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PTS Update 25 - Bug Reports for Combat & Class Abilities

  • Revokus
    Revokus
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    Daemonai wrote: »
    Blastbones (Stalking Blastbones) BUG - the Blastbone no longer runs to its target per the new update—instead it flies to the target as soon as it spawns—so the increasing damage given for every second spent chasing the target no longer functions when used from any distance.

    This morph needs a new effect as the current one is defunct.

    We will probably be stuck with this till next patch or more sadly.
    Playing since January 23, 2016
  • Skysenzz
    Skysenzz
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    unknown-7.png
    unknown-6.png


    unknown-4.png
    unknown-5.png

    Compare yourself, these are with and without searing heat. If you compare the DPS of the skills, you only get ~23% increase.
    Edited by Skysenzz on February 4, 2020 11:26AM
    CP1000+
    DC sDK Skysenzz
    DC Stamden Kartag Vosh Rakh
    DC mDK Ignis-Noctem
    DC sDK Ellesperis
    DC MagSorc Victorià
    EP Stamplar Subject to change
    EP StamBlade Powerful Ninja Zoid
    DC StamNecro StamDK ls Better
  • MincVinyl
    MincVinyl
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    Health desync and strange ghost heal

    Originally we were testing just a single bug that was apparently keeping a player from dying to a 1shot(1 gcd) combo. After a few weeks worth of investigating various other bugs I believe we may have narrowed the health desync bug down to a calculation phase. The 100% mitigation we were seeing originally appears to be a part or trait of the well known health desync bug. On live it appears when health desyncs happen the player just dies, but on pts it appears they are just gaining 100% mitigation.

    A second bug seemed to be happening we referred to as the "ghost heal" bug, which gave a heal that was invisible to every combat log addon I had. It turned out that this heal was the server trying to make up for what it thought went wrong during the health desync incident. This health being restored seems to be linked to the end of stun animations, not break free, but the actual animation of the stun ending. Break free does technically end the stun, which in turn procs the "heal".

    The full thread read up with data and videos is shown below:
    https://forums.elderscrollsonline.com/en/discussion/512240/health-desync-bug-100-mitigation-bug-and-random-heal-after-stun-ghost-heal-bug#latest
  • ArtOfShred
    ArtOfShred
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    Submitted these two ingame as well but:

    Right now overload and its two morphs behave differently when shutting off from running out of ultimate.
    Overload - When you drop below 25 ultimate you can still cast one more attack which drops you to 0 and exits Overload mode.
    Morphs - When you drop below 25 ultimate you are immediately kicked out of overload mode.

    Another Overload issue:
    When initially entering overload mode and starting a heavy attack, the 2nd tick can go off almost instantly after the 1st tick (seems to be within like 100-300 ms) instead of having the standard 1 second delay. This seems to only happen on the initial use when entering overload mode. If I stop my heavy attack and resume shortly after, the proper 1 second delay between ticks seems to apply.

    Fa1jh.png
    Edited by ArtOfShred on February 13, 2020 12:18AM
  • MincVinyl
    MincVinyl
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    ArtOfShred wrote: »
    Submitted these two ingame as well but:

    Right now overload and its two morphs behave differently when shutting off from running out of ultimate.
    Overload - When you drop below 25 ultimate you can still cast one more attack which drops you to 0 and exits Overload mode.
    Morphs - When you drop below 25 ultimate you are immediately kicked out of overload mode.

    Another Overload issue:
    When initially entering overload mode and starting a heavy attack, the 2nd tick can go off almost instantly after the 1st tick (seems to be within like 100-300 ms) instead of having the standard 1 second delay. This seems to only happen on the initial use when entering overload mode. If I stop my heavy attack and resume shortly after, the proper 1 second delay between ticks seems to apply.

    Fa1jh.png

    here ya go:
    https://www.youtube.com/watch?v=IddN8akiH80&t=45s
  • mpicklesster
    mpicklesster
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    There might be a UI error in one's displayed spell crit when slotting Flames of Oblivion.

    I don't know if this is an error with ESO or with Combat Metrics, but I thought I'd report it to both parties just in case. Anyway--I was looking at some Combat Metrics data after doing some parses on the PTS and noticed large discrepancies in various parts of the UI displayed my spell crit.

    As you can see in the example below, my mean spell crit is 33.1% (as shown in the area highlighted by the red, horizontal rectangle). However, when I checked the individual crit rates for my various sources of damage, none of them showed a spell crit rate nearly that low (as shown in the area highlighted by the red, vertical rectangle).

    uny6kgx8gjbg.png

    I'm hoping this is just a UI error and not an actual error in the way my spell crit is being factored in to my DPS in combat. Nonetheless, I thought I'd bring it to your attention. I know that, in previous patches, Flames of Oblivion has produced outrageous UI errors in spell and weapon crit rates.
  • BohnT2
    BohnT2
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    Crystal frags still have a 450ms minimum traveltime opposed to the changes promised in the Elsweyr patch which stated that the traveltime would be reduced to 250ms.

    S22GrPA.png
    Screenshot that shows the traveltime being way longer than intended.
  • BohnT2
    BohnT2
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    Elemental weapon and overload can both trigger health desyncs on their own and if used together you can reliably desync your enemies healthbar which is extremely frustrating in PvP as you can't rely on what your client is telling you.
  • BohnT2
    BohnT2
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    Zaan doesn't break on LoS.
  • BohnT2
    BohnT2
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    Stamina cost reduction glyphs also reduce the cost of bash and dodge roll, but they clearly state "cost of abilities".



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