CyberOnEso wrote: »Kind of a big one ;p
The 21million Iron Atronoch dummy always has 18200 resistances, compared to live where it has ~5121 resistances.
This is making all DPS testing comparisons between live and PTS less then useful.
CyberOnEso wrote: »Kind of a big one ;p
The 21million Iron Atronoch dummy always has 18200 resistances, compared to live where it has ~5121 resistances.
This is making all DPS testing comparisons between live and PTS less then useful.
Any idea if it's just resistances bugged or if any of the other buffs/debuffs are missing?
CyberOnEso wrote: »Kind of a big one ;p
The 21million Iron Atronoch dummy always has 18200 resistances, compared to live where it has ~5121 resistances.
This is making all DPS testing comparisons between live and PTS less then useful.
Any idea if it's just resistances bugged or if any of the other buffs/debuffs are missing?
Starting at 3 pieces heavy armor worn, invisibility from all sources stops working. (On a Khajiit, it starts at 6 pieces worn.)
NPCs and players can see you as if they had a detection potion active in a certain radius. This radius gets bigger with each piece heavy armor worn. With 7 pieces making invisibility basically non existing.
This goes for invisibility from cloak, vampire and potions alike.
Heavy armor is supposed to impair stealth, though invisibility is being shrouded and is probably not intended to be affected by this penalty.
It seems invisibility is coded to not actually make you invisible, just reduces your detection radius to an absolute minimum.
Is this intended? I think this would make stage 4 vampires and nightblades impossible to be played with heavy armor.
Starting at 3 pieces heavy armor worn, invisibility from all sources stops working. (On a Khajiit, it starts at 6 pieces worn.)
NPCs and players can see you as if they had a detection potion active in a certain radius. This radius gets bigger with each piece heavy armor worn. With 7 pieces making invisibility basically non existing.
This goes for invisibility from cloak, vampire and potions alike.
Heavy armor is supposed to impair stealth, though invisibility is being shrouded and is probably not intended to be affected by this penalty.
It seems invisibility is coded to not actually make you invisible, just reduces your detection radius to an absolute minimum.
Is this intended? I think this would make stage 4 vampires and nightblades impossible to be played with heavy armor.
Thats the point, you arent supposed to sneak with heavy armor
FrancisCrawford wrote: »Also, I think Ring of the Wild Hunt isn't working. I don't feel like I have the speed buff when walking or sneaking. I AM able to sprint. And I have a sprint speed list of 161% on my character sheet.
(See also previous post.)
ESO_Nightingale wrote: »Arterial Burst (Vampire Magicka Spammable) doesn't proc the selene's monster helmet. I believe it's not being counted as a melee ability.
I filed a /feedback report on the PTS too, but Flurry needs to be taken off the list of things buffed by Thaumaturge.
I cannot believe it's intended that classes that use Flurry should be able to buff their spammables by 20% with CP whereas classes that don't can only buff their spammables by 10%. Right now Flurry is buffed both by Thaumaturge and by Deadly Aim, putting it significantly ahead of every other spammable in terms of benefit derived from CP.
Tommy_The_Gun wrote: »I have run into a weird issue with Argonian Resourceful passive being affected by Battle Spirit.
In short, Battle Spirit reduces healing received by 50%, and it treats health restored portion of Resourceful passive as such. This means that you do not have 3125 health restored when you drink a potion in Cyrodiil, but half of that - 1562.
(^ It does not behave like this on live server and I could not find anything that would mention this change in PTS notes)
I think this is something not intended. Resourceful passive is a flat value and can not be buffed with Healing received buffs (such as minor/major mending), but it is affected by a de-buff.
Regular health potions, that restore health are not affected by Battle Spirit de-buff. Same with Health Recovery stat which also is technically a form of "Health Restored".
This is very inconsistent (Hence I think it is a bug or oversight).
Either every form of Health Restored should be affected by Battle Spirit, or only the ones coming from skills / abilities.
Something feels wrong here.