In bigwheel, currently there are two identical sets. May i ask if it is intended?
Maintenance Notice 11/25/2015
#51
Posted 26 November 2015 - 10:33 AM
#52
Posted 26 November 2015 - 10:56 AM
In bigwheel, currently there are two identical sets. May i ask if it is intended?
For sure it's not. I forwarded that info. Thank you.
#53
Posted 26 November 2015 - 11:04 AM
Thank you too, Popcorn!
#54
Posted 26 November 2015 - 11:51 AM
meanwhile at Warpportal HQ:
#55
Posted 26 November 2015 - 12:17 PM
#56
Posted 26 November 2015 - 12:36 PM
I want you to plan, program, animate and create textures for an all new dungeon! AND YOU'VE ONLY GOT 24 HOURS! Ready, get set...
#57
Posted 28 November 2015 - 04:27 AM
So let me post an update of the current situation for the skills which always show "miss":
We are almost finished with fixing this bug and I think it can be implemented on Monday.
I am a bit unsure if it can be managed to fix the visual bug in PvP until then.
Thanks to everyone who helped me out with informations which helped me a lot to locate the bug.
Have a great weekend!
-Popcorn
#58
Posted 28 November 2015 - 06:02 AM
Guess it's a "great job !" to you for having found a way to fix it within a few days ! o/
Edited by Homurasan, 28 November 2015 - 06:02 AM.
#59
Posted 28 November 2015 - 06:15 AM
Edited by SoulSight, 28 November 2015 - 06:37 AM.
#60
Posted 28 November 2015 - 01:38 PM
Poppie, great job!
But is evade rate PVE still working with that fix?
Or do we have to go back to evade doing nothing in PVE?
#61
Posted 28 November 2015 - 01:50 PM
The issue I think about is vaguely knowing that if summon-attack skill has independent aim rate with the casters. Almost every my skill doesn't miss the mobs except spin it bear even though the mobs are lower level than me.
I'm not only speaking for my Spin it bear but also other classses' summon skills.
Edited by SoulSight, 28 November 2015 - 01:51 PM.
#62
Posted 28 November 2015 - 01:56 PM
Soulsight, Poppie already said that those misses are a bug and not intended.
This is why I'm asking if a fix does include a proper working evade rate for PVE, or no evade rate for PVE again, giggle.
#63
Posted 28 November 2015 - 02:01 PM
The "miss" bug will be fixed on Monday. Evade/Aim rate stay working. Also the Critical Damage cap we have now. Evade and Aim rates are still capped to prevent the possibility of 100% evade rate. In easy words: The summoned skills should stop missing their targets in their usual level ranges.
If something is still not working correctly please let me now after the implementation.
#64
Posted 28 November 2015 - 02:01 PM
"If something is still not working correctly please let me now after the implementation." => I don't see you mention this so I tell that we also have visual bug that doesn't show correct critical damage.
Edited by SoulSight, 28 November 2015 - 02:03 PM.
#65
Posted 28 November 2015 - 02:19 PM
"If something is still not working correctly please let me now after the implementation." => I don't see you mention this so I tell that we also have visual bug that doesn't show correct critical damage.
I am a bit unsure if it can be managed to fix the visual bug in PvP until then.
How should I put it ? Even though he only wrote "PvP", I assume the team is aware of it not affecting only one mode ;3
Looking forward to it, too !
Edited by Homurasan, 28 November 2015 - 02:19 PM.
#66
Posted 28 November 2015 - 07:08 PM
#67
Posted 29 November 2015 - 01:26 AM
How should I put it ? Even though he only wrote "PvP", I assume the team is aware of it not affecting only one mode ;3
Looking forward to it, too !
Hm... For me the CritDamage display is working correctly in PvE. If you have any screenshot which shows that we have such visual bug in PvE too I would appreciate it if you could send it to me. Thanks.
#68
Posted 29 November 2015 - 03:48 AM
I believe it has to do with Warrior classes. Here, using Spear jab (and it happens with all the Warrior / Knight skills I have) :
Edited by Homurasan, 29 November 2015 - 03:52 AM.
#69
Posted 29 November 2015 - 06:49 AM
That reason for the visual bug has been found and fixed too. This fix should be implemented on Monday as well.
Thank you for the infos and have a good Sunday.
#70
Posted 29 November 2015 - 06:52 AM
#71
Posted 29 November 2015 - 07:21 AM
Yup, but I didn't feel like quoting your video. Apologies ~ :3
#72
Posted 29 November 2015 - 07:24 AM
#73
Posted 29 November 2015 - 07:26 AM
The pain has been doubled
But it should halve the pain that you know that the bugs will be fixed on Monday.
#74
Posted 29 November 2015 - 07:46 AM
But it should halve the pain that you know that the bugs will be fixed on Monday.
So i would have 1 pain left!
Back to main point, in summary, thing-to-fix on Monday is identical mixable, visual bug & evade rate? Am I missing anything?
Edited by SoulSight, 29 November 2015 - 07:47 AM.
#75
Posted 29 November 2015 - 07:51 AM
So i would have 1 pain left!
Back to main point, in summary, thing-to-fix on Monday is identical mixable, visual bug & evade rate? Am I missing anything?
Exactly these.
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