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View Full Version : Miscellaneous: PoSky Testing 7/8 Bug Report


Aadill
07-08-2010, 09:39 PM
Here's a list of the things we've found that seemed off and will probably need a little more researching:

* PoSky never had weather, only day and night. I remember reading this is some sort of lore but we'll need to find proof to back it up. Everyone on the raid agreed it never rained, though.

* SoW, Jboots, Selo's, and wolf form, or any other possible bonus to runspeed does not work

* Sirran's script does not currently accept keys correctly and therefore the majority of the key pieces are eaten.

* Upon zoning in buffs are stripped. If you go LD, those buffs are also stripped. This is incorrect as the act of PORTING to sky was the reason why buffs were to be stripped.

** Along with this, rez effects are being stripped away upon zone in.

* Shadowstep, yonder, and any other variation of the random teleport spells work and should not. The bard song, Melanie's Mellifluous Motion, should also be disabled.

* Thunder spirits enrage and summon at level 50. As far as I know this behavior does not start until level 51.

* No mob appears able to be stunned, snared, or rooted in any form. This may actually be correct, but coupled with speed buffs not working, it sucks.

* Noble Dojorn casts Aegolism. This is definitely anachronistic.

* Azarack mob radius appears to be extremely large. We may have been unlucky and perfectly chain agrod the whole island, but it seems that you can't be on the island without saying hello to all 9 mobs at once.

* MR of the Thunder Spirits and Azaracks may be off. The rest of the zone led to the experience of almost no slows and no mezzes landing. Some research into mob stats may be necessary.

* On Gorgalosk island we were able to agro the Noble Dojorn island with ease. Flying mobs contribute to this, of course. After speaking with Aeolwind, a concurrent issue occurs with the agro raidus of Spirocs. There may be a lack of balance between the two; Dojorn's radius being too large and the Spirocs being too small.

* On the pegasus island, the mobs split correctly - essence harvester all the way to essence tamer. What's wrong is the loot tables - I think we collected 35 keys from one of the four essence harvesters. You could theoretically collect enough keys for all of the raid forces on P99 if you were to go to this island once. The fix for this was actually rolled back and is a known issue, but I'm posting this to keep it in the memo

* When you zone out by jumping off the island, you immediately zone into the water in EFP. On live, you zoned at the top of the skybox in EFP and fell down into the water. Purely cosmetic, but it was a bit of a buzzkill when we all realized the last part of our fall was a mystery :(

That's it for now... probably more but my notes are a mess. Feel free to research any and all of this. I will be on it shortly, myself.

guineapig
07-08-2010, 09:53 PM
Gorgolask pets should be level 40, they are light blue con at 50 (meaning lvl 34-ish?)

Island 1.5 should be within agro range or Gorgalask isle in certain places, (this is clasic) range might be a bit too much here.

Key turn in is bugged after 1st Island

People were getting feared on island 3 but no mobs should cast fear on that island.

Aggroed mobs in many cases are glaring instead of scowling.

There should be no rain in Sky.

There was a bug when I tried looting a bag on the ground (I'm assuming people were dropping foraged stuff).
I attempted to loot the bag and my inventory opened but nothing appeared on my cursur.
After that I was unable to change any of my spells from my spellbook to my spoell slots. I had to relog to fix the bug.

Certain mob corpse timers are 7 minutes (ie the faeries( while others are 30 minutes (like the watchful eyes).

The pet go away command works for enchanter animations (possibly charmed mobs too but didnt' attempt to charm).

Pegasus split should be 1-2-1, not 1-2-2. They are splitting incorrectly.

The teleporter on isle 1.5 should not be there in classic. It was added some time after Velious.

Summoning mobs that are lvl 50 should not happen.

Loosing buffs when relogging (to clear group bug).

Skope
07-08-2010, 09:56 PM
I had to jump off the island, but i'm wondering if anyone managed to gate and check if that worked. I know that gate shouldn't be working, so if someone did try it please post.

The mobs on the first 2 islands seemed to have absolutely 0 MR, with the exclusion of princess and protector, which both resisted every single one of my incapacitates/malos/slows. On island #3 i may have landed a single slow/malise/incapacitate on a harpie out of all of the mobs we took down. Not sure whether they're MR is too high or if it's meant to be that difficult to land, i really can't remember that far and will try to research it. Input from others would be great

Keymaster ate my rabbit's foot and sword! I hailed and did the quest as it should be done, handing one item at a time but he simply ate them.

EDIT: on islands 3 and the subsequent pegasus spawn i must have cast a variety of malise/slow/incapacitate over 20-30 times and got only but one to land.

To clarify, the mobs after island 2 were all tashed and the casts were all done after the initial tash.

guineapig
07-08-2010, 10:04 PM
Originally I thought the imps wouldn't resist at all after multiple mezes without tash. However the last one I mezzed did resist the first mez attempt... for what it's worth.

Jete
07-08-2010, 10:10 PM
Some of the mobs were summoning, that shouldn't be. ( Not high enough level )
This was especially the case with the Azaracks on island two.

Aadill
07-08-2010, 10:11 PM
Gate was checked. Gate potions were not, afaik.

Self and group ports also probably need checking.

Aeolwind
07-08-2010, 10:11 PM
Keymaster ate my rabbit's foot and sword! I hailed and did the quest as it should be done, handing one item at a time but he simply ate them.

EDIT: on islands 3 and the subsequent pegasus spawn i must have cast a variety of malise/slow/incapacitate over 20-30 times and got only but one to land.

lol, you hand them to Sirran, not the keymaster =o.

Aeolwind
07-08-2010, 10:12 PM
Originally I thought the imps wouldn't resist at all after multiple mezes without tash. However the last one I mezzed did resist the first mez attempt... for what it's worth.

Will tweak MR. You should be slightly gun shy to try without tash and only slightly less gun shy after tash.

Aadill
07-08-2010, 10:27 PM
Aggroed mobs in many cases are glaring instead of scowling.


Actually this is correct. Mobs that are not scowling only show threatingly when attacked. They followed the correct behavior :)

Noleafclover
07-09-2010, 06:23 AM
<- Ennui

Mob AC seemed high and somewhat flat, I hit the faeries on the first island only a bit harder than Gorgalisk, and 2nd and 3rd island hits seemed the same.

Maybe boss HP low? Gorgalisk died quickly when he died.

Uaellaen
07-09-2010, 08:25 AM
Maybe boss HP low? Gorgalisk died quickly when he died.

Are we talking about the same raid? all clerics were oom, i do not call this quickly! think it scaled accuratly

Aadill
07-09-2010, 09:39 AM
Are we talking about the same raid? all clerics were oom, i do not call this quickly! think it scaled accuratly

Gorgalosk was DEFINITELY a raid boss mob.

Ennu: I think the reason why we were seeing a "flat cap" on the AC is the fact that the AC is so high than we're not even hitting a softcap on NPC mobs, and therefore everything hits for just about minimum. Once things stop conning red and ATK levels go past 1k we're bound to see better results with the recent AC changes. It's still worthwhile to go back and take a look at those to see if any scaling needs to be done, but unless we were to do further testing with Kunark/Velious gear, I doubt we'll see a noticeable difference.

Aeolwind
07-09-2010, 01:12 PM
Gorgalosk was DEFINITELY a raid boss mob.

Ennu: I think the reason why we were seeing a "flat cap" on the AC is the fact that the AC is so high than we're not even hitting a softcap on NPC mobs, and therefore everything hits for just about minimum. Once things stop conning red and ATK levels go past 1k we're bound to see better results with the recent AC changes. It's still worthwhile to go back and take a look at those to see if any scaling needs to be done, but unless we were to do further testing with Kunark/Velious gear, I doubt we'll see a noticeable difference.

Perfect assessment Mr Pickle.

Noleafclover
07-09-2010, 10:09 PM
2 second CH rotations get ya oom :) Yeah he prolly had 32k or whatever he's sposed to and it just seemed fast to me 'cause I was waitin for the corpses to start fallin

Aeolwind
07-10-2010, 12:50 AM
<- Ennui

Mob AC seemed high and somewhat flat, I hit the faeries on the first island only a bit harder than Gorgalisk, and 2nd and 3rd island hits seemed the same.

Maybe boss HP low? Gorgalisk died quickly when he died.

Cause you were bottomed out from the start. Stuff in sky just gets higher and higher level till 7th where pretty much everything is 60. AC starts high, and only gets higher.

There does need to be quite a bit of resist work done, lets just say its in a sad state lol.