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View Full Version : Gunnr Challenge Mode -- Bugged Beyond Belief


Barx
06-10-2011, 01:31 AM
<p>Some lovely bugs on this fight tonight...</p><ul><li>Mage archetype completely dieing off randomy a short time before an add spawns (regardless of the add type)</li><li>Heal on death (from the script) healing him way past 45%. And not even just that (since multiple ~5% heals at below 45 going at once could go high) but also him procing that heal at a point when he was above 45% (when heal on death should not proc)</li></ul><p>The heal bug I can deal with (although it actually triggering above 45% is most certainly a bug), but this myserious script triggering when it should not be is making this fight considerably more difficult than it should be. We've killed it before GU60 with no problem, but now it's not working properly.</p><p>Part of the problem might be how you have the death scripted -- it's simply a scripted death rather than actual damage, so when you're tracking it (e.g. in ACT) it only shows up as Death rather than a damage.</p><p>Can this fight please be examined and the script checked? Getting rather sick of random deaths due to the broken script.</p>

Morghus
06-10-2011, 01:34 AM
<p>Sounds like a curse fail.</p>

Frain
06-10-2011, 06:13 AM
<p>Havnt had any problems with this fight. Dont let the adds change target and cure the curses and you should be fine.</p><p>Mikill on the other hand with the pathing changes is another story</p>

RogueSpideyChick
06-10-2011, 06:41 AM
<p>definitely sounds like a curse fail</p>

Hamervelder
06-10-2011, 06:43 AM
<p>I was there tonight for the fight that Barx mentioned.  We've killed him before, without too much trouble, but tonight was definitely a bugged encounter.  The random deaths weren't due to adds changing targets, nor were they due to curse fails.  They literally were just random deaths, almost always just a couple of seconds <em>before</em> an add would spawn.  Then, there's the issue of Gunnr healing himself beyong 45%.  He healed back up to 80 or 85%, I think.  Clearly, random deaths aside, Gunner shouldn't be healing himself past 45%, much less nearly to full health.</p>

Kaszan
06-10-2011, 08:58 AM
<p>We have done this once since GU60 and had no problems :/</p>

Banditman
06-10-2011, 09:52 AM
<p>Most likely it was lag.  Add not showing up for a couple seconds or something. </p><p>How bout some logs?  They obviously aren't just falling over dead.  What killed them?</p>

Hamervelder
06-10-2011, 10:00 AM
<p>I checked my logs, and literally would see them there, and then dead.  No causes of damage listed.  Just dead.  As Barx said, we've done this guy before with no problems.  IMO, healing past 45% is the bigger issue than random deaths. Random deaths can be dealt with.  Random deaths that cause the mob to heal back to full again.... not so much.</p>

slippery
06-10-2011, 10:08 AM
That's exactly what happens when you don't cure the curse

Ferunnia
06-10-2011, 02:39 PM
Yep...curse fail, yell at your healers, or yell at SoE for having wonderful servers that never make things expire server-side before the client sees it.

Dorsan
06-10-2011, 03:50 PM
The situation you're describing is clearly curse fail and not a bug.

Hamervelder
06-10-2011, 04:00 PM
<p>Oh, how you guys aren't listening, lol.  We know what happens when curses fail.  I'm telling you that deaths are occurring which are not related to the curses.  I see that no one has even acknowledged the issue of Gunnr healing himself to nearly full, either.  Failed curses aside, <em>that</em> is not supposed to be happening.</p>

Morghus
06-10-2011, 04:02 PM
<p><cite>Elhonas@Antonia Bayle wrote:</cite></p><blockquote><p>Oh, how you guys aren't listening, lol.  We know what happens when curses fail.  I'm telling you that deaths are occurring which are not related to the curses.  I see that no one has even acknowledged the issue of Gunnr healing himself to nearly full, either.  Failed curses aside, <em>that</em> is not supposed to be happening.</p></blockquote><p>Yes, it is..that is exactly what happens when you fail the curse.</p>

RogueSpideyChick
06-10-2011, 04:17 PM
<p>45% is the threshold where he STARTS healing on deaths, not the limit for how high he can heal on deaths. & if u have enough ppl all die from the same thing, yes...he can definitely heal to full from those deaths. it's just like any other mob & has been for yrs since they added in the heal on death mechanic tbh. & if no adds r up, the only other way all of an archaetype can just fall over dead like that during that encounter, is the curse fail. it's happened many times to lots of guilds, so theyre pretty familiar with the mechanic & that's definitely what ur deaths sounded like. </p>

Hamervelder
06-10-2011, 11:48 PM
<p><cite>Arica@Guk wrote:</cite></p><blockquote><p>45% is the threshold where he STARTS healing on deaths, not the limit for how high he can heal on deaths. & if u have enough ppl all die from the same thing, yes...he can definitely heal to full from those deaths. it's just like any other mob & has been for yrs since they added in the heal on death mechanic tbh. & if no adds r up, the only other way all of an archaetype can just fall over dead like that during that encounter, is the curse fail. it's happened many times to lots of guilds, so theyre pretty familiar with the mechanic & that's definitely what ur deaths sounded like. </p></blockquote><p>I don't believe that raid mobs have ever been designed to heal past 45%.  Certainly never seen it happen before.  At any rate, it's been bugged.  <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></p>

Morghus
06-10-2011, 11:50 PM
<p><cite>Elhonas@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Arica@Guk wrote:</cite></p><blockquote><p>45% is the threshold where he STARTS healing on deaths, not the limit for how high he can heal on deaths. & if u have enough ppl all die from the same thing, yes...he can definitely heal to full from those deaths. it's just like any other mob & has been for yrs since they added in the heal on death mechanic tbh. & if no adds r up, the only other way all of an archaetype can just fall over dead like that during that encounter, is the curse fail. it's happened many times to lots of guilds, so theyre pretty familiar with the mechanic & that's definitely what ur deaths sounded like. </p></blockquote><p>I don't believe that raid mobs have ever been designed to heal past 45%.  Certainly never seen it happen before.  At any rate, it's been bugged.  <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></p></blockquote><p>The curse fail can heal him while he is over 50%, before he reaches the 45 mark. It is intended.</p>

Hamervelder
06-10-2011, 11:57 PM
<p><cite>Morghus wrote:</cite></p><blockquote><p><cite>Elhonas@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Arica@Guk wrote:</cite></p><blockquote><p>45% is the threshold where he STARTS healing on deaths, not the limit for how high he can heal on deaths. & if u have enough ppl all die from the same thing, yes...he can definitely heal to full from those deaths. it's just like any other mob & has been for yrs since they added in the heal on death mechanic tbh. & if no adds r up, the only other way all of an archaetype can just fall over dead like that during that encounter, is the curse fail. it's happened many times to lots of guilds, so theyre pretty familiar with the mechanic & that's definitely what ur deaths sounded like. </p></blockquote><p>I don't believe that raid mobs have ever been designed to heal past 45%.  Certainly never seen it happen before.  At any rate, it's been bugged.  <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></p></blockquote><p>The curse fail can heal him while he is over 50%, before he reaches the 45 mark. It is intended.</p></blockquote><p>So, if what you're saying is true, then <em>hypothetically</em>, if (for argument) ten people die at the same instant, when he's at 40%, then all of those deaths will stack up, so to speak?  That's news to me, especially given <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=456899" target="_blank">this</a>.  Yes, I went and looked it up, lol.  It may well be intended as you say, but we've never seen it, and we've beaten him before.</p>

Morghus
06-10-2011, 11:59 PM
<p><cite>Elhonas@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Morghus wrote:</cite></p><blockquote><p><cite>Elhonas@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Arica@Guk wrote:</cite></p><blockquote><p>45% is the threshold where he STARTS healing on deaths, not the limit for how high he can heal on deaths. & if u have enough ppl all die from the same thing, yes...he can definitely heal to full from those deaths. it's just like any other mob & has been for yrs since they added in the heal on death mechanic tbh. & if no adds r up, the only other way all of an archaetype can just fall over dead like that during that encounter, is the curse fail. it's happened many times to lots of guilds, so theyre pretty familiar with the mechanic & that's definitely what ur deaths sounded like. </p></blockquote><p>I don't believe that raid mobs have ever been designed to heal past 45%.  Certainly never seen it happen before.  At any rate, it's been bugged.  <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></p></blockquote><p>The curse fail can heal him while he is over 50%, before he reaches the 45 mark. It is intended.</p></blockquote><p>So, if what you're saying is true, then <em>hypothetically</em>, if (for argument) ten people die at the same instant, when he's at 40%, then all of those deaths will stack up, so to speak?  That's news to me, especially given <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=456899" target="_blank">this</a>.  Yes, I went and looked it up, lol.  It may well be intended as you say, but we've never seen it, and we've beaten him before.</p></blockquote><p>It only triggers from his scripted curse being uncured. He can go from 50 - 60 etc back up to 80 - 100 that way, but normal deaths follow the rules of not healing past 50 as far as I know.</p>

Hamervelder
06-11-2011, 12:12 AM
<p><cite>Morghus wrote:</cite></p><blockquote><p><cite>Elhonas@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Morghus wrote:</cite></p><blockquote><p><cite>Elhonas@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Arica@Guk wrote:</cite></p><blockquote><p>45% is the threshold where he STARTS healing on deaths, not the limit for how high he can heal on deaths. & if u have enough ppl all die from the same thing, yes...he can definitely heal to full from those deaths. it's just like any other mob & has been for yrs since they added in the heal on death mechanic tbh. & if no adds r up, the only other way all of an archaetype can just fall over dead like that during that encounter, is the curse fail. it's happened many times to lots of guilds, so theyre pretty familiar with the mechanic & that's definitely what ur deaths sounded like. </p></blockquote><p>I don't believe that raid mobs have ever been designed to heal past 45%.  Certainly never seen it happen before.  At any rate, it's been bugged.  <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></p></blockquote><p>The curse fail can heal him while he is over 50%, before he reaches the 45 mark. It is intended.</p></blockquote><p>So, if what you're saying is true, then <em>hypothetically</em>, if (for argument) ten people die at the same instant, when he's at 40%, then all of those deaths will stack up, so to speak?  That's news to me, especially given <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=456899" target="_blank">this</a>.  Yes, I went and looked it up, lol.  It may well be intended as you say, but we've never seen it, and we've beaten him before.</p></blockquote><p>It only triggers from his scripted curse being uncured. He can go from 50 - 60 etc back up to 80 - 100 that way, but normal deaths follow the rules of not healing past 50 as far as I know.</p></blockquote><p>Aah.  Thanks for clarifying that, then.  =)  It's much appreciated.</p>

RogueSpideyChick
06-11-2011, 05:33 AM
<p><cite>Elhonas@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Arica@Guk wrote:</cite></p><blockquote><p>45% is the threshold where he STARTS healing on deaths, not the limit for how high he can heal on deaths. & if u have enough ppl all die from the same thing, yes...he can definitely heal to full from those deaths. it's just like any other mob & has been for yrs since they added in the heal on death mechanic tbh. & if no adds r up, the only other way all of an archaetype can just fall over dead like that during that encounter, is the curse fail. it's happened many times to lots of guilds, so theyre pretty familiar with the mechanic & that's definitely what ur deaths sounded like. </p></blockquote><p>I don't believe that raid mobs have ever been designed to heal past 45%.  Certainly never seen it happen before.  At any rate, it's been bugged.  <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></p></blockquote><p>they have. avatars constantly healed past 45% because of the heal on death mechanic & that was in game for yrs. they also healed ANY time a player died, not just once the mob hit 45%. when they added it onto instance mobs, it was the same way. u just havent gotten to that point that uve had so many ppl die before to make it heal past that point. it's not bugged, ur raid just failed. </p>

SacDaddy420
06-12-2011, 05:10 AM
<p>mobs heal alot more than 2% now because of their potency.  these can stack, and if enough people die while its under its 45% threshold then it can shoot up much higher than 45%.</p><p>this is what I think.  could be wrong who knows.</p>

Barx
06-13-2011, 12:44 AM
<p>The bug with the heal wasn't the fact they're healing for more than 2% (I know they should heal roughly 5% per death now). It was that the heal seemed to trigger when it's starting health was above 45% -- ie it healed up to say 60%, then timed passed, then additional deaths healed it again. It healing <em>starting at a point below 45% to above that</em> is fine, but it healing <em>starting above 45%</em> was what seemed bugged. As though the condition it was checked was that the mob had at once point been below 45% rather than was at that point below 45% when considering whether to apply the heal.</p><p>As for the deaths -- it did feel just like the curse fail only without any curses being missed. Maybe it was the server lagging, but it seemed to happen too many times for it to simply be someone getting it and then otherwise dieing before it was cured or anything like that. Will keep an eye on it and see if it happens again, I know the script and it was definately something odd going on that night rather than normal curse fail.</p>

wullailhuit
06-13-2011, 03:13 AM
<p><cite>Elhonas@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Arica@Guk wrote:</cite></p><blockquote><p>45% is the threshold where he STARTS healing on deaths, not the limit for how high he can heal on deaths. & if u have enough ppl all die from the same thing, yes...he can definitely heal to full from those deaths. it's just like any other mob & has been for yrs since they added in the heal on death mechanic tbh. & if no adds r up, the only other way all of an archaetype can just fall over dead like that during that encounter, is the curse fail. it's happened many times to lots of guilds, so theyre pretty familiar with the mechanic & that's definitely what ur deaths sounded like. </p></blockquote><p>I don't believe that raid mobs have ever been designed to heal past 45%.  Certainly never seen it happen before.  At any rate, it's been bugged.  <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></p></blockquote><p>We've had raid mobs heal above 45% sometimes , seems to happen at random recently.</p>

RedIris
06-18-2011, 01:18 PM
<p>While ever epic mob has the below 45% heal, it doesn't mean other individual epic mobs can't have an additional scripted heal, which has always been the case with hm gunnr and his curse.</p>