell=23545 Mage T1 Setbonus
https://vanilla-twinhead.twinstar.cz/?spell=12519 Mage Frost Channeling talent

https://vanilla-twinhead.twinstar.cz/?spell=12792 Warrior Defiance talent
https://vanilla-twinhead.twinstar.cz/?spell=7376 Warrior Defensive Stance passive

https://vanilla-twinhead.twinstar.cz/?spell=25909 Shaman Tranquil Air totem
https://vanilla-twinhead.twinstar.cz/?spell=25895 Paladin Blessing of Salvation

https://vanilla-twinhead.twinstar.cz/?spell=25070 (-2% from https://vanilla-twinhead.twinstar.cz/?item=20735)
https://vanilla-twinhead.twinstar.cz/?spell=25063 (+2% from https://vanilla-twinhead.twinstar.cz/?item=20726)
 
i have a recommendation: Play on a different 1.12.1 server and try out things and perhaps you find something whcih are bugged.

so i got one thing by playing on a different server: Elite Guards seem liike spawning from to many NPC's. I didnt even attack them.
Edit: I mean in cities like undercity. (elite guards)
Poison damage from the Green liquid in undercity?
 
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Instance rare spawns are rare.
Green slime in UC kills you pretty fast.
NPCs should spawn guards even without you attacking them.
Defiance is tested and works. Can't tell about the rest.
 
Not sure if you've already fixed this, but on Feenix there were a number of threat bugs, specifically with the abilities Fade and Feint. Fade would always reduce the same amount as rank 1, regardless of rank used. Feint simply never worked. I surely hope threat drops like these are working properly here on Kronos
 
Western Plaguelands
Weeping Cave (Area you can grind for Greater Nature Protection Potion Recipe)

Blue slimes spawn oozelings that drop Hakkari Breastplates, Rings, and Shrouds. Can make about 419g per hour given the right setup. Make sure those items aren't on their loot table.

I know a few more gold grind spots. Gonna check my notepad tomorrow at work and post here what I've found. I'm gonna make sure you ****s earn your gold, damn it!

- - - Updated - - -


Sunder Armor. Make sure an offtank can apply +1 stack when they sunder armor. It sucks seeing 5 stacks become 1 stack.

Same goes for Winter's Chill & Improved Scorch for Mages.

Nature's Swiftness & Elemental Mastery. (Druids, Shamans). You can be casting a Wrath or Lightning Bolt while one is already on it's way to your enemy. If NS or EM is up right as it lands, your next spell will not get the refunded mana or NS will be eaten up. See what you guys can do about that.

Priests - Check Holy Nova radius with the talent points

Rogues - Check Weapon Expertise for Weapon Skill, Sprint & Endurance talents, and the Elusiveness talent. Can't say how many times on private servers I'll level a rogue to find out those harass/support talents don't work properly.

Make sure you can stack food buffs. Windblossom Berries should stack with everything such as Dirge's Kickin Chimera Chops (Berries = Not Well Fed, Dirge's = Well Fed). Some of those foods tend to not stack.

Also, make sure spellcasting coefficients are not all ****ed up. What I mean is, a naked Warlock with a Flask of Supreme Power and talents 7/21/23 should not be out dps'ing any properly spec'd mage or 315 weapon skilled rogue/warrior :) This is usually the individual mob's fault as their armor and resists are low (see resists on Baron Rivendare as an example; he tends to be very easy)


Annnnnnnnd check the Shaman Talent Earth's Grasp (under elemental). The Earthbind Totems radius should increase with those percentages (most servers just make 1 point give the max radius).

Other than that... nothing game breaking. I'll look through my old Death & Taxes FPVOD videos for any raid related fixes. Since I won't be able to play as much, if someone can tag this post to message me when Naxx programming starts. I'll give you all of my D&T spreadsheets on damage outputs, boss resistances, and timings. These should be within 1% of what it was on retail.

Cheers,

Kerafyrm
 
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Paladin Prot Talent: Reckoning

On all vanilla private servers I have played on reckoning either only stacks with yellow spell critical (not white damage critical) or it stacks with both but never drops until it is dropped.

Proper Reckoning Behavior:

1. If autoattack is on and you are targeting a player any crits you absorb BETWEEN AUTOATTACK TICKS result in an extra hit the next swing. IE: You are face to face with a rogue. He crits you 2 times between swings of your slow 2h. Your next swing = 3 hits.

2. If autoattack is off, any crits you take add extra attacks on the next swing up to 4 extra hits, or 5 total hits on the next swing.

EXCEPTIONS: If your autoattack is ON and the next tick of your autoattack tick doesn't result in a swing for ANY reason (ie: because you are: stunned, out of melee range, gouged, blinded, scatter shotted, sheeped, feared, or facing the wrong direction) then the additional attacks (reckoning charges) are dropped. Your next swing will not result in extra hits unless you properly stack more extra hits in the intermediary.

DROPPED CHARGES:
If autoattack is not on and you are building "reckoning charges" (extra hits) by taking crits, you can save these extra hits until you turn autoattack on UNLESS YOU: mount up, get feared, get sheeped, blinded, scatter shotted, zone into a new instance, use a flight path, end a duel, use an invisibility potion, or die. [[NOTE: Anyone linking to Zalgradis 3 PvP video to argue you can mount/use invis and STILL retain charges-- that was PRE PATCH 1.9]]

Evidence:

In this Live Vanilla video you can see the behavior of the reckoning talent and the author periodically shows "tips" that talk about when charges are dropped.

[video=youtube;lQzxgkXRA1Y]https://www.youtube.com/watch?v=lQzxgkXRA1Y[/video]


How Reckoning Behaves with Seals:

Most seals can proc multiple times when a reckoning "bomb" of more than 1 hit per swing is dropped.

EXCEPTIONS: The two added damage seals, Seal of Command and Seal of Righteousness. SoR only adds extra damage to ONE hit per swing no matter how many reckoning charges are dropped on an enemy. Seal of Command can only proc ONCE per swing no matter how many reckoning charge hits are dropped on an enemy.

Misc: On many private servers, ultra low level mobs critting you doesn't add a reckoning charge. It should. On live however you couldn't just "sit" against mobs and get charges. For some reason you had to spam your sit key and wait for your reckoning counter addon to tell you when a charge was added. I believe this was an exploit of Blizzard's attempt to stop people from gaining charges by sitting in front of mobs, but it was still doable with the "spam x" method. I have NO IDEA how the actual mechanics of this worked.
In short this exact mechanic or bug, whichever it was, will be difficult of not impossible to replicate-- but it was possible to stack reckoning charges off of mobs of any level. I used to troll people in duels all the time by stacking charges from Dun Morogh mobs. [[Update]] After some reading some stuff that jogged my memory, I believe in 1.12.1 it worked so you wouldn't stack charges while sitting for WHITE ATTACKS unless you did the sit key spam trick but sitting to get charges from YELLOW ATTACKS did work without the spam sit trick.

Further reading:
http://blue.cardplace.com/cache/wow-paladin/1069149.htm
 
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Some Hunter things I remember from Feenix:

Hunter Trap Activation Range - was incorrect, way too small.

Bestial Wrath - If you used this while your pet was not in line of sight, it would blow the cooldown, but not actually put your pet into bestial wrath

Improved Wing Clip - The 5 sec root would at times randomly break early
 
There is one bug on ED with warriors, after you kill stuff you sometimes get stuck in combat for more than 5 secs up to 10 secs. Can someone confirm that combat drop works as it should?
 
This bug is caused by bloodrage. I can recheck if this happens on Kronos too.
 
well there are many cases in need of more info or re-test, and there are some ancient bugs that need to be closed or retested. i would like to suggest taking a look from the oldest to the newest just to refresh the status of those there and if they have or haven't been fixed since i see a few labeled "new", "need info" or "need re-test" that haven't been updated for awhile :wink:

but yes more reports would clearly be good :smile:
 
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