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View Full Version : Revised list of Monk class bugs


bonesbro
05-09-2005, 09:26 AM
<div></div><div></div>Having a concise list of bugs increases the likelyhood of having them fixed. Please do not use this thread for bellyaching - start a "Bellyaching about Monk class bugs" thread if you wish. Venting is healthy but it tends to derail threads. Please feel free to make suggestions for non-combat Monk fluff as well. Please attempt to provide all of the information possible regarding each bug. If your bug might fall under the category of a design change then please provide a rationale behind the change beyond "chnge this so we sux less plz". Detailed steps on how to reproduce a bug, parsed logs, and other concrete data is ideal. For a fantastic example, please see Arrowheart's details on Mend below.  And please remember, your target audience is a code monkey who does NOT play the class, so do not assume that they have detailed class-specific knowledge. Without further ado, let's kick this off: <b>Monk Class Bugs:</b> * Several Monk skills have an extremely short range compared to other skills, and some require you to be facing your target while others automatically turn the Monk to face his targer. For instance, compare the range on Biting Mantis to the range on Icy Talon.  The Silent Fist, Icy Talon and Rapid Strikes line have _extremely_ short ranges, often requiring you to stand inside the mob, and they cannot be used uphill even a little.  The distance limitation on Mend is particularly problematic, as I primarily use it for emergency healing on the main tank. Because the ideal position is to stand behind the mob, I cannot Mend the tank without running over to him. This significantly reduces the benefit of the Mend skill. * Please consider enhancing the Martial Focus line to allow a 270 or 360 degree arc on parry/block/riposte. Debates on the viability of an avoidance tank vs. a mitigation tank aside, it is very difficult for a Monk to act as a tank for encounters with multiple mobs as one or more will very likely be hitting the Monk from the side or behind where deflection skills do not work. Assuming that a Monk and another tank are equivilant against a single mob (a matter of some debate in other threads) a Monk is a poor choice for tanking large numbers of mobs. This reduces our group viability as it greatly contributes to the feeling that a Monk is a "second rate tank". * Many self buffs provide bonuses which do not stack. For instance, Martial Focus reports that it is supposed to increase Deflection and Parry, but it does not stack with the Deflection bonus from Brawler's Stance. * When multiple Monks are in the same group, the DOT effect on Swooping Dragon prevents the other Monks from using their skill until the DOT wears off. Most of the damage comes from the inital boot to the head, not the DOT. However, no part of the skill can be used because the DOT part would not take hold. Please consider changing it so that the DOT effect will overwrite the existing one instead of having the spell fail to take effect. * Plodding Tortoise's description says "A medium damage attack that can be used while stunned." It cannot actually be used while stunned. * The upgrades to Focused Strike ("An extra attack that can be used at range") lose the long range ability. While the upgrades have different abilities (such as Pouncing Tiger which has an agility debuff) it would be nice to keep the long range benefit of the old style, as it still sits on my combat bar for pulling and I would love to have another hotkey available.  The Bruiser upgrade to Focused Strike, Blitz, does maintain its long range ability. * The damage done by the Bruising Strike line is not in line with the health cost. Stumbling Boar app4 does about 150-200 damage at level 35, similar to the damage and power cost of Plodding Tortoise adept1 but with a 118 HP cost. Please either increase the damage or lower the health cost. * Wind Walk (level 25 self-only invis that drains power) has no upgrade. The skill is largely useless at higher levels as mobs can easily see through the low-level invis. * Rescue (level 25 "emergency" skill) is supposed to increase your hate position by 1. It is rarely effective at actually saving someone. We would like this to always place us at the top of the hate list. It isn't much of a Rescue when they still ignore us. * The +agility bonus on Storming Hydra does not work. * Tranquil blessing's description is bugged, from app1 all the way to adept 1 (dont know about adept 3 and master 1) it says "Increase hate by 0%" for all of the variations of the spell from app1 to app4. If the actual performance is bugged too, I dont know. * Because the +melee skills on Dragon Stance does not stack with the +melee skills on the Wisdom of Zephyl line, Dragon Stance offers almost no positive effects and two significant penalties (-400 mitigation and -10 Defense).  As a result this stance is almost completely useless, except for the awesome spell effect when you activate it. * The description on the Examine window for the Feign Death line does not display meaningful information.  For instance, the description on Stop Heart (the level 44 Feign Death upgrade) currently reads "Feign Death with 75% chance of success vs. level 39 or lower.  Feign Death with 0% chance of success vs. level 49 or higher."  This is not correct.  From testing, it appears that the 75% chance of success does correspond with the success rate of the skill. The 39-49 range is close to the range of Feign values offered by the skill when you first get it, but it is not accurate later, so I don't know what these numbers actually represent.  I just used it now and got a 58 Feign value which would work against a level 62 mob which has a SeeFeign of 57. * The +avoidance bonus from the Staggering Stance line does not change the Avoidance value displayed on the target's Persona screen.  We know that the spell line works, but a display update would be nice. * The DOT effect on So'Li's Spitting Cobra, a level 40 training choice, does not stack with the DOT effect on the Swooping Dragon line.  Spitting Cobra is an upgrade to the Striking Cobra line whose upgrade is the addition of the DOT, but the benefits are limited when it does not stack with a skill we already have. * The casting time of 3.0 seconds on Stone Stance is too long.  Stone Stance is an emergency defensive skill and should have a casting time of instance or 1.0 seconds. * The +dps buff on Winding Dragon does not stack with the +dps buff on Quiet Purity.  This leaves the +tranquility as the only beneficial effect of the stance, but the offensive penalties on WD cancel that out.  SS provides a much greater defensive benefit.  As a result, WD is never used, as SS is better under all circumstances. * The haste on Spider Stance (which was just upgraded in LU #<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /> does not stack with the haste from the Everburning Fire line, making it worthless. * Compress and Heal do not increase in healing value when they are upgraded, though their Examine value does show an increase.  The following is a bug report from Arrowheart: HPs (solo and unbuffed at level 48 with 87 stamina, base stats = kerra): 3613 total hps.  Delve values on the arts tested, all of which heal the same amount:     * Compress App4 = 23     * Compress Master 1 = 32     * Heal App1 = 20     * Heal Adept1 = 26 Heal value on every single one of them 795 hps. No variation whatsoever. It seems they all heal for a delve of 22 regardless of whats stated, ie the level 48 heal shouldnt have even healed me for 795, it should have been less like around 722.   Did some further testing with adept1 Mend spell to test it and it does heal less than the value above, 542 hps. Delve value for it is 17, but if you calculate my hps it would seem that it is healing for 15 instead. * There are many skills which provide minimal benefits when upgraded. (Though it has already been stated that there will be an upcoming general revamp to address this issue.) <b>General Bugs:</b> * It is difficult to tell when a mob is stunned or casting, and consequently hard to evaluate the utility of stun abilities such as Thundering Fists, Shoulder Charge, and Power Strike. It would be very useful to have icons for Stunned, Casting, Mezzed, etc appear in the target box over the mob's head, similar to how the ^ and ^^ icons appear. * The casting time on stun/interrupt spells is too long, making it very difficult to actually interrupt the casting of a mob.  Given that most spells have a casting time roughly equivilant of the interrupts, the only way to use them is to just hit the interrupt button and hope they start casting a spell so you can interrupt it.  As these abilities generally do very little damage, making them cast either instantly or Stupidly Fast would increase their utility. * Fast weapons underperform slow weapons when you are spamming combat arts. The theory goes: while your art is "casting" (the progress bar is going up) you cannot swing, and when the art finishes you immediately swing if your weapon delay expired while it was casting. Thus with very fast weapons part of the time you spend casting is time where you would have swung and started a new delay timer. With a very slow weapon you are simply casting your art during the delay between attacks, swinging as soon as the art finishes then immediately starting to cast the next one. While you also lose more damage with slow weapons if you cast just before you would have swung, careful timing prevents this. This issue has the most impact on DW classes with long cast times, like scouts. The proposed fix is to allow your autoattack swings to continue while using non-interruptable skills. Fighters with slow weapons would benefit the least, and scouts with fast weapons would benefit the most. * Reactive procs are much less useful on avoidance tanks than on mitigation tanks.  All of the new rare armor drops have had reactive procs on them which benefit brawlers less than other fighters. * There are still some Monk hand weapons that check slashing or piercing skill instead of crushing.  I don't have a list of them yet, unfortunately. * Based on some limited parsing, it looks like the proc rate is too low on non-weapon procs (like Ice Blast on the Cryptic Tunic) when you are dual wielding.  This might just be an RNG glitch, but the proc rate is roughly half what it should be.  Maybe these procs are only firing on the main hand weapon when you are DWing?  The proc rate looks correct on 2H weapons.  Details on the logs, the parsing, and the analysis can be found at http://eqiiforums.station.sony.com/eq2/board/message?board.id=6&message.id=17901. <b>Fluff:</b> * Many Monk styles have the same animation. For instance: Flying Kick, Thrust Kick, Swooping Dragon. While it is somewhat cool to do all three in a row, it's disappointing to have all the same moves at 50 as we do at 20. * Some form of Monkly meditation emote would be nice. Human male sitting looks pretty good but a Monk-specific meditation emote (that is permanent until moving) would be fantastic. * Many Monks would really love to see some more Monkly garb, such as light armor robes. Please avoid the mandress look though! <p>Message Edited by bonesbro on <span class="date_text">05-09-2005</span> <span class="time_text">10:04 AM</span></p><p>Message Edited by bonesbro on <span class="date_text">06-18-2005</span> <span class="time_text">09:00 PM</span></p><p>Message Edited by bonesbro on <span class=date_text>07-06-2005</span> <span class=time_text>08:02 AM</span>

zabor
05-09-2005, 01:57 PM
please format your post, its awful to read

Winn
05-09-2005, 02:05 PM
<DIV><BR> <BLOCKQUOTE> <HR> zaboron wrote:<BR>please format your post, its awful to read<BR> <HR> </BLOCKQUOTE><BR>Ack, the blur of words.... i got sick of reading after the 5th line.</DIV>

Fev
05-09-2005, 07:52 PM
<P>let's play the "circle the word" puzzle game...</P> <P>yeah, the return key is your friend mate... reformat that</P>

grumm
05-09-2005, 08:42 PM
<DIV>thanks for the editing :smileyhappy:</DIV><p>Message Edited by grummit on <span class=date_text>05-09-2005</span> <span class=time_text>11:18 AM</span>

bonesbro
05-09-2005, 09:01 PM
#*$%&#$ - it WAS formatted when I hit post.  I didn't think to look to check it.  I'll fix it now. <div></div>

bonesbro
05-09-2005, 09:11 PM
Yeah, my error was switching the post to HTML mode to add the bold and italics manually, not remembering that in HTML mode you have to add all the linebreaks yourself too <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> <div></div>

Gaige
05-09-2005, 09:45 PM
Much better sir <3

Arrowheart
05-09-2005, 10:40 PM
<DIV>Nice job bonesbro, thank you for the continued work and effort on this list!</DIV>

Fev
06-02-2005, 09:47 AM
<DIV> <DIV> <DIV>So i went ahead and picked this since I am focusing more on the dps role than the tank role for various reasons... </DIV> <DIV> </DIV> <DIV>now i read over the skill choices and figured this was an upgrade to Striking Cobra... got it... no problem except:</DIV> <DIV>both are on the same timer, yet they are a different class of skill (i.e., striking cobra is a sword icon and So'Li's is a boot). not to pick at scabs, but what is going on here? I liked using striking cobra for advancing the HO and figured the upgrade to it would work as well. think i will cross post this to combat skills forum as well since i recall this was an issue before with monk abilities...(i.e., **<FONT size=2>Goran's Slumbering Dragon can now be used in the same Heroic Opportunities as Swooping Dragon**</FONT>)</DIV> <DIV> </DIV> <DIV>just a peeve of mine.</DIV></DIV></DIV>

Edyil
06-02-2005, 07:23 PM
<P>Tranquil Blessing :</P> <P>Description: Allows the monk to bestow a <STRONG>lower</STRONG> hate aggro buff on an ally.</P> <P>Effect Description: Allows the monk to bestoow a <STRONG>higher</STRONG> hate aggro buff on an ally.</P> <DIV> </DIV> <DIV>Note:  Typed those from memory, but you get the point.  I believe the effect description actually said it increase hate of the target by 1.</DIV>

Rohlstu
06-04-2005, 06:31 AM
<P>Great start, and hope someone from SOE takes notice, cuz having just got Storming Hydra, [Removed for Content] beyond words about the agi bonus still being bugged is an understatement of how I feel right about now.</P> <P>Keep up the good work.</P>

bonesbro
06-19-2005, 08:01 AM
Added: * Based on some limited parsing, it looks like the proc rate is too low on non-weapon procs (like Ice Blast on the Cryptic Tunic) when you are dual wielding.  This might just be an RNG glitch, but the proc rate is roughly half what it should be.  Maybe these procs are only firing on the main hand weapon when you are DWing?  The proc rate looks correct on 2H weapons.  Details on the logs, the parsing, and the analysis can be found at http://eqiiforums.station.sony.com/eq2/board/message?board.id=6&message.id=17901. <div></div>

Nemesis465
06-20-2005, 04:22 AM
Robes... are ugly.  I prefer gis. <div></div>

bonesbro
07-06-2005, 07:03 PM
The Taunting Slap description was fixed, so I removed it from the bug list.  Added a note to the Focused Strike upgrade bug noting that the Bruiser upgrades maintain the long-range nature of the skill. <div></div>

SirensSong
07-07-2005, 07:12 PM
<BR> <BLOCKQUOTE> <HR> Nemesis46567 wrote:<BR>Robes... are ugly.  I prefer gis.<BR> <BR> <HR> </BLOCKQUOTE><BR>I agree.  No robes.  But definitely more monk-specific armor for higher lvls.  And for Pete's sake make it so I can kick something on a hill. <DIV> </DIV> <DIV>One thing.  I know skills in the line of Darting Sparrow and Winter Talon can't be used on epic targets, but it would be nice if they could be used on *grey* epic targets.  Nitpicky, I know.</DIV>

Nataenel
07-08-2005, 05:33 AM
<DIV>Good list. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>Rescue isn't specifically a Monk class ability.  All fighter classes get it at level 25, but it does underperform for all.</DIV> <DIV> </DIV> <DIV>Lately, I've found feign death seems to wipe a food/drink effect.  Possibly an inadvertant recent change.</DIV> <DIV> </DIV> <DIV>Lastly, I feel that I miss much more frequently than an agility based melee person should.</DIV> <DIV> </DIV> <DIV> </DIV>