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Unread 11-11-2005, 02:58 AM   #1
Dejah

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This thread is to keep track of the bugs with wizard spells Post-LU16.
 
  • Surging Tempest (5SMILEY
    • Bug #1
      • Description:
        • This spell still doesn't turn off automatically when the target of the spell dies. 
      • To Repro:
        • Cast Surging Tempest on a mob.
        • Kill the mob before Surging Tempest expires.
      • Result:
        • Even though the mob is dead, the spell's recast timer does not start and the icon for Surging Tempest still appears in maintained spell window.
      • Expected:
        • Expected the spell to turn off and for the recast timer to begin as soon as the target dies.
      • Additional Information:
        • Surging Tempest is a "toggle" spell, meaning that when it is on a mob you can "toggle" it off by clicking the spell icon a second time in your hotbar.  As with all toggle spells, the total amount of time between one cast and a second cast is determined by the spell duration PLUS the recast time.  I'm not sure it makes much sense for this spell to be a toggle spell since it is basically just a long duration DOT with a stun component.  Personally I would prefer the toggle to be taken away and for the recast time to be adjusted accordingly. I have on numerous occasions accidentally toggled off the spell.  The common scenario usually involves 2-3 resists before it lands, and then I toggle it off before I realize that it landed the last time I tried, or I think it's about to refresh and I try to queue it up but instead turn it off. 
    • Bug #2
      • Description:
        • The last tick of this spell is missing.  The spell is supposed to tick every 8 seconds for the duration of 48 seconds, however there is no dmg/stun tick when the spell hits 48 seconds.
      • To Repro:
        • Find a non-caster mob that will survive the full duration of surging tempest. (A lvl 58 ^ mob works well)
        • Root the mob and cast Surging Tempest, keep the mob rooted for the duration of the spell.
      • Result:
        • Surging Tempest ticks 6 times. The first tick occurs when the spell lands at 0 seconds.  The final tick occurs at 40 seconds.  No damage is done at 48 seconds.
      • Expected:
        • Expected there to be 7 ticks.  The 7th tick should occur at 48 seconds and the spell should expire directly after the tick.
      • Additional Info:
        • I've seen this spell tick a 7th time, I couldn't get it to do it again though.  The 7th tick was the killshot for the mob I was fighting.  For a second I thought it was fixed.
    • Bug #3
      • Description:
        • This spell has too high of a resist rate when compared to other magic based spells.  It doesn't repro on every mob though.  When it does repro Words of Force will have no problem landing, but Surging Tempest will often get resisted 3-5 times in a row.  With such a long cast time on a spell, being resisted 3-5 times is a big deal.  I usually only experience this problem on epic mobs, so if you're looking to repro it you can repro it and good example is the named machine epic inside Meeting of the Minds raid instance.  This may or may not be a real bug, but it's annoying enough that it should be investigated.
  • Forge of Ro (55)
    • Bug #1
      • Description:
        • If this spell is active when a wizard dies in a duel then the wizard experiences a real death (ie, gets debt, armor is damaged, and they need to be rezzed or they have to revive).
      • To Repro:
        • Challenge someone to a duel.
        • While the count-down timer is ticking, cast Forge of Ro.
        • Lose the duel before Forge of Ro expires.
      • Result:
        • You are now dead; you have debt; and your armor is now damaged.
      • Expected:
        • Expected deaths in duels to not be real deaths.
  • Fiery Convulsions (59)
    • Bug #1
      • Description:
        • The stifle and/or interupt portion of this ability is gone.  In the last live update the prose description of this spell was changed to reflect the bugged state of the spell, instead of the fixing the spell itself.  If this spell is really intended to be just a plain old dot, then it would be nice to hear from a dev as to why this is their intention.
      • To Repro:
        • Cast Fiery Convulsions on a mob.
      • Result:
        • Plain old dot.
      • Expected:
        • Expected the dot to grant a chance to stifle and/or interupt the target (if target is non-epic).
      • Additional Info:
        • This affects all the spells in the "Convulsions" line.

Short list this time!

Fellow wizards please post any other spell bugs you have found.  If you could, try and follow the same format as I have here and I will add them to this post.

- Dehah

EDIT: Added bug #2 for Surging Tempest. 

EDIT #2: Over the weekend I confirmed that the Forge of Ro duel bug still exists.

EDIT #3: Added resist bug to Surging Tempest, and added Fiery Convulsions because that spell just doesn't make sense in it's current state.  After reading a few posts from Blackguard, it appears that they think they had fixed all the accidentally nerfed stun/stifle durations.  Since this is not the case I'll add that when I'm home and have the information on which spells need their durations reverted back to their original (pre-LU16) length.

EDIT #4: Added additional information to Surging Tempest Bug #2

Message Edited by Dejah on 11-11-2005 12:00 PM

Message Edited by Dejah on 11-14-2005 12:01 PM

Message Edited by Dejah on 11-15-2005 02:13 PM

Message Edited by Dejah on 11-15-2005 06:23 PM

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Unread 11-11-2005, 04:06 AM   #2
QQ-Fatman

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Dejah wrote:
This thread is to keep track of the bugs with wizard spells Post-LU16.
 
  • Surging Tempest (5SMILEY
    • Description:
      • This spell still doesn't turn off automatically when the target of the spell dies. 
    • To Repro:
      • Cast Surging Tempest on a mob.
      • Kill the mob before Surging Tempest expires.
    • Result:
      • Even though the mob is dead, the spell's recast timer does not start and the icon for Surging Tempest still appears in maintained spell window.
    • Expected:
      • Expected the spell to turn off and for the recast timer to begin as soon as the target dies.
    • Additional Information:
      • Surging Tempest is a "toggle" spell, meaning that when it is on a mob you can "toggle" it off by clicking the spell icon a second time in your hotbar.  As with all toggle spells, the total amount of time between one cast and a second cast is determined by the spell duration PLUS the recast time.  I'm not sure it makes much sense for this spell to be a toggle spell since it is basically just a long duration DOT with a stun component.  Personally I would prefer the toggle to be taken away and for the recast time to be adjusted accordingly. I have on numerous occasions accidentally toggled off the spell.  The common scenario usually involves 2-3 resists before it lands, and then I toggle it off before I realize that it landed the last time I tried, or I think it's about to refresh and I try to queue it up but instead turn it off. 

Short list this time!

Fellow wizards please post any other spell bugs you have found.  If you could, try and follow the same format as I have here and I will add them to this post.

- Dehah



1. Surging tempest has its last tick missing. It's 48sec duration and does damage instantly and every 8sec - so it should tick 7 times. However, at the second 48, the spell just turned off and doesnt do any damage. So we wasted 8sec recast time here.
2. Incapacitable had 4sec stun before Lu16 and became 3sec after. Today's patch still didnt fix it. It's still 3sec now.
3. Lapse is still 4sec duration (ninja nerfed in Lu16 or maybe bugged.)
4. Numbing cold is a PBAE spell but it only hits max 6 targets (all PBAE should hits 8 targets after Lu16.)
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Unread 11-11-2005, 04:38 AM   #3
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http://eqiiforums.station.sony.com/eq2/board/message?board.id=23&message.id=17128&jump=true#M17128
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Unread 11-12-2005, 01:11 AM   #4
Dejah

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Sothars wrote:
http://eqiiforums.station.sony.com/eq2/board/message?board.id=23&message.id=17128&jump=true#M17128


Hi Sothars,
 
You're bug thread is good, however I created a new post for two reasons.  1) To be specific to bugs that exist now--post live update 16--and not in the past.  2) To be specific to things we know to be bugs; Feedback on durations and HO icons, while good, aren't bugs in my opinion.
 
The Surge Line for example:  We all know we got a boost with flametongue the other day.  And that's exactly what the Surge line does its damage with.  For example, Inferno Surge at Adept 3 now ticks 4 times for 49-60 damage (maxed intelligence).  That is almost 200% higher than it was before Live Update #16.  The prose in the spell description also says "the wizard is granted a chance at additional heat damage with every heat spell that strikes an enemy."  Every tick of Cremate isn't supposed to tick flametongue, only the first tick of Cremate is supposed to.
 
The Forge of Ro Duel death bug is annoying, I haven't had a chance to repro it yet since patch to see if it has been fixed yet. 
 
Sony's doing very well with the wizards class atm, our list of spell bugs is real short.  Here's hoping they can fix these last few things and make us complete!
 
- Dehah
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Unread 11-12-2005, 03:30 AM   #5
IllusiveThoughts

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Dejah wrote:

The prose in the spell description also says "the wizard is granted a chance at additional heat damage with every heat spell that strikes an enemy."  Every tick of Cremate isn't supposed to tick flametongue, only the first tick of Cremate is supposed to.


I guess I'm interpreting the description differently than you.  A heat dot component of the heat based spell cremate should count as another heat based spell striking the opponent for each dot tick.  Thats clear as day to me.
 
I did notice the increase in the surge line, and adept 1 inferno surge max int does 30-40 dmg/tick for about 90-120 additional heat dmg.
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Unread 11-12-2005, 05:57 AM   #6
curtlewis

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Incapacitate's duration is still ninja nerfed. (nuke/stun spell)Lapse's duration is also still ninja nerfed. (stifle spell)Only Ice Comet's stun duration was restored.
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Unread 11-13-2005, 10:28 AM   #7
Fingle

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Thanks for creating this thread SMILEY Could you please add curts two spells to the bug list, Blackguard said the stuns and stifle changes were a bug.  I'll link the thread when i'm more awake lol.
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Unread 11-15-2005, 12:54 AM   #8
Dejah

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I didn't list those two because the stifle/stun duration bug is not exclusive to the wizard class, or am I misunderstanding?
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Unread 11-15-2005, 02:43 AM   #9
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Summon Shadows

 while zoning you are not invisible, so you can be load killed by agro which camps zone in point - even if this agro wouldn't normally spot you with the invisibility spell.

 

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Unread 11-15-2005, 03:44 AM   #10
Sotha

 
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Summon shadows has always done that, i find that its a pain when zoning into PoF the bad way
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Unread 11-16-2005, 03:15 AM   #11
Dejah

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curtlewis wrote:
Incapacitate's duration is still ninja nerfed. (nuke/stun spell)
Lapse's duration is also still ninja nerfed. (stifle spell)

Only Ice Comet's stun duration was restored.

I had thought that the dev's were already well aware of this, but apparently that is not the case.  If anyone has hard numbers on the spells and their old and new durations could you post it here?  I'll add it to the list as soon as I can get the info.

Thanks!

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Unread 11-18-2005, 12:03 AM   #12
Zyphius

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They specifically listed classes that were getting their stuns and stifles durations fixed... oddly enough, Wizards weren't mentioned...
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Unread 11-18-2005, 03:51 AM   #13
Tarmagin

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If you have Surging Tempest in effect on a mob and hit it with Ice Comet it will not show the Ice Comet's graphics and will not trigger the knock back effect.  You will see the damage number float above the targets head but that is the only way you can tell that you hit it.
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Unread 11-19-2005, 05:44 AM   #14
Dejah

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Tarmagin wrote:
If you have Surging Tempest in effect on a mob and hit it with Ice Comet it will not show the Ice Comet's graphics and will not trigger the knock back effect.  You will see the damage number float above the targets head but that is the only way you can tell that you hit it.


Interesting.  I haven't noticed this.  I suspect that it may be due to your graphical settings.  Under Particle Effects there is a slider that determines how many effects can be active at a time.  Is you're slider at 1?  If it is try raising it higher and see if you can still repro.  I'll try see if I can repro myself when I get home later.
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