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View Full Version : Atrebe's Lab -- 200k stone bug


brammator
02-03-2009, 06:26 PM
<p>..no, I'm not saying 200'000 weight is bugged 2-))) but today I found that something buffed damage on it.  My illus got 112,5% dmg/manadrain, and so was other chanter (hypno), and fury.  Rest of group got 90% on their stones.</p>

ShadowMunkie
02-05-2009, 02:34 AM
<p><cite>brammator wrote:</cite></p><blockquote><p>..no, I'm not saying 200'000 weight is bugged 2-))) but today I found that something buffed damage on it.  My illus got 112,5% dmg/manadrain, and so was other chanter (hypno), and fury.  Rest of group got 90% on their stones.</p></blockquote><p>Base Damage increases the % value of damage that this item does. Being an enchanter and having the intelliegnece line will almost always mean you will die unless you are warded/have a death save on you.</p>

StormQueen
02-05-2009, 02:46 AM
<p>Avoid this entirely.</p><p>Make sure EVERY SLOT in EVERY BAG/BOX is filled. Use unstacked potions/poisons/harvests etc. Break down empty containers, drop them in other containers, fill their slot with some random item.</p><p>If the soko has no place to put a stone, he doesn't.</p>

Kander
02-05-2009, 03:34 AM
<p>I'll be sure to fix both issues, the stone criting and doing too much damage and the item not going into your inventory if there is no room.</p><p>Easy enough to have it go into overflow.</p><p>Thanks!</p>

Warr
02-05-2009, 04:09 AM
<p>way to go leeroy!</p>

ShadowMunkie
02-05-2009, 04:55 AM
<p><cite>Kander wrote:</cite></p><blockquote><p>I'll be sure to fix both issues, the stone criting and doing too much damage and the item not going into your inventory if there is no room.</p><p>Easy enough to have it go into overflow.</p><p>Thanks!</p></blockquote><p>Yay, thanks to leeroy we will be force to have this item. Kander please make it so this item doesn't effect us as much as it does now. It simply makes this zone no fun at all. Its an annoying trick to an encounter that people will still find exploits to get around it.</p>

xKHONSx
02-05-2009, 05:10 AM
<p>99% weight reduction bag ftw!  I never spread out potions..... </p><p>......incoming Kander to "fix" this too.</p>

madha
02-05-2009, 08:38 AM
<p>just balance it then i hated un stacking crap tbo.</p>

Aule
02-05-2009, 02:11 PM
Hey Kander it's not just the stone critting, it's the fact that the damage is modified by base spell damage. It's particularly a problem for enchanters since the KOS Int line gives +15% base damage. Last time I died to that fight I died twice each time, because we had no warder and I couldn't get my base damage modifier low enough to survive the stone. The last bunch of times we've one pulled it and done the unstacking routine. I'd be happy to see both situations fixed, but it's fixed to go into overflow but not fixed to avoid base spell damage modifier then the enchanter is still screwed.

Obadiah
02-05-2009, 06:06 PM
<p><cite>Mordok@Crushbone wrote:</cite></p><blockquote><p><cite>Kander wrote:</cite></p><blockquote><p>I'll be sure to fix both issues, the stone criting and doing too much damage and the item not going into your inventory if there is no room.</p><p>Easy enough to have it go into overflow.</p><p>Thanks!</p></blockquote><p>Yay, thanks to leeroy we will be force to have this item. Kander please make it so this item doesn't effect us as much as it does now. It simply makes this zone no fun at all. Its an annoying trick to an encounter that people will still find exploits to get around it.</p></blockquote><p>HAH! As if this zone is fun to begin with. In an expansion full of cool, fun, interesting places, this is a pit of un-fun. The anti-fun. Yet another excuse to never go back. Fine by me. <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></p>

Calain80
02-06-2009, 05:31 AM
The only thing harder then finding a tank, that wants to tank this zone is to find a healer to do the Guk zones. And this is with Guk dropping some of the best healer items currently in game.

Griffildur
02-06-2009, 08:04 AM
<p>Yup, I can see myself not going there again too. Done it twice all the way to the end, but to be honest the fun in this area is pretty much null</p>

Calain80
02-06-2009, 09:44 AM
To be a bit more clear about Guk. The Nameds are all OK in Guk1-3, but the trash makes these zones a tiresome experience. In Guk1+2 it's the noxious AE. This is CoA all over again. Most of the time I just cure the tank and use my Mythical every 15s. I can't imagine how much worse it must be doing this zones without a group nox curer. Don't make it so easy like the change to CoA. Maybe make it an 120 degree frontal AE, so that you can circumvent getting hit by standing behind the mobs. (as you have often 4 or more mobs at a time, this isn't so easy. In Guk 3 it's the ring events: Standing at the exact same position for 10+ minutes pressing 5 buttons every time they light up and hoping that the current wave of mobs is the last is not fun.

Dareena
02-06-2009, 10:54 AM
<p>I've never been wild about Atrebe's Lab.  After getting the updates on my Chap 5 quest and starting the Greemist HQ, I've intentionally never gone back there.</p><p>My old guild also come up with the strategy of filling all bag slots as a way to deal with the soko stone.  But even with that approach, such a strategy takes a very annoying amount of time.  So from my perspective, I still consider that to be a valid tactic.  If people really want to waste that much time of their lives for making a single encounter easier, then I say that we should let them.</p>

Loxus
02-06-2009, 12:10 PM
<p><cite>Kander wrote:</cite></p><blockquote><p>I'll be sure to fix both issues, the stone criting and doing too much damage and the item not going into your inventory if there is no room.</p><p>Easy enough to have it go into overflow.</p><p>Thanks!</p></blockquote><p>I think this is one of the best designed zones of the expansion.  The artwork and the layout of the zone is awesome.  I love this zone; the first time through.  Now I dread the place.</p><p>This zone has some great potential if:</p><p>The fixed the trash mobs from stunning (uncurable mind you) <span style="text-decoration: underline;">every single time</span> on pull.</p><p>Fixed the Stone from KOing your group 3 out of 4 times, now overflowing it so you STILL get hit with it. </p><p>Removing the lore tag from status items so when you wipe to the lunarcy of a flying lizard carrying a 200K rock you don't have to port back to your guild hall and run back just to try again</p><p>I guess we pegged out the fun meter again (SOE can't have that their customers having fun; its against the EULA!) time to make it more tedious.</p><p>BTW If I wanted tedious, I'd stay at work and put up with my boss!  At least I get paid for that.</p>

Aule
02-09-2009, 03:53 PM
<p><cite>Loxus@Everfrost wrote:</cite></p><blockquote>Removing the lore tag from status items so when you wipe to the lunarcy of a flying lizard carrying a 200K rock you don't have to port back to your guild hall and run back just to try again</blockquote><p>Anybody know what he's referring to here?</p><p>I've never had to gate back to guild hall after failing on this encounter.</p>

brammator
02-10-2009, 05:34 AM
<p>Just /camp (yourcharname) after the battle and stone disappears, if you can't use it due to buffed damage...  oops, I feel this will be fixed, too 1-)</p><p>And, Kander, it's not criting damage (unless crit modifier is applied when stone created in my backpack).  It displays 112,5% instead of 90% by examining.  And not only chanter INT line, because our fury got it too.</p>

SpineDoc
02-10-2009, 10:15 AM
<p>Figures...  TSO seems to be full of situations which are not challenging from an eye hand coordination or an intelligence point of view, but rather from an exasperating "wait" point of view.  The "challenge" is to twiddle your thumbs as you are perma-stunned, perma-stifled, perma-effected and if you can survive that you win the encounter.  It's a shame there is not more creativity involved in challenging the players.  I would think that a group of adventurers filling their bags to avoid a mobs tricks is as realistic as anything else in this game.</p><p><cite>Kander wrote:</cite></p><blockquote><p>I'll be sure to fix both issues, the stone criting and doing too much damage and the item not going into your inventory if there is no room.</p><p>Easy enough to have it go into overflow.</p><p>Thanks!</p></blockquote>

zorzenon
03-12-2009, 12:06 PM
<p>ok now we know some one let the bug out the bag   but did you all so know this the mobs ae hits harder and harder the more stones the group has  so if 1 gots the ston  its not as bad as 6 ... and most people cant even handel the ae if thars 1 stone in the group let alone 6 ...  so if you stop the  stone killing peopel when thay use it and  stop the mob fromhiting so dam hard when you got the stone  we will do it the right way  </p>

Loxus
03-12-2009, 12:59 PM
<p><cite>Aule@Guk wrote:</cite></p><blockquote><p><cite>Loxus@Everfrost wrote:</cite></p><blockquote>Removing the lore tag from status items so when you wipe to the lunarcy of a flying lizard carrying a 200K rock you don't have to port back to your guild hall and run back just to try again</blockquote><p>Anybody know what he's referring to here?</p><p>I've never had to gate back to guild hall after failing on this encounter.</p></blockquote><p>Sorry for being a bit vague, The status item I'm reffering to is the signet of "can't remember the name" that has an AOE prevent that you buy from the city merchents.  It helps stop the AE damage you get from the rock when multible people have it.</p>