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Comprehensive List of Player Basic/Passive and NPC Ability Issues (related to Buffs & Mechanics)

ArtOfShred
ArtOfShred
✭✭✭
@ZOS_GinaBruno @Wrobel @ZOS_RichLambert @ZOS_ChipHilseberg

So over the last few months, as part of my development on LUI Extended I've been keeping track of individual abilityId's in the game and their name, icon, functions, and interactions (can block/dodge/reflect etc). My primary reason behind doing this was so I could update abilities with missing/inconsistent names and icons, as well as hide buffs and debuffs that provide no useful information - as there are a great deal of things that show placeholder icons.

Going into this much effort allowed me to keep track of inconsistencies and issues to report.

In regards to the NDA I'd like to stress all of my information was obtained on LIVE servers over previous months. The only thing I've done on the PTS is go through each NPC and ability and verify that each abilityId still functions in the same way. I've made some minor updates here or there for small changes (for example now Heavy Weapons Bleed Rank 2 now shows a debuff correctly). No Vvardenfell related abilities or Warden abilities have been referenced here. Additionally everything here has been submitted in ingame bug reports, I feel like that's likely the most optimal way to report issues to the development team but perhaps this will provide a nice reference as well.

As a last note, I was really hoping I'd have a full report for all the active abilities of at least 1-2 classes and a few weapons - but due to a wrist injury I suffered significant setbacks :-(

So without further ado here we go.

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PLAYER PASSIVES & GENERAL ABILITIES
  • 1.1 - General Abilities & Champion Points
  • 1.2 - Consumables, Enchantments, Procs
  • 1.3 - Skill Line Passives & Weapon Attacks
NPC ABILITIES
  • 2.1 - General List
  • 2.2 - Human NPC's
  • 2.3 - Animal NPC's
  • 2.4 - Insect NPC's
  • 2.5 - Monster NPC's
  • 2.6 - Dwemer NPC's
  • 2.7 - Daedra NPC's
  • 2.8 - Undead NPC's

1.0 - GENERAL ABILITIES
  • 1.1.1 - LAVA
    • Damage dealt by lava is currently counted as player damage - causing procs to go off, the damage to scale with champion points, and dying to lava to trigger "player kill" procs. I haven't tested but its likely it would proc sets that trigger off dealing damage to another player as well. This may be due to the fact that lava is a buff rather than a debuff.
    • Additionally, I'd like to mention the lack of consistency with lava damage. It varies based on zone due to the multitude of abilityId's for it. Is it really necessary to have so many abilityId's for lava - could just use a single id and fix it to be a debuff for all lava in the game.
  • 1.1.2 - BASH
    • [21970] Bash – Suggest switching the icon for this to ‘esoui/art/icons/ability_warrior_012’ since this icon will longer be needed for Empower, and it looks like a dude punching someone to interrupt them. This would only effect Death Recap and player Combat Text addons but it would still look nice.
  • 1.1.3 - INTERRUPT
    • A standard player interrupt causes:
      • [21972] Stagger (no aura) which transistions into:
      • [21971] Bash Stun & [2727] Off-Balance
    • [2727] Off-Balance - does not have an icon for its debuff. Additionally this debuff is self applied by the target that is bashed onto self. This means that if the player does not have “Target Debuffs From Others” toggled on, the Off-Balance will not display. I suggest redesigning this ability to be applied at the same time as [21971] Bash Stun with the player as the source to correct this issue.
    • Additionally, Bash Stun lasts 3 seconds while Off-Balance lasts 4 seconds. I find this timing odd, and think it would be better if both effects lasted either 3 or 4 seconds for a more consistent appearance. (Considering you can off-balance exploit them for the full 4 sec duration it seems odd if they’re moving around again already from the stun fading)
  • 1.1.4 - INTERRUPT (ALTERNATE)
    • When the player bashes an NPC that is pinned against an obstacle or unable to move (at least that appears to be the condition to trigger this) the following events happen:
      • [48416] Uber Attack: 3 sec duration, no aura (I don’t know what this does) and
      • [45982] Bash Stun (4 sec duration)
      • [45902] Off-Balance (4 sec duration)
    • For some reason 45902 Off-Balance ALSO applies as a debuff on the player.
    • Note that unlike the standard interrupt, the Bash Stun and Off-Balance in this case both have a 4 second duration. I’m not sure if there is a technical reason for this variant of bash stun to exist but the off-balance on player should be removed at least.
  • 1.1.5 - BLOCK STAGGER
    • The following events occur when the player blocks a NPC heavy attack and causes them to stagger:
      • [86310] Stagger: into:
      • [86309] Stun – Applied on everything else (3 sec duration)
      • [86312] Stun – Applied on Ogrim and Ogres (3 sec duration)
      • [45902] Off-Balance (4 sec duration)
    • Currently both [86309] and [86312] do not correctly display a debuff for their duration.
    • Additionally the icon needs to be changed to ‘esoui/art/icons/ability_debuff_stun.dds’
    • I suggest renaming them to “Block Stun” to label them more accurately.
    • Lastly, the duration of the block stun is 3 seconds while off-balance applied is 4 seconds. I suggest normalizing these to either a 3 or 4 second duration so Interrupt/Block both cause a consistent Off-Balance/Stun duration.
  • 1.1.6 - MISCELLANEOUS
    • [48532] Charge Snare – This is incorrectly displayed as a buff rather then debuff, preventing it from displaying when charging an enemy.
    • [42514] Hard Dismount – Stun effect when player is knocked off of their mount. This effect currently does not display a debuff aura and should.
    • [69143] Dodge Fatigue – The stacking penalty to Dodge Roll cost currently displays incorrectly as a buff rather than debuff.
    • [55400] & [55401] Magicka Restore – (One of these is actually Stamina) – This effect appears when the player is resurrected by another player. These effects have a very short duration buff aura that displays blue skull placeholders on buffs and should be hidden from display.
    • [47270] Ritual of Mara – 5.6 sec self stun when entering into the Ritual of Mara with another player (Just a minor additional suggestion, it would look cool to use ‘esoui/art/icons/ achievement_update11_dungeons_017.dds’ for this icon. It fits the animation really well).
  • 1.1.7 - CHAMPION ABILITIES
    • The Tower – Ensnare:
      • [60402] Ensnare – This debuff is incorrectly flagged as a buff rather than debuff.
    • The Shadow – Shadowstrike:
      • [64245] This 2.5 sec stun on mobs uses the Shadow Cloak icon rather than the icon for [64244] Shadowstrike. Should be changed.
1.2 - CONSUMABLES, ENCHANTMENTS, PROCS
  • 1.2.1 - FOOD/DRINK
    • The following is a list of food buffs that should not display a buff aura. These, for whatever reason only appear after a zone transition and are unnecessary since the base buff will be there stuff:
      • [84732] Increase Health Regen
      • [84733] Increase Health Regen
  • 1.2.2 - POTIONS
    • The following potion effects have inconsistencies in their effect names:
      • [46215] Health Potion Poison (“X” of Ravage Health) Should be named "Ravage Health"
      • [46217] Health Potion Linger Effect(“X” of Ravage Health) Should be named "Ravage Health"
      • [46113] Damage Health (“X” of Ravage Health) Should be named "Ravage Health"
      • [68401] Restore All Resources (Crown Tri-Restoration Potion) Should be “Restore Health”
      • [86696] Crown Survivor's Elixir (Crown Survivor's Elixir) Should be “Restore Health”
      • [86682] Crown Spellcaster's Elixir (Crown Spellcaster's Elixir) - Should be “Restore Magicka”
      • [86692] Crown Warrior's Elixir (Crown Warrior's Elixir) - Should be “Restore Stamina”
  • 1.2.3 - POISONS
    • The following poison effects have inconsistencies in their effect names:
      • [79280] Brutality-Draining Poison -> Should be “Minor Maim”
      • [79699] Drain Health -> Should be “Creeping Drain Health”
      • [81351] Drain Health -> Should be “Creeping Drain Health”
      • [79700] Restore Health -> Should be “Lingering Restore Health”
    • This makes these effects consistent with their 3 trait variants. Additionally consider renaming these effects to match the host poison (I.E. “Gradual Drain Health” instead of "Creeping Drain Heal")
    • Consider renaming “Gradual Health Drain Poison” item to “Gradual Drain Health Poison” to match other poison item name syntax.
  • 1.2.4 - ENCHANTMENT PROCS
    • [17945] Weakening - (from Glyph of Weakening) this incorrectly displays as a buff rather than debuff, preventing the player from seeing it on the new Buff/Debuff Frames component if applied on a target.
    • Additionally the icon for this is confusing, as it displays a set of armor, which would hold more implication that armor was being affected in some way.
    • Also suggest renaming these proc enchant effects to be named directly after their host enchant (I.E. “Weapon Damage Enchantment” less fancy, but more clear. The damage proc effects could benefit from this too.
  • 1.2.5 - ELEMENTAL STATUS EFFECT PROCS
    • [21925] Diseased – I’m not sure what this actually does, maybe just visual effects or something? This is applied along with Major Defile from the disease damage proc, this aura has no useful information for the player and should be hidden.

1.3 - SKILL LINE PASSIVES & WEAPON ATTACKS
  • 1.3.1 - CLASS PASSIVES
    • Dragonknight
      • Suggest changing icon for snare applied by DK Passive Warmth to the icon used in the skills list for consistency:
        • [29436] Warmth – Rank 1
        • [45016] Warmth – Rank 2
    • Nightblade
      • The Ultimate Gain proc from the NB Siphoning passive “Catalyst” is named “Amphibious Regen” for both ranks, suggest changing to “Catalyst” for consistency and player addons.
        • [63705] Amphibious Regen
        • [63707] Amphibious Regen
    • Templar
      • The proc from Templar “Burning Light” currently just uses the basic Death Recap Light Attack/Magic Icon depending on which variant hits. Suggest changing this damaging proc to use the same icon as the passive for consistency.
        • Burning Light Ids: [31720], [80153], [44731], [80170]
        • Icon Path: “esoui/art/icons/ability_templar_028.dds”
  • 1.3.2 - WEAPON ATTACKS
    • Players have taken to referring to not-fully charged heavy attacks as “Medium Attacks.” I’d like to suggest renaming the abilities for these attacks to be named as such, for better clarity in Death Recap and player Combat Log addons.
      • [18430] Heavy Attack – Unarmed
      • [17162] Heavy Attack – 2H
      • [15282] Heavy Attack – 1H + Shield
      • [17170] Heavy Attack – Dual Wield
      • [17174] Heavy Attack – Bow
      • [18405] Heavy Attack – Frost Staff
      • [15385] Heavy Attack – Flame Staff
      • [32479] Heavy Attack – Werewolf
    • Currently the lightning staff heavy attack is still able to be cleansed (I believe) – however – it does not show an active debuff aura when used. Additionally, the burst damage effect at the end does incorrectly show a debuff for a split second:
      • [18396] Heavy Attack (Shock) – channel, should show debuff
      • [19277] Shock Pulse – burst damage, should not show debuff
    • Cleave and its morphs as well as Rending Slashes and its morph currently use a generic Death Recap Bleed Icon. I'd like to suggest changing the bleed debuff icons for each of these abilites and the various ranks of their morphs to their relevant ability icon for improved clarity on debuff frames.
  • 1.3.3 - WEAPON PASSIVES
    • Two Handed - Forceful: Suggest changing the icon for the damaging component of this ability to match its passive icon: “esoui/art/icons/ability_weapon_027.dds”
      • [30821] Forceful
      • [45445] Forceful
    • Two Handed - Follow Up: The active buff component of this ability should be renamed to “Follow Up”
      • [60860] Bonus Damage
      • [60888] Bonus Damage
    • Bow - Hasty Retreat: Suggest changing the icon for the active effect of this passive to use the universal icon: “esoui/art/icons/ability_buff_major_expedition.dds’
      • [68793] Major Expedition
      • [68795] Major Expedition
    • Destruction Staff – Destruction Expert: The active component of this passive is incorrectly flagged as having a buff aura, causing it to briefly appear on many player addon Buff Trackers. Additionally I suggest renaming this effect to “Destruction Expert” as well - for consistency.
      • [30966] Magicka Restore
      • [45515] Magicka Restore
  • 1.3.4 - SOUL MAGIC PASSIVES
    • The following abilities display buff auras that are for instant damage components or otherwise have no necessity to display a buff on the player:
      • [39268] Soul Shatter – Rank 1
      • [45585] Soul Shatter – Rank 2
      • [39264] Soul Trap – Rank 1
      • [45582] Soul Trap – Rank 2
  • 1.3.5 - DARK BROTHERHOOD PASSIVES
    • Padomaic Sprint’s Major Expedition active components should use the generic Major Expedition icon “esoui/art/icons/ability_buff_major_expedition.dds”
      Relevant ID’s:
      • [79623], [80392] – Rank 1
      • [79624], [80394] – Rank 2
      • [79625], [80396] – Rank 3
      • [79877], [80398] – Rank 4
    • Note – 2 variations for each rank, one for normal kills, one when using Blade of Woe.
  • 1.3.6 - UNDAUNTED PASSIVES
    • The following is a list of the Rank 1 / Rank 2 Undaunted Command magicka and stamina restoring abilityId's - I suggest renaming to “Undaunted Command” to be consistent with the name for the HP restore component.
      • [55607] Undaunted Command Magicka Rest
      • [55679] Undaunted Command Magicka Rest
      • [55608] Undaunted Command Stamina Rest
      • [55679] Undaunted Command Stamina Rest
  • 1.3.7 - RACIAL PASSIVES
    • The following racial passives display a short and pointless buff on the player when their effects proc, this should be hidden from display:
      • [36548], [45314], [45316] Adrenaline Rush – R1/2/3
      • [36214], [45292], [45294] Red Diamond – R1/2/3
    • Additionally, I'd like to suggest making a new icon for the Red Diamond passive to use either (This would have to have to be a new icon with the alpha channel edited in to crop the borders):
      • ‘esoui/art/icons/ability_aedric_command.dds’
      • ‘esoui/art/icons/achievement_075.dds
Edited by ArtOfShred on April 24, 2017 11:18AM
  • ArtOfShred
    ArtOfShred
    ✭✭✭
    2.1 - GENERAL LIST
    • The following is a list of bugged abilityId's that display a debuff when their projectile is traveling toward the player. This provides no useful information and should be hidden.
      • [12437] Quick Shot (Archer)
      • [74978] Taking Aim (Archer)
      • [12456] Ice Arrow (Frost Mage)
      • [28499] Throw Dagger (Footsoldier)
      • [14524] Shock (Storm Mage)
      • [56828] Fright Force (Fear Mage)
      • [29372] Necrotic Spear (Necromancer)
      • [7590] Entropic Bolt (Bonelord/Gravesinger)
      • [10601] Minor Wound (Healer)
      • [29669] Coiled Lash (Shaman)
      • [76089] & [72220] Snipe (TG DLC Archers)
      • [7880] Light Attack (Cyrodiil Mage Guard)
      • [46726] Shock Torrent (Upgraded Cyrodiil Mage Guard)
      • [57962] Minor Wound (Cyrodiil Mender)
      • [46839] Major Wound (Upgraded Cyrodiil Mender)
      • [54264] Lethal Arrow (Cyrodiil Archer)
      • [54259] Draining Shot (Cyrodiil Archer)
      • [16510] Fire Salvo (Cyrodiil Honor Guard)
      • [35133] Extended Chains (Cyrodiil Honor Guard)
      • [46990] Improved Fire Torrent (Cyrodiil Honor Guard)
      • [47019] Puncturing Chains (Cyrodiil Honor Guard)
      • [72793] Toxic Mucus (Haj Mota)
      • [11076] Chasten (Harvester)
      • [8808] Spit (Spider Daedra)
      • [64423] Sparks (Dwemer Sentry)
      • [73184] Vile Spit (Kotu Gava Broodmother)
      • [14801] Flare (Imp - Fire)
      • [14802] Fireball (Imp - Fire)
      • [7732] Bolt (Imp – Lightning)
      • [13648] Spark (Imp – Lightning)
      • [7830] Shockwave (Lamia)
      • [5520] Frost Bolt (Nereid)
    Edited by ArtOfShred on April 22, 2017 4:23AM
  • ArtOfShred
    ArtOfShred
    ✭✭✭
    2.2 - HUMAN NPC'S
    • 2.2.1 - Rogue/Skirmisher (Dual Wield NPC)
      • Quick Strike
        • [29035] Quick Strike - Autoattack
          • Suggest adjusting the ability icon for this ability to esoui/art/icons/death_recap_melee_basic.dds to be consistent with other NPC Light Attacks.
      • Whirlwind
        • [28408] Whirlwind - Cast time component.
          • This effect has no target component, this means it has no ability to send any kind of “Tutorial Warning” to the player. Suggest possibly having a dummy event that fires on all players in the radius to alert them to avoid it.
        • [85339] Whirlwind - Damage component.
          • This ability is an aoe ability and should not be able to be dodged.
      • Assassinate
        • [12381] Assassinate - This is a short cast time higher damage attack used by the Rogue from behind.
          • Currently uses the heavy attack icon currently, suggest changing it to esoui/art/icons/ability_rogue_063.dds (or 046) because it looks cool and fits the animation performed by the NPC.
      • Roll Dodge
        • [44471] Roll Dodge - 1 second dodge immunity duration triggered when NPC roll dodges.
          • I understand the new ZOS Buff/Debuff frames don’t display target buffs, but a lot of player addons do, and since this ability is very similar to player dodge, it would be nice for addon authors if this ability displayed a buff aura.
      • Bear Trap
        • [39060] Bear Trap – 5 second immobilize applied on player when stepping into NPC Bear Trap.
          • Incorrectly flagged as a buff rather than debuff.
        • [39065] Bear Trap – Damage component when player steps into NPC Bear Trap.
          • This ability needs an icon for Death Recap.
        • Alternate suggestions for Bear Trap:
          • Case 1: Increase the chance that an NPC will use this ability, perhaps have them run to a location to set it, on aggro.
          • Case 2: Remove the ability, in its current state I only ever see it used when I end up leashing mobs or kiting them around in circles. It took me about 3 minutes looping in a circle to get one to drop it to create this report.
    • 2.2.2 - Ravager (Two Handed NPC)
      • Uppercut
        • [29379] Uppercut – Stun component
        • [29380] Uppercut – Knockback component
          • These two effects are applied on the player when hit by an NPC uppercut. Currently there is no DEBUFF aura present. Additionally suggest changing both icons to the weapon skill line Uppercut since it is also a player ability. Alternatively rename any of these “Uppercut” abilities present in game to “Dizzying Swing” instead and updating with the relevant icon considering the changes made to the player ability.
    • 2.2.3 - Archer (Bow NPC)
      • Arrow Spray
        • [37109] Arrow Spray – 4 sec snare debuff.
        • [37116] Arrow Spray – Damage component
          • This ability is an AOE ability and should be unable to be dodged. Additionally I'd like to suggest changing the debuff icon on [37109] to ‘esoui/art/icons/ability_bow_005.dds’ as this debuff behaves consistently with the player version of the ability.
      • Volley
        • [28629] Volley - Damage from Volley
        • [54258] Upgraded Volley - Damage from Cyrodiil Archer (Upgraded) Volley
          • This ability is currently unblockable. However player Volley can be blocked. I feel this should be consistent with the behavior of the player skill. In addition - in theory there's no reason why you couldn't raise your shield up to block the arrows, so it would very much make sense for this to be blockable.
    • 2.2.4 - Footsoldier (1 Handed NPC)
      • Throw Oil Synergy
        • When near an archer or fire mage NPC, the footsoldier will throw a bottle of oil at the players feet to ignite:
        • [10648] Throw Oil - Nearly instant projectile that spawns an oil patch.
          • This is dodgeable, and if dodged the aoe oil patch will not be created. This probably should not be possible. If it is intended suggest adding icon 'esoui/art/icons/ability_rogue_025.dds' for players using Scrolling Combat Text addons.
        • [10650] Oil Drenched - 1.1 sec snare applied to players standing in the oil patch.
          • This effect does not display a debuff and should.
    • 2.2.5 - Guard (1H + Shield - Power Bash NPC)
      • Power Bash
        • [29400] Power Bash – Damage component.
          • This should use Power Bash icon: ‘esoui/art/icons/ability_1handed_005.dds’ instead of generic heavy attack icon.
        • [29401] Power Bash – 3 sec disorient on the target.
          • This currently does not show a debuff and should. Also should use weapon skill line power bash icon.
        • Additionally I would like to suggest making Power Bash stun like the player ability – for consistency and to make these NPC’s more threatening.
      • NPC Block
        • [84346] Uber Attack – 3 sec duration stun when player heavy attacks blocking Guard.
          • Should be named “Block Stun”. Additionally it would be better if this lasted 4 sec to coincide with [45902] ‘Off-Balance’ applied by this combo.
    • 2.2.6 - Brute (1H + Shield - Charging NPC)
      • Focused Charge
        • [14924] Focused Charge
          • This debuff with a placeholder icon appears on Brute NPC’s when they are charging. Should be removed from display as it provides no useful information to the player.
        • [14930] Charge – Self stun on Brute when player blocks charge
        • [14923] Charge – Self stun on Brute when missing charge
          • These self stuns applied on the Brute when a focused charge is blocked or misses do not currently display a debuff aura and should.
        • Additional issue: [2727] Off-Balance only applies when human NPC’s miss their charge. For Kagouti it only applies when charge is blocked. This should probably apply in both cases for each of these bipedal NPC’s.
    • 2.2.7 - Berserker (Dual Wield Agony/Blood Craze NPC)
      • Agony
        • [35164] Agony – Initial damage component for Agony.
          • For some reason displays a split second debuff (seems to be the travel time of the invisible projectile maybe?). Should be hidden.
      • Blood Craze
        • [10735], [49252], [49253], [49254] Blood Craze
          • These abilityId’s should use the player ability icon for Blood Craze ‘esoui/art/icons/ability_dualwield_001_b.dds’ as the mechanics are the same.
    • 2.2.8 - Dragonknight NPC
      • Dark Talons
        • [74472] Dark Talons – Damage component.
          • Uses the generic Fire AOE Death Recap icon, while the snare applied uses the Dark Talons player ability icon. Suggest changing this icon as well for consistency: ‘esoui/art/icons/ability_dragonknight_010.dds’
      • Lava Whip
        • [34647] Lava Whip – 5 sec off-balance applied by NPC Lava Whip when player is stunned.
          • Suggest renaming this to 'Off-Balance' to make it more clear and to be consistent with player Lava Whip. I'd also like to see the icon changed to ‘esoui/art/icons/ability_debuff_offbalance.dds.’ Additionally I'd like to make a suggestion to change the icon on player lava whip off-balance, as well as correct the name for those id's from "Off Balance" to "Off-Balance"
    • 2.2.9 - Thundermaul (Lightning Hammer NPC)
      • Thunder Hammer
        • [29511] Thunder Hammer – Damage component.
          • This ability broadcasts a “Dodge” tutorial warning and can be blocked and dodged, however since it is an AOE ability it should not be able to be dodged.
    • 2.2.10 - Nightblade NPC
      • Shadow Cloak
        • [73712] Shadow Cloak - .5 sec buff that appears on the player when an NPC Nightblade cloaks.
          • This does nothing and should not have a buff aura.
      • Veiled Strike
        • [36741] Veiled Strike – 3 sec stun effect.
          • This should use ‘esoui/art/icons/ability_nightblade_002.dds’ to be consistent with the damage component + player ability.
      • Teleport Strike
        • [63822] Teleport Strike – 1.5 sec stun
          • This stun does not currently display a debuff and should. Also could use icon ‘esoui/art/icons/ability_nightblade_008.dds’
      • Soul Tether
        • [44345], [44349], [44352], [44350], [44346] Soul Tether
          • This ability is a player ability and it would be visually beneficial to change the icon from a generic icon to ‘esoui/art/icons/ability_nightblade_018_a.dds’ for debuff and death recap clarity.
    • 2.2.11 - Dreadweaver (Elite Nightblade Caster NPC)
      • Minor Maim
        • [89012] Minor Maim - Debuff applied by Dark Shade.
          • This ability has not been updated to the new normalized Major/Minor debuff icons, and is still using the Icon for Beast Trap. This should be updated.
      • Dark Shade
        • These NPC’s summon a Dark Shade similar to the player ability, for the duration of the ability they are afflicted with [89017] Dark Shade which is a Weakness de(buff). Generally these are Elite NPC’s, the damage done by the Dark Shades are very minor, and they only last 23 seconds. I think the weakness debuff is unnecessary here as this ability is much less of a “summon” than most of the 2 minute NPC summons.
    • 2.2.12 - Soulbrander (NPC with Magelight)
      • Radiant Magelight
        • [44258] Radiant Magelight – Toggled ability
        • [44263] Radiant Magelight – 1.5 sec duration - pulses while 44258 is up
        • [44259] Magelight – 3 sec debuff when broken out of stealth.
          • This ability behavior is odd. The NPC will spam this randomly and very frequently; toggle it off for no reason. If the NPC is deaggroed with this ability up it will not fall off.
          • Suggest recreating this ability to function like player Radiant Magelight and have two behaviors:
            • IN COMBAT - Have the NPC cast this when a player goes hidden near them - I guess the easiest way to do this would be to make it trigger when it detects any of the Clairvoyance Effect abilities happening nearby?
            • OUT OF COMBAT - Have the NPC cast this periodically as if they are fishing for stealthers.
    • 2.2.13 - Fear Mage
      • Aspect of Terror
        • [37084] Aspect of Terror - Fear effect.
          • This fear can be blocked - this effect should be unblockable to match other fear effects.
      • Shadow Cloak
        • [35865] Shadow Cloak - 2 second disorient on nearby enemies when Fear Mage uses Shadow Cloak.
          • This effect seems odd due to player Shadow Cloak not disorienting you. Perhaps change the stealth animation and name to something different, like a Flash Bomb? While I’m a fan of normal NPC’s becoming more difficult, I can’t think of too many other effects in overworld pve that you don’t have a chance to interact with in some way and just straight up CC you.
      2.2.14 - Spirit Mage/Spirit Master
      • Burdening Eye
        • The Burdening Eye summoned by this skill has issues when the player has a Root Immunity such as Shuffle Active.
        • Normally, the eye appears to close onto the player, and use [89063] Burden with a 1 second duration and if the player remains in that range it: deals damage [37200] and applies a 2 second snare [35142]. With root immunity active the eye will continuously spam 37200 over and over. This deals a rather potent amount of damage. If a CC immunity is active the eye should just explode and not apply its snare.
      2.2.15 - Fire Mage
      • Heat Wave
        • [16588] Heat Wave - Damage effect.
          • This ability deals instant damage but applies a 2 second debuff that does nothing additional, and should be hidden from display.
      • Ignite (Footsoldier Synergy)
        • Fire Mages will ignite oil thrown by Footsoldier NPC’s: they will cast a special Heat Wave effect: [10805] Ignite. This ignites the oil, and causes the player standing in it to take rapid damage from [10813] Ignite.
        • However, the mage can additionally hit the oil with actual Heat Wave or Fire Runes which triggers ticks of [38260] Ignite to start firing. This combination does a pretty insane amount of damage for overworld.
        • Something seems inconsistent about the interaction as well. Suggest perhaps removing the special ignite and having the mage AI reset Heat Wave cooldown and cast it into the oil instead OR reducing Ignite ticks into to a single damaging abilityId.
      2.2.16 - Pet Ranger
      • Roll Dodge
        • [36499] Roll Dodge – 2 second immunity when Pet Ranger dodges.
          • This feels like it has an unnaturally long duration at 2 seconds, I think it would be more fitting if it was a 1 sec duration to be equivalent to player roll dodge. The NPC dodging attacks standing up after the roll animation is complete feels artificial.
      • Trap Beast
        • [44305] Trap Beast – 6 sec root
        • [44307] Trap Beast – Damage component
          • These effects perform more similarly to the player ability “Lightweight Trap” and as such I feel it would be more fitting if they used the name and icon (‘esoui/art/icons/ability_fightersguild_004_b’) for Trap Beast.
      2.2.17 - Shaman
      • Aura of Protection
        • [29597] Combustion: This 3 sec stun is applied if the Shaman’s Aura of Protection is killed. This effect is incorrectly a buff instead of a debuff; does not show properly on the new buff frames.
        • Additionally [29598] Off-Balance is applied for 5 seconds. (This is off-balance exploitable). I suggest changing both of these debuffs to either a 3 or 4 second duration to normalize them. Note an earlier section above makes the same suggestions for player interrupt/block stun & off-balance.
        • Aura of Protection is also occasionally used by an NPC and they are not flagged as eligible for the buff. The only case I'm aware of currently is the boss in Norvulk Ruins in Stormhaven.
    • 2.2.18 - Bonelord/Gravesinger NPC
      • Bone Cage/Defiled Grave
        • [88322] Bone Cage – Damage
        • [35391] Defiled Grave – Root
          • These ability names are inconsistent for the same ability and should be normalized.
          • Normally the ability deals damage once [88322], and is consumed when the root effect [35391] applies. However, if the player dodge rolls (or has root immunity) through the effect it will deal damage multiple times and not remove the rune. Suggest either having the rune remove itself on a failed attempt to apply the root, or make it a persistent effect that continues to deal damage and reapplies the root if the player moves in and out of the effect.
    • 2.2.19 - Winterborn Blade-Bearer
      • Javelin
        • [64890] Javelin – Projectile attack.
          • This projectile attack displays a debuff for the travel time of the projectile and should be hidden.
          • This effect only applies a generic stagger on hit, perhaps a 1.8 sec knockback like piercing javelin could make this slightly more interesting/threatening?
      • Roll Dodge Back
        • [69282] Roll Dodge Back – Dodge roll immunity effect.
          • Shows a 1 sec duration on the skill, but in practice this generally lasts like .3 seconds. Most of the time it doesn’t even result in them dodging an attack. I’d like to see it always last the full 1 sec and provide damage immunity like player dodge – for both consistency and to improve the functionality of the ability for these NPC’s.
      • Retaliation
        • [65033] Retaliation: Displays a 1 sec buff on the player, this provides no useful information and should be hidden. (Appears when NPC is blocking)
        • When a Blade-Bearer blocks a heavy attack with their Retaliation ability, the player is staggered into -> the following 2 effects:
          • [69153] Retaliation: 1 sec Stun - Does not display a debuff and should.
          • [1347] Off-Balance: 4 sec - Does not currently have an icon.
        • After [1347] Off-Balance fades, 14883 & 4508 Off-Balance are applied on the player with a 10 sec duration, 14883 has a buff aura and should be hidden. I’m not sure what these are intended to do, and should probably be removed. At first I thought this was some kind of internal cooldown tracker, but that's not the case. I'm not sure if this actually off balances either.
    • 2.2.20 - Winterborn Mage
      • Flames
        • [64711] Flames – Damage component
          • Deals instant damage but shows a .5 sec debuff, this should be hidden.
      • Grasping Vines/Grasping Vineburst
        • [55918] Grasping Vines – Damage component
          • This uses the ranged light attack Death Recap icon. It looks kinda goofy, don’t really have any suggestions but there’s gotta be a better icon for the damage from these vines to potentially use.
        • [55916] Grasping Vineburst - Damage at the end of 3 sec root/dot duration
          • This is a radial ground AOE. It triggers after 3 sec regardless of whether the player is still there. Its possible to roll out of vineburst, then move back in and dodge the final damage. Since this is an AOE it shouldn’t be possible to dodge.
    • 2.2.21 - Vosh Rakh Devoted
      • Revenge 2 & Enrage
        • [54184] Revenge 2 - 2 Minute passive
          • Seems to serve as the trigger for Enraging (when a nearby friendly dies). This refreshes after falling off after a delay but appears to have a bit of a gap in coverage. Could obtain better functionality if the duration was persistent.
        • [65235] Enrage – 2 min Enrage
        • [65237] Scary – 16+ min duration CC immunity when enrage applies.
          • I understand most of the time these mobs are unlikely to be up for 2+ min, however for consistency I feel that the CC immunity and enrage buff durations should be either 2 min, or both unlimited duration, and once the mob is enraged it stays that way unless deaggroed.
      • Rally
        • [53987] Rally - 30 sec damage buff applied on nearby friendly mobs.
          • This increases damage by ~5%. For a 3 sec cast time this feels kind of silly. I feel like it would be far more interesting if this had the effect of Major Brutality, or also added Rally type healing. (Possibly being instant too)
          • Additionally something is causing this to fail to apply properly on the nearby mobs or caster on consecutive casts (after they have already applied it once and its duration has faded).
      • Divine Leap
        • Divine Leap applies:
          • [67593] Divine Leap Stagger
          • [54050] Divine Leap Stun
            • Both of these effects have such short duration they don’t register on most buff trackers. I feel the stun here is pointless, and throws the “Stun” warning on combat text at the player, when they don’t actually get stunned. Stun should be deleted or actually last 1-2 sec.
    • 2.2.22 - Dremora Caitiff (Cleave Stance DLC Variant)
      • Cleave Stance
        • [51923], [51940], [51942] Cleave Stance - All damaging attacks
          • These attacks are used in consecutive order by a Dremora Caitiff with [51000] Cleave Stance active. They currently use a generic Death Recap icon. I feel it would improve clarity for these abilities to use either the player ability icon for cleave or the generic warrior one:
            • ‘esoui/art/icons/ability_2handed_002.dds’
            • ‘esoui/art/icons/ability_warrior_016.dds’
    • 2.2.23 - Sentinel (TG DLC Shield Dude)
      • Fiery Grip
        • [74480] Fiery Grip – Damage component
          • Has a debuff aura for the projectile travel time duration to the player and should not.
        • [74483] Fiery Grip – 1 sec stun when pulled by Fiery Grip.
          • This ability does not currently display a debuff and should.
        • Additionally the player can dodge both aspects of this ability, this should be changed to be consistent with the recent change to DK Fiery Grip. In addition this can be reflected and I’m not sure if the player ability can be, but that should be checked to be consistent as well.
    • 2.2.24 - Archer (TG DLC Variant)
      • Snipe
        • [72220] Snipe – Variant of snipe used from stealth.
          • Unlike their normal variant [76089] Snipe, cannot be interrupted. However it is possible for the player to see them via a detection pot, so this should be interruptable. Or both variations shouldn’t be interruptable.
      • Flare Trap
        • [74619] Flare Trap – Damage component from stepping in a Flare Trap
          • Briefly displays a debuff aura on the player. This provides no relevant information (its instant damage) and should be hidden.
        • [74621] Revealed – Reveal effect.
          • This reveal effect from Flare Trap incorrectly displays as a buff rather than debuff.
    • 2.2.25 - Bodyguard (DB DLC)
      • Shard Shield
        • When the player hits an enemy protected by shard shield the following things apply:
          • [77609] Shard Shield – Stun – this works fine
          • [77562] Shard Shield – Damage component, shows a 1 sec debuff aura despite being instant damage, needs to be hidden.
          • [83624] Shard Shield – 1 sec buff on the player, provides no useful information and should be hidden.
        • For addon buff timers, [77555] Shard Shield shows as a 10+ day duration when applied (it falls off after 5 min) so a duration change to reflect that would be nice.
        • The damage [77562] + stun [77609] from this ability can be reflected, which stuns/damages the Bodyguard. This seems like it shouldn’t be possible, as its not a projectile.
      • 'Til Death
        • [77672] & [77742] ‘Til Death – Stuns applied on Bodyguard & Protected Mob when the Bodyguard takes a killing blow for a protected NPC.
          • These are incorrectly buffs instead of debuffs.
      • Shield Shield
        • Bodyguard Shield Charge generally deals damage and applies a stagger on the player. Occasionally for some reason I can’t determine I’ve seen it apply two generic effects on me:
          • [77905] Knockback & [77906] Stun
        • So far in my travels I’ve seen those id’s use for the Amkaos + Kathutet + Ranyu (Torturers) Dolmen Fight, as an effect on one of those NPC’s shock aura abilities.
        • If its intentional both NPC’s have this function I suggest making different individually named debuffs for each. Alternate idea is for Bodyguard charge to stun like player version.
    • 2.2.26 - Faction NPC's
      • Caltrops
        • [38118] Caltrops – Caltrops throw used by Faction NPC's
          • This ability usage is very inconsistent. I spent 10-20 minutes running around with various AD NPC’s chasing me and only saw it a few times with very inconsistent timing. Additionally seemed to be used most by Mage NPC’s. Suggest increasing the frequency at which faction based NPC’s use the ability, and perhaps updating it with the latest PTS player caltrops changes.
        • [38119] Caltrops – Snare, currently 1.5 sec dur, .5 sec reapply.
          • Suggest changing to 1 sec dur/1 sec reapply to normalize with player abilities.
        • [38125] Caltrops – Damage component
          • Ticks too fast (.5 sec instead of 1), additionally this component can incorrectly be BLOCKED which causes rapid stamina drain.
      • War Horn
        • [68866] War Horn – War Horn ability used by Faction NPC’s
          • Applies a 30 sec passive buff to nearby mobs. This ability is rather inconsistently used much like NPC Caltrops which I mentioned in a previous submitted ticket. I think it would be beneficial to modify the scripting behind this ability to make its use more consistent and frequent rather than extremely random as it is now. Perhaps having a long cooldown time but high chance of use when another friendly (hostile to player) NPC is nearby?
      • Additionally perhaps only caster NPC's could use War Horn, and melee/bow dudes use Caltrops exclusively.
    • 2.2.27 - Misc Uncategorized Abilities
      • [50108] Negate Magic (used by Battle Mage): This is a very iconic ability however is using the generic silence debuff icon, suggest changing to Sorcerer Negate magic ability icon.
      • Craglorn healer NPC’s use an ability called “Healer Immune.” When interrupted they will crouch down and pop up a barrier (50966) Healer Immune that seems to reduce damage by about 75%. This is neat, however – the player can simply hit another interrupt which will interrupt and remove this barrier. This makes the ability seem pointless. It should instead be unable to be interrupted, forcing the player to do less damage or switch targets.
    Edited by ArtOfShred on April 24, 2017 11:23AM
  • ArtOfShred
    ArtOfShred
    ✭✭✭
    2.3 - ANIMAL NPC's
    • 2.3.1 - Alit
      • Lacerate
        • [84356] Lacerate – Heavy attack damage that applies bleed:
        • [56984] Laceration – 8 sec bleed debuff
        • [56983] Laceration – ID for ticks of damage.
          • This is really minor and subjective but I feel 56984/56983 should be renamed to “Lacerate Bleed” to be consistent with the common "X Bleed" name of other bleed abilities in the game.
    • 2.3.2 - Bear
      • Daunting Roar
        • [4419] Daunting Roar – I believe this ability used to do something in an earlier stage of the game, but currently its just cosmetic. I think it would be interesting if this was changed into a fear or aoe snare applied on nearby players. I believe only certain bears use this ability currently (Only ones I’ve found so far are the white bears in Eastmarch) so I don’t believe the ability would even need to be redistributed between different Bear NPC types.
    • 2.3.3 - Great Bear (Orsinium DLC)
      • Knockdown
        • [69073] Knockdown - Stun component of Slam ability
          • This ability is AOE and shouldn't be able to be dodged too.
          • This ability has no debuff aura and should have one. Additionally suggest renaming to “Slam" for consistency.
      • Ferocity
        • [70374] Ferocity is a 10 sec CC Immunity buff applied when a bear breaks itself out of CC. However when CC is broken with the prior ability [70375] Ferocity, CC Immunity applies as well. This results in 2 buffs displaying at the same time that do the same thing. Would it be possible to change the mechanics on this to not apply CC Immunity, or instead have a passive buff on the bear that increases CC Immunity duration similar to CC Immunity Plus? This would only affect player addon Buff Trackers, but it would be helpful for cleaning things up.
    • 2.3.4 - Crocodile
      • Sweep
        • [4591] Sweep – Cast event, displays dodge tutorial warning.
        • [32051] Sweep – Damage component.
          • This ability can be dodged but is an area of effect attack and should not be able to be dodged.
    • 2.3.5 - Duneripper
      • Sweep
        • [8977] Sweep – Cast event, displays dodge tutorial warning.
        • [32461] Sweep – Damage component.
          • This ability can be dodged but is an area of effect attack and should not be able to be dodged.
    • 2.3.6 - Dreugh
      • Shocking Rake
        • [27100] Shocking Rake – Cone AOE damage effect
          • Currently dodgeable and should not be able to be dodged. Additionally this completely obliterates your stamina if you try to block it. Possibly change from 11 ticks to something like 5-7 that do slightly more damage each? The new block changes cause this to drain stamina 9 times when before it was draining it 5 times.
    • 2.3.7 - Echatere
      • Headbutt
        • [54380] Headbutt – Cast time
        • [54382] Headbutt – Damage
        • [54381] Headbutt – 2 sec stun when hit
          • This ability is able to be dodged despite having a cone telegraph indicating it is an area of effect attack.
    • 2.3.7 - Giant Bat
      • Draining Bite
        • [4630] Draining Bite - .6 sec channel that deals damage 2 times.
          • This ability can be interrupted and cleansed, but the duration is so insanely fast you don’t have time to react. It does seem to operate as a bleed and ignore armor, so I suggest changing it to maybe a 2-2.5 sec channel with a tick every .5 seconds, and making the overall damage about 1.5-2x as much as it currently deals. Alternately maybe it could simply be a charged damage heavy attack that can be block staggered.
    • 2.3.8 - Giant Snake
      • Lash
        • [5240] Lash – 2.6 sec cast time
        • [30214] Lash – Damage component
          • This ability is an AOE cone attack and should not be able to be dodged.
    • 2.3.9 - Haj Mota
      • Toxic Mucus
        • [72793] Toxic Mucus – Damage component.
          • This damaging ability has a debuff aura during the projectile travel time, this provides no useful information to the player and should be hidden.
        • [72815] Toxic Mucous – Snare when hit by Toxic Mucus
          • This ability is misspelled (mucous is the adjective form of mucus).
        • [72794] Toxic Pool – Damage ticks when standing in Toxic Pool.
          • This is instant damage but displays a .5 sec duration debuff aura. Should be hidden. Death Recap heavy attack icon also isn’t very fitting for this damage.
      • Bog Burst
        • [74336] Bog Burst – 2 sec stun when hit by this attack
          • This ability currently lacks a debuff aura and should have one.
      • Shockwave
        • [73494] Shockwave – Instant damage.
          • Displays a .5 sec debuff, should be hidden. Additionally this projectile is traveling along the ground and the stagger component ‘2784’ should not be blockable. I imagine this requires adding a new abilityId. This would make it fit with another shockwave ability that does this, used by Echatere’s.
      • Bite
        • [74272] Bite – Instant damage attack.
          • Displays a 1 sec duration debuff, this provides no useful information and should be hidden.
    • 2.3.10 - Kagouti
      • Charge
        • [18751] Charge – 1 second self stun on Kagouti when Focused Charge ends.
          • This ability is incorrectly flagged as a buff rather than debuff. Additionally this debuff used to last 2 seconds a few patches back. It felt a little better having it be more than just a split second stun and equiv. to human NPC self stun on charge.
        • Additional issue: [2727] Off-Balance only applies when the Kagouti blocks. For human NPC’s using charge, it only applies when they miss. This should probably apply in both cases for each of these bipedal NPC’s.
      • Toss
        • [42888] Toss - Knockback
        • [18198] Toss – Stun
          • These both display as a debuff when applied. One of these auras should be hidden to avoid redundancy. Suggest hiding knockback component. Additionally this is an AOE cone attack and should not be able to be dodged.
    • 2.3.11 - Lion
      • Daunting Roar
        • [8705] Weakness - Debuff applied by Daunting Roar.
          • This seems to lower player damage by somewhere around 20% or so. Currently the only other incarnation of Weakness I’m aware of is the debuff on summoner NPC’s when their pet is out. I think this debuff should be changed to either Minor or Major Maim to simply it and improve buff clarity.
    • 2.3.12 - Mammoth
      • Charge
        • [23225] Charge (???)
          • I don’t know what this is, but this 2 second aura appears as a debuff when hit by the mammoth’s charge regardless of whether you block or take the hit unblocked. Should be hidden.
        • [23226] Charge – Self stun on Mammoth when it misses player
        • [23221] Charge – Self stun on Mammoth when it hits blocking player.
          • These two abilites do not display a debuff for the stun on the Mammoth.
          • Additionally even when the mammoth does hit the player it seems to just do nothing for a few seconds after which seems odd. I’ve also never seen them Charge more than once without deaggroing them.
      • Vigorous Swipes
        • [8604] Vigorous Swipe – Damage component of Vigorous Swipes
          • This ability is an cone AOE ability and should not be able to be dodged.
      • Stomp
        • [8600] Stomp – 3 sec cast with red circle telegraph
        • [23164] Stomp – Damage Component
          • This ability is an AOE attack and should not be able to be dodged.
    • 2.3.13 - Nix-Hound
      • Dampworm
        • [38635] Dampworm - Damage component
          • This ability is currently using the Blue Skull placeholder icon and needs some kind of icon for Death Recap.
    • 2.3.14 - Wamasu
      • Sweep
        • [21949] Sweep – 1.2 sec charged attack with red cone telegraph
        • [46833] Sweep – Damage component
        • [37178] Sweep – Stun component
          • This ability is an area of effect attack and should not be able to be dodged.
      • Charge
        • [21963] Charge – Damage Component
          • Instant damage but displays a 1 second debuff. This should be hidden from display.
        • It doesn’t appear the self stun debuffs for the Wamasu charge are applying correctly. When it is blocked or missed it doesn’t skip a beat in wailing on you, and one charged into me, stunned me and immediately spun around into a sweep on me.
        • The self stun debuffs [21964] Charge (Miss) and [21959] Charge (Blocked) seem to trigger but aren’t applying their duration. Maybe CC Immunity Plus is making them immune?
    • 2.3.15 - Welwa
      • Snare Weakness
        • [51843] CON_Knockback&Knockdown – 2 sec snare when Welwa is hit by a snare.
          • This ability should be renamed and needs a debuff aura. ‘2727’ Off-Balance is applied with a 4 second duration with this as well so perhaps increasing the stun would fit too.
        • [44782] Roll Dodge – 1 sec immunity when the Welwa roll dodges an attack.
          • This does not display a buff currently, and while it wouldn’t effect ZOS Buff Frames, it would be very nice for consistency for addon authors.
      • Rear Kick
        • [44792] Rear Kick – Damage
          • This is an aoe cone ability and should not be able to be dodged. This also displays a ‘Dodge’ Tutorial warning.
      • Charge
        • [45984] Charge – 2 sec self stun on Welwa when charge is blocked.
          • This ability needs a debuff aura.
    • 2.3.16 - Wolf/Jackal
      • Helljoint
        • [14523] Helljoint – 6 sec channel root
        • [75818] Helljoint – Damage ticks triggered during channel.
          • This ability does not currently display a debuff aura and should.
    Edited by ArtOfShred on April 22, 2017 4:24AM
  • ArtOfShred
    ArtOfShred
    ✭✭✭
    2.4 - INSECT NPC's
    • 2.4.1 - Assassin Beetle (Variant 1 - Laceration)
      • Laceration
        • [6137] Laceration - Up front damage
        • [51736] Bleeding - Debuff aura DOT
        • [51735] Bleeding - DOT ticks
          • The ability names on these abilities are a bit inconsistent with other abilities in game. Generally abilities are named in singular form (so “Lacerate” instead of “Laceration”) and generally bleeds are referenced to as “X Bleed."
      • Suggestion: Consider possibly adding another damaging ability to match the other variant of Assassin beetle that uses Collywobbles & Feast. As it stands this beetle variety currently only has one damaging ability that’s not an autoattack. Perhaps “44198” Ambush could deal damage (and maybe snare too)?
    • 2.4.2 - Assassin Beetle (Variant 2 - Collywobbles/Feast)
      • Collywobbles
        • [5268] Collywobbles – 1.5 sec cast, interruptable 10 sec snare.
          • Major issue: This ability does not properly refresh when reapplied, causing multiple applications of it to create individual auras. This clutters the debuffs frame and causes display issues on most player addon buff trackers.
          • This ability is odd, it’s the only ability in game I’m aware of that is blockable and drains stam but does no damage. I think it would be appropriate for this ability to deal damage as well.
          • The snare from this ability can be blocked.
          • The range on this attack is very long and will connect from pretty far away if the player takes off running after the cast starts. It looks awkward.
      • Feast
        • [91791] Feast – 1.5 sec channeled damage effect (4 ticks)
          • This ability can be cleansed and applies a debuff, however the duration is very short so this behavior in practice does not work very well. When cleansed the animation and rather distinct audio from the beetle continues – this is confusing. Also - it doesn’t make sense you can cleanse a beetles mouth biting you rapidly.
          • Suggestion: Make the total channel of the effect 2.5 seconds to match the animation/sound, and change the mechanics to be a single target 6 damage tick channeled ability with the following interactions: Can block, can dodge, can’t cleanse, can’t interrupt, can’t reflect.
    • 2.4.3 - Giant Scorpion
      • Paralyze
        • [12312] Snare – Snare applied when hit by damaging ability [6756] Paralyze.
          • This ability should be renamed to ‘Paralyze’ to match the ability that applies it. ‘Snare’ gets the point across but sounds very generic.
    • 2.4.4 - Giant Spider
      • Encase
        • [47318] Encase – Snare applied when standing in web thrown by one variant of spider.
          • Suggest renaming this to “Web” to create differentiation with the Sorcerer player ability named Encase that operates very differently. Also a very similiar spell is cast by the spiderlings summoned by Spider Daedra and is called "Web."
    • 2.4.5 - Giant Wasp
      • Charge
        • When a wasp Charge misses the player, the wasp is stunned and afflicted with ‘2727’ Off-Balance, however when the player blocks a wasp charge they are only stunned. I feel like this should be consistent. (I also mentioned this about human/kagouti charges earlier, one of them off-balances only on miss, one of them only on block – an inconsistency with the behavior).
        • [25119] Charge & [25112] Charge - These stuns are applied on the wasp when charge misses/ is blocks.
          • They show auras correctly however they are SELF applied, which means on the new Buff Frames component the debuff will not show unless Show debuffs from others is flagged on. Due to the design its likely not possible to make the player apply these debuffs, so perhaps an internal exception table could be added for your buff frames component. (This is what I have to do for LUI Extended currently).
      • Larva Gestation
        • [9237] Larva Gestation – When hit by Inject Larva, this 10 sec effect is applied
          • Currently does not have a debuff aura and should. Additionally I feel it would be appropriate if this ability could be cleansed.
      • Larva Burst
        • [9238] Larva Burst – Ability triggered at the end of Larva Gestation duration.
          • When this ability goes off, if the Wasp is dead then one hostile and one friendly Young Wasp will spawn. The wasp will follow the player around as a friendly pet for 2 min (the duration of 10392 buff on it) then turns hostile. Also its HP is significantly lower than hostile wasps spawned. This is kind of neat but also strange, and I’m not sure if its intended.
    • 2.4.6 - Hoarvor
      • Latch On
        • [6795] Latch On – 7.85 sec duration channel with damage ticks.
          • This ability does not currently display a debuff aura – however it can’t be cleansed, and therefore should show an aura. Alternatively this ability could be made unable to be cleansed, similar to the leech from Nix-Hounds. Perhaps both abilities should perform in a consistent manner.
    • 2.4.7 - Necrotic Hoarvor (TG DLC)
      • Necrotic Explosion
        • [61249] Necrotic Explosion – Instant damage
          • Currently displays a pointless a .1 sec debuff despite being instant damage. This should be hidden.
        • [61388] Necrotic Explosion Snare – 2 sec duration snare.
          • Currently incorrectly flagged as a buff rather than debuff. This ability is unable to be cleansed as a result of that, not sure if that is intentional or not.
    • 2.4.8 - Kwama Worker
      • Charge
        • [18808] Charge – Instant damage when hit by charge.
          • Displays a 2 second debuff – should be hidden.
        • [18814] Charge – 2 second self stun on Kwama when player blocks stun.
          • This is incorrectly flagged as a buff instead of debuff.
        • [14845] Charge – 1 sec stun when Kwama misses charge.
          • This is incorrectly flagged as a buff, and should have a 2 second duration for consistency.
        • When the Kwama misses a player with charge, or the player blocks it, the Kwama is afflicted by [2727] Off-Balance.
        • I had an idea earlier, because I noticed Wamasu, Mammoths, and Welwa don’t get off-balanced by charge attack miss/block. They all are four-legged creatures. I think it would be kind of neat if the off-balance was removed from this creature - Then only bipedal creatures are thrown off-balance when a charge misses. Alternatively off-balance could be added to Welwa, and then only enemies with the “Scary Immunities” crowd control immunity would be unable to be thrown off balance.
    • 2.4.9 - Thunderbug
      • Zap
        • [8429] Zap – 4 sec channel
        • [65079] Zap – Damage component of Zap during channel
        • [26379] Zap – Burst damage at the end of Zap.
          • This ability is currently able to be cleansed – with that behavior in mind in should show a debuff on the player for its duration. I believe player Lightning Staff attacks can be cleansed so this is consistent behavior with lightning staff (which is also lacking an aura since Homestead).
          • Additionally, perhaps consider renaming [26379] to Zap Pulse or something to be consistent with Lightning Staff heavy “Shock Pulse”.
    Edited by ArtOfShred on April 22, 2017 4:24AM
  • ArtOfShred
    ArtOfShred
    ✭✭✭
    2.5 - MONSTER NPC's
    • 2.5.1 - Gargoyle
      • Lacerate
        • [25718] Bleeding – Bleed debuff applied by Lacerate.
          • Name is inconsistent with the names of other bleed effects in game. Most bleeds follow the “X Bleed” format with X being the name of the ability applying it.
    • 2.5.2 - Hag
      • Grapple/Luring Snare
        • [2821] Luring Snare – 2 sec buff is applied when hit by the Hag’s grapple ability.
          • This buff provides no useful information to the player, has a placeholder icon, and should be hidden.
    • 2.5.3 - Hagraven
      • Raven Storm
        • [10616] Raven Storm - Damage component
        • [12426] Raven Storm - Stagger component
          • T stagger component of this effect can be blocked, but the damage cannot, this causes no stamina penalty when blocking this effect. The ground aoe aura travels past the player – I think BOTH this ability and its stagger should be unable to be blocked. It’d be pretty hard to block a cyclone of flaming ravens.
    • 2.5.4 - Harpy
      • Wind Gust
        • [13516] Wind Gust – Damage
        • [13517] Wind Gust – Stun
          • This ability is an AOE attack and should be unable to be dodged. Additionally this throws a dodge tutorial warning.
    • 2.5.5 - Giant
      • Obliterate
        • [15715] Obliterate - Cast Time
        • [43743] Obliterate – This ability is an aoe cone and should not be able to be dodged.
          • This ability is an aoe cone and should not be able to be dodged, in addition the cast time ability throws a dodge tutorial warning that should be removed.
      • Shatter
        • [26124] Shatter – Cast Time
          • The cast for this ability triggers a dodge tutorial warning but the projectile is a traveling ground aoe and is unable to be dodged. This warning should be removed. If following it you’re likely to roll into one of the projectiles, this ability is most easily avoided by normal movement.
    • 2.5.6 - Ice Wraith
      • Blood in the Water
        • Suggest using ‘esoui/art/icons/ability_mage_020.dds’ for Blood in the Water damage component [24869]. This icon is so perfect for it!
        • Additionally, I feel as if these mobs charge are rather non-threatening, perhaps the snare left after the Blood in the Water charge could also deal damage? There is the visual effect of spiky ice shards on the ground.
      • Shard Burst
        • [38920] Shard Burst – Stun component
          • This stun component can be blocked, but the damage component cannot. This should be unblockable (enemy coming out of the ground under your feet).
    • 2.5.7 - Imp
      • Flame Ray
        • [17703] Flame Ray – This ability can be cleansed however has two issues:
          • Does not have a debuff aura and should
          • When cleansing, the imp’s beam animation is not interrupted causing it to be very unclear the effect was removed.
      • Zap
        • [8884] Zap – This ability can be cleansed however has two issues:
          • Does not have a debuff aura and should
          • When cleansing, the imp’s beam animation is not interrupted causing it to be very unclear the effect was removed.
      • Additionally I’d like to suggest renaming the burst at the end of each of these to “Pulse or Burst” or something similar to the way lightning staff’s last burst hit is “Shock Pulse.”
    • 2.5.8 - Minotaur (DB DLC)
      • Elemental Pool
          [75928] Elemental Pool – Instant damage but shows a .5 sec debuff. Should be hidden.
      • Elemental Wave
        • [75933] Elemental Wave – Instant damage but shows a .5 sec debuff. Additionally this ability is a ground traveling aoe effect like Shatter and should be unable to be dodged.
      • Flying Axe/Flying Leap
        • This ability involves the minotaur launching their axe then leaping at the player. Sometimes the axe lands right on top of you but it does nothing. Perhaps the telegraph for this ability should be increased slightly, and the axe could do damage and stun for 2 sec if the player is hit by it.
    • 2.5.9 - Minotaur Shaman (DB DLC)
      • The following is a list of abilities that display unnecessary debuff auras on the player:
        • [75953] Brimstone Hailfire – Instant damage but displays .5 sec debuff – should be hidden.
        • [75976] Pillar of Nirn – Instant damage but displays .5 sec debuff – should be hidden.
        • [75949] Fiery Surge – Autoattack, shows a debuff aura for the travel time of the projectile, should be hidden.
        • [77989] Flame Wave – Autoattack, shows a debuff aura for the travel time of the projectile, should be hidden.
    • 2.5.10 - Nereid
      • Frost Bolt
        • [5520] Frost Bolt – Autoattack
          • This attack has a debuff aura present during its projectile travel time. This provides no useful info to the player and should be hidden.
      • Hurricane
        • [16040] Hurricane – This is an aoe effect and all encompassing, it feels odd that you can block it considering you’re basically engulfed in an icy gale. I’m not sure if player Hurricane is able to be blocked but I wanted to mention this here just in case for consistency.
    • 2.5.11 - Ogre
      • Shockwave
        • [34616] Shockwave – Damage
            This is a ground aoe effect and should be unable to be dodged – similarly to the shockwave from Echateres and Giants, the stagger [5349] should be unblockable as well.
      • Intimidating Roar
        • [8069] Intimidating Roar - Fear effect
          • This fear can be dodged for some reason. This ability should not be capable of being dodged.
    • 2.5.12 - Ogre Shaman
      • Freeze Wounds
        • [64540] Freeze Wounds – 4 sec heal channel on self
        • [53137] Freeze Wounds – 4 sec heal channel on target
          • While I understand the ZOS buff/debuff frames do not display hostile enemy buffs, it would be very nice for addon developers if you allowed these heals to display a buff aura to be consistent with other channeled targeted heals in the game.
    • 2.5.13 - Ranged Troll (Orsinium DLC - Watcher's Hold
      • Consuming Omen
        • These goofy things have an ability called Consuming Omen. It can apply on the player or on other trolls. It radiates damage to friendlies on player, and on trolls radiates damage on the player.
          • There’s a snare applied first [48287] with a 4.5 sec dur but its cut off after 2 sec and replaced by [48294] Consuming Omen - when reapplied this ability does not refresh correctly, causing multiple buff auras to appear.
          • [48294] is technically is a debuff if its on the player since it damages friendlies, but a buff for trolls since it damages players. It currently shows as a buff on either target. Additionally it does not have an ability icon.
        • I’d like to make the suggestion to just remove this ability since it has some issues and I don’t understand why these random rock throwing trolls in a cave are casting black magic.
    • 2.5.14 - Strangler
      • Grapple
        • [64132] Grapple Immunity – This sec immunity buff to Grapple.
          • This 8 second buff displays on the player when grappled by a Strangler. This effectively serves the purpose of an internal cooldown for Stranglers using the ability. However this has no reason to appear and should be hidden.
      • Interrupt Event
        • [42974] Strangler: - 3 sec Stun applied when interrupting a strangler.
          • Currently incorrectly a buff rather than debuff. Additionally, the name is should be “Stun” or “Bash Stun” instead. Also this could be raised to a 4 second duration to make the off-balance applied. (Made the same suggestion in another ticket for normal bash stun).
    • 2.5.15 - Troll
      • Swinging Cleave
        • [44737] Swinging Cleave - Damage
          • This ability is an aoe cone and should be unable to be dodged.
    • 2.5.16 - Wisp
      • Dying Blast
        • [4309] Dying Blast – 2 sec cast
        • [64221] Dying Blast – Damage component
          • When this ability fails to connect the wisp moves and attempts again. When successful the wisp dies. The wisp should die regardless of whether or not the damage component hits anything.
    Edited by ArtOfShred on April 22, 2017 4:24AM
  • ArtOfShred
    ArtOfShred
    ✭✭✭
    2.6 - DWEMER NPC's
    • 2.6.1 - Dwemer Centurion
      • Sweeping Spin
        • [43544] Sweeping Spin – Damage
        • [11262] Sweeping Spin – 2 sec stun
          • This ability should not be able to be dodged as it is an area of effect ability.
    • 2.6.2 - Dwemer Sphere
      • Quake
        • [46053] Quake – Damage
          • This ability should not be able to be dodged as it is an area of effect ability.
    • 2.6.3 - Dwemer Sentry
      • Sparks
        • [64423] Sparks – Autoattack
          • This has a pointless debuff display for projectile travel time.
      • Thunderbolt
        • [64543] Thunderbolt – Damage
          • Instant damage but displays a .5 sec debuff. Should be hidden. Also this is a ground AOE and should not be able to be blocked.
      • Static Eruption
        • [64556] Static Eruption
        • [68790] Static Shield Explosion
          • These effects are basically the same thing, one variant is when the Sentry is in normal mode, the other is when its it turret mode. The ability name should be changed to be consistent here. I suggest simply “Static Shield.”
    • 2.6.4 - Dwemer Spider
      • Overcharge Synergy
        • [19997] Static Field – Damage component
          • This ability is a ground AOE and should be unblockable.
    Edited by ArtOfShred on April 22, 2017 4:25AM
  • ArtOfShred
    ArtOfShred
    ✭✭✭
    2.7 - DAEDRA NPC's
    • 2.7.1 - Air Atronach
      • Empowered Atronach Buffs (Craglorn - The Spellscar)
        • [50022] Ice Vortex – 8 sec snare (Frost Empowered)
          • This is incorrectly a buff instead of debuff. As such it is also unable to be cleansed.
        • [50023] Lightning Rod – 4 sec channeled lightning attack (Lightning Empowered)
          • This ability is able to be cleansed (like lightning staff heavy attacks) but does not display a debuff aura and should.
        • [51282] Flame Tornado – Damage from standing in 51281 Flame Tornado AOE (Flame Empowered)
          • This should be blockable (since its just a dude spinning his swords around).
      • Tornado
        • [48137] Tornado – Radial AOE damage.
          • This ability is an aoe ability and should not be able to be dodged. Additionally this throws out a dodge tutorial warning currently.
    • 2.7.2 - Clannfear
      • Tail Spike
        • [84443] Tail Spike – Damage
          • This ability is an aoe effect and it should not be possible to dodge it.
    • 2.7.3 - Daedric Titan
      • Soul Flame
        • [35278] Soul Flame – .5 sec snare
          • This snare does not last long enough to maintain constant uptime when standing in the pool of fire left behind by Soul Flame. This creates an odd flash as this ability pops on and off the player. Suggest increasing the duration to 1 second or increasing the duration to whatever the application rate actually is.
      • Wing Gust
        • [26554] Wing Gust - .8 sec stun when hit by Wing Gust.
          • This is such a short duration stun, perhaps the velocity of Wing Gust could be increased, throwing the player a little further and allowing this to have a 1.5 sec dur.
    • 2.7.4 Daedroth
      • Ground Tremor
        • This ability is able to be blocked, but it is a ground traveling shockwave. Neither the stagger [91954] or damage component [91953] should be blockable.
        • [91953] The damage component of this ability appears to trigger a random amount of times when hitting the player, likely due to it having a duration of 0 it refires continuously while in the hitbox.
        • [91954] Ground Tremor – Stagger, should NOT display a debuff aura and should be named “Stagger.”
      • Burst of Embers
        • [91941] Burst of Embers – Damage component, displays a debuff for the projectile travel time, should be hidden.
        • Some ids here seem to be firing multiple times in an excessive way (2 stun applications at once).
        • If you roll dodge this attack the pool of fire fails to spawn. Should not be the case.
        • [91938] is the damage from the pool – this only triggers the first time you enter it instead of ticking every .5 sec.
    • 2.7.5 - Flame Atronach
      • Radiance
        • [4891] Radiance – This ability causes the atronach to pulse AOE damage.
          • For buff tracker addon authors it would be nice if this ability had a buff aura displayed.
      • Lava Geyser
        • [26324] Lava Geyser – 1.3 sec channel with red telegraph.
          • This cast for some reason broadcasts two tutorial dodge warnings at once.
    • 2.7.6 - Flesh Atronach
      • Fire Brand
        • [35413] Fire Brand – Damage component.
          • This ability is an AOE cone attack and should not be capable of being dodged.
      • Unyielding Mace
        • [23077] Bleeding – Bleed applied by Unyielding Mace.
          • This ability does not follow the common naming scheme of “X Bleed” of other bleeds in the game. Suggest renaming to “Unyielding Mace Bleed.”
    • 2.7.7 - Flesh Colossus Ability Issues
      • Sweep
        • [67872] Sweep – Damage.
          • Instant damage but displays .6 sec debuff, should be hidden.
        • [67842] Sweep Shockwave – Damage.
          • Instant damage but somehow displays a .3 sec BUFF. This should be hidden. Not sure why it’s displaying as buff either.
      • Pin
        • [49820] Stunned - Stun when hit by Pin.
          • Should be renamed to “Pin” to match the ability causing it.
      • The majority of staggers applied by this enemy as debuffs do not display the actual duration of the effect. Biggest culprit is [65755] Staggered – when blocking pin, 2 sec duration debuff, lasts all of about .5 seconds.
    • 2.7.8 - Frost Atronach
      • Chilling Aura
        • [33549] Chilling Aura – Passive that radiates a snare.
          • For buff tracker addon authors it would be nice if this ability had a buff aura displayed.
        • [33551] Chilling Aura – This snare is applied in close proximity to the Atronach.
          • Does not currently display a debuff aura.
      • Frozen Ground
        • [51646] Frozen Ground – Snare
          • This ability fails to refresh properly when reapplied causing multiple debuff auras to spam the ZOS buff tracker and causing display issues with addon trackers.
    • 2.7.9 - Harvester
      • Black Winter
        • [26008] Black Winter – Damage component.
          • Instant damage but applies a .5 sec debuff, this should be hidden.
        • [74794] Staggered – Stagger component.
          • This stagger effect cannot be mitigated even with Unstoppable potions active – I don’t believe that is intentional, as this is the only case of this behavior I’ve run into.
      • Chasten
        • Suggest using ‘esoui/art/icons/ ability_mage_029.dds’ for [11076] Chasten. It’s literally perfect for it.
    • 2.7.10 - Ogrim
      • Body Slam
        • This is the only charge I’ve seen where blocking the charge applies ‘45902’ Off-Balance instead of [2727] – it also plays the sound effect from blocking a heavy attack. Perhaps this behavior could be applied to all charge abilities. It certainly makes it more satisfying.
        • [24699] Body Slam – 2 sec self stun on Ogrim if charge misses.
        • [24692] Body Slam – 2 sec self stun on Ogrim if charge is blocked.
          • Both of these abilites do not correctly display a debuff aura on the Ogrim
        • [24700] Body Slam – Stun component of Ogrim charge.
          • This effect does not correctly display a debuff on the player.
        • [24693] Body Slam – Damage component.
          • Instant damage but displays a 2 sec debuff on the player – should be hidden.
      • Stomp
        • [91850] Stomp – Damage
        • [91851] Stomp – 2 sec snare
          • This does not currently show a debuff aura and should.
        • Both of these components should be unable to be dodged as this is a radial AOE attack. Additionally, arguably perhaps they should be unblockable as well since this is effectively a ground shockwave.
      • Boulder Toss
        • [91874] Boulder Toss – Damage component
          • This ability is using the placeholder icon.
    • 2.7.11 - Scamp
      • Heat Wave
        • [6167] Heat Wave – Damage component.
          • This ability is a ground aoe effect and should be unable to be dodged or blocked. However currently both methods work to mitigate it. The heat wave cast by fire mage mobs and Coldharbour tutorial mobs doesn’t have this issue.
    • 2.7.12 - Spider Daedra
      • Lightning Onslaught
        • This ability is failing to cast since the patch, the initial 2 sec cast [8779] goes off but then nothing happens. The spider continues to spam this very frequently.
    • 2.7.13 - Storm Atronach
      • Storm Bound
        • [12287] Storm Bound – 8 sec dot
        • [12288] Storm Bound – 8 sec snare
          • Both of these abilities do not properly display a debuff aura when they are afflicting their target.
    • 2.7.14 - Xivilai
      • A Xivilai summoned an Ogrim and it was called “Flame Atronach.”
      • Hand of Flame
        • I couldn’t seem to get Hand of Flame to hit me if I tried rolling through it. Want for verify it is not possible as this is a ground aoe projectile and should not be able to be roll dodged.
      • Lightning Grasp
        • [88947] Lightning Grasp – Cast time.
          • When this ability is cast it applies a very short duration buff on the player. This provides no useful information and should be hidden.
    • 2.7.15 - Watcher
      • Shockwave
        • [4653] Shockwave - Cast Time + Knockback
        • [4652] Shockwave - Damage
        • [43817] Shockwave Snare - Snare
          • This ability is a radial AOE effect and should not be capable of being dodged.
    • 2.7.16 - Winged Twilight
      • Dusk's Howl
        • [6412] Dusk’s Howl - Stun component.
          • This stun does not correctly display a debuff aura on the player.
      • Tail Clip
        • [6410] Tail Clip - Cast time --> transitions into 63612.
        • [63612] Tail Clip -- Short cast time into damage.
          • When blocked, staggers the NPC, but when this happens the wrong component is being mitigated, causing the animation and damage to never go off. [6410] should always finish and [63612] should respond to a block. Causing the blocked damage and stagger/stun on the Winged Twilight to trigger.
    Edited by ArtOfShred on April 22, 2017 4:25AM
  • ArtOfShred
    ArtOfShred
    ✭✭✭
    2.8 - UNDEAD NPC's
    • 2.8.1 - Desecrated Ground (Undead Synergy)
      • [38334] Desecrated Ground Snare – Snare
        • This effect does not currently display a debuff aura. Additionally it should be renamed to ‘Desecrated Ground.’ It’s very obvious it’s a snare already.
    • 2.8.2 - Bone Colossus
      • Bone Saw
        • [30590] Bone Saw – Damage
        • [17206] Bone Saw – Stagger
          • This ability is an AOE and should not be able to be dodged. In addition the stagger for this ability has an incredibly limited range. Despite this also making it easier to avoid, it makes it confusing too due to stagger not following the same telegraph length as the damage.
      • Necromantic Implosion]/b]
        • [88828] Necromantic Implosion – Damage from summoned Risen Dead self-destructing
          • This ability is an AOE attack and should not be able to be dodged.
    • 2.8.3 - Bone Flayer/Bloodfiend
      • Flurry
        • [9194] Flurry – Damage Component
          • Even though this is a rather small AOE cone ability, it is still an area of effect attack and as such should not be dodgeable.
    • 2.8.4 - Defiled Aegis (TG DLC)
      • Symphony of Blades
        • [72996] Symphony of Blades – Damage component.
          • This ability is a radial aoe and should not be able to be dodged. Additionally the damage from this effect is instant but it currently displays a .5 sec debuff. This should be hidden.
    • 2.8.5 - Ghost
      • Chill Touch
        • [18514] Chill Touch – Damage
        • [18515] Chll Touch – 5 sec snare
          • Currently the snare is blockable. In general I believe most snares apply through block so I think this one should too. This ability also has additional counterplay via interrupt. Also suggest changing the icon to ‘esoui/art/icons/ ability_mage_052.dds’ – It’s literally perfect.
      • Haunting Spectre
        • Haunting Spectre has an issue – When blocked, both the full damage and fear go through, but the player is charged stamina for blocking. Nothing is effectively blocked here so no stam should be consumed.
    • 2.8.6 - Spellfiend
      • Consuming Energy
        • [50183] Consuming Energy – Damage effect of standing in Consuming Energy AOE
        • [52398] Consuming Energy – Stun effect
          • The stun from this ability can be blocked but not the damage. This results in no stamina charge. I feel like either the stun should be unblockable (its kind of an explosion of energy from the ground AOE) OR both effects should be blockable.
    • 2.8.7 - Vampire
      • Vampiric Drain
        • [68735] Vampiric Drain - 6 dur/chan debuff
        • [68750] Vampiric Drain – Damage ticks
          • This damage is applied every .5 sec while 68735 is up, and is instant, but has a debuff aura. This should be hidden.
          • Additionally each of these individual ticks can be reflected and I don’t believe this should be possible since this is a beam.
          • It might be worth checking to make sure 68735, the full channel for the ability is not able to be reflected. I attempted this for a while but its too hard to anticipate the very rare cast of this ability. That being said, the frequency of this ability’s usage could be increased as well.
    • 2.8.8 - Werewolf
      • Flurry
        • [3415] Flurry - 1.33 sec channel
        • [13950] Flurry - 2 sec stun
        • [9467], [60636], [60637], [60638], [60639], [60640] Flurry - Consecutive damage hits
          • This ability behaves in a way I don’t understand. It shows a red cone AOE telegraph indicating its an AOE ability but if you sidestep the initial stun and walk back in none of the damage hits you. I’m not sure if the animation is just playing when that happens or if the ability has no target.
          • The telegraph indicates it as an aoe, and as such I think the hits from flurry should be unable to be dodged.
      • Blood Scent
        • [58529] Blood Scent – This is a damage buff applied by werewolves on nearby werewolves.
          • This ability currently does not show a buff aura. It would be nice if it did for buff tracker addon authors.
    • 2.8.9 - Wraith
      • Winter's Reach
        • [43146] Winter’s Reach – 4 sec duration root.
          • This 4 second root does not display a debuff aura and should.
    • 2.8.19 - Zombie
      • Vomit
        • [2960] Vomit – Cast time
        • [30347] Vomit – Damage
          • This ability is an AOE and cannot be dodged, however the cast throws out a dodge tutorial warning.
    Edited by ArtOfShred on April 22, 2017 4:27AM
  • OutLaw_Nynx
    OutLaw_Nynx
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    ✭✭
    Uh
  • Solinur
    Solinur
    ✭✭✭
    Awesome work. Really, Really Awesome :)

    Some comment:
    ArtOfShred wrote: »
    1.3.4 - SOUL MAGIC PASSIVES
    • Additionally, [43752] Soul Summons is the internal cooldown of being able to resurrect w/o a Soul Gem. I feel like Soul Gems are plentiful enough that its pointless to have this clutter up the buff bar.

    I'd disagree on that. Hiding buffs just because the information seems not useful is not a good reason in my opinion. Any buff above a certain duration should be shown.
    Edited by Solinur on April 22, 2017 11:01AM
    @Solinur Pact EU - PC (Solinur: Templar - Magicka DD, Moves-like-Günther: Sorcerer - Stamina DD, Kinara Sol: Templar - Stamina DD, )
    Addon Author
  • ArtOfShred
    ArtOfShred
    ✭✭✭
    Solinur wrote: »
    Awesome work. Really, Really Awesome :)

    Some comment:
    ArtOfShred wrote: »
    1.3.4 - SOUL MAGIC PASSIVES
    • Additionally, [43752] Soul Summons is the internal cooldown of being able to resurrect w/o a Soul Gem. I feel like Soul Gems are plentiful enough that its pointless to have this clutter up the buff bar.

    I'd disagree on that. Hiding buffs just because the information seems not useful is not a good reason in my opinion. Any buff above a certain duration should be shown.

    Yeah that's actually a good point. I'll edit it out when I get home.
  • Stormahawk
    Stormahawk
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    ArtOfShred wrote: »
    @ZOS_GinaBruno @Wrobel @ZOS_ChipHilseberg
    [*]1.1.1 - LAVA
    • Damage dealt by lava is currently counted as player damage - causing procs to go off, the damage to scale with champion points, and dying to lava to trigger "player kill" procs. I haven't tested but its likely it would proc sets that trigger off dealing damage to another player as well. This may be due to the fact that lava is a buff rather than a debuff.
    • Additionally, I'd like to mention the lack of consistency with lava damage. It varies based on zone due to the multitude of abilityId's for it. Is it really necessary to have so many abilityId's for lava - could just use a single id and fix it to be a debuff for all lava in the game.

    I can confirm that the lava will cause procs to go off (such as llambris monster set and Burning Spellweave), and dying to lava triggers "player kill" procs. I also noticed that lava in different zones (Stonefalls vs Vvardenfell) does different damage when standing in it. Stonefalls lava seems to do twice as much damage as the lava in Vvardenfell.

    Incredibly detailed and well documented list @ArtOfShred ! I hope the devs take the opportunity to go through it comprehensively.
    Edited by Stormahawk on April 22, 2017 8:33PM
  • ArtOfShred
    ArtOfShred
    ✭✭✭
    Minor update with a few things I forgot, I thought about editing them into the main post body, but that's already substantial enough as it is.

    Additional General Changes
    • Elemental Procs
      • [21481] Chill
      • [21487] Concussion
        • These are the up front damage components of the Chill and Concussion elemental proc. Currently the damage from these effects can be blocked, but they do such an insignificant amount of damage that's its not very fair. A player could be attempting to block another mechanic when a frost or shock spell that cannot be mitigated by block hits them and triggers these effects, causing them to be charged block cost to reduce 200 damage to 100. I would like to suggest making these effects unblockable to prevent this issue.
    • Miscellaneous
      • [2874] Staggered
        • This generic stagger event is triggered by many abilities, and generally has a duration of about .3 seconds or so. However it is possible to use Break Free to remove this effect which is completely silly. I'd accidentally done it before with poor block timing. Additionally player addons that react to crowd control will alert you to break free from this too. It should not be possible to remove this effect or other very short duration staggers.
      • Stagger Effects in General:
        • I made a few suggestions in my list above on how I believed a few ground traveling aoe abilities with a stagger component should be unable to be blocked. I wanted to reiterate on it here. I'm a bit torn on how the consistency of this should work. I like the concept of sometimes having to use pure avoidance (moving completely out of an effect) but where would the line be drawn for that? I like the concept that shockwaves or substantial elements of force would cause a players block to break when being hit by that damage.

    EDIT: Also working through new stuff in Vvardenfell as well, I'll post a list up in the closed beta forums within hopefully just a couple days.
    Edited by ArtOfShred on April 24, 2017 11:49AM
  • Solinur
    Solinur
    ✭✭✭
    ArtOfShred wrote: »
    [*]1.3.4 - SOUL MAGIC PASSIVES
    • Additionally, [43752] Soul Summons is the internal cooldown of being able to resurrect w/o a Soul Gem. I feel like Soul Gems are plentiful enough that its pointless to have this clutter up the buff bar.
    ArtOfShred wrote: »
    Minor update with a few things I forgot, I thought about editing them into the main post body, but that's already substantial enough as it is.

    Additional General Changes
    • Elemental Procs
      • [21481] Chill
      • [21487] Concussion
        • These are the up front damage components of the Chill and Concussion elemental proc. Currently the damage from these effects can be blocked, but they do such an insignificant amount of damage that's its not very fair. A player could be attempting to block another mechanic when a frost or shock spell that cannot be mitigated by block hits them and triggers these effects, causing them to be charged block cost to reduce 200 damage to 100. I would like to suggest making these effects unblockable to prevent this issue.
    • Miscellaneous
      • [2874] Staggered
        • This generic stagger event is triggered by many abilities, and generally has a duration of about .3 seconds or so. However it is possible to use Break Free to remove this effect which is completely silly. I'd accidentally done it before with poor block timing. Additionally player addons that react to crowd control will alert you to break free from this too. It should not be possible to remove this effect or other very short duration staggers.
      • Stagger Effects in General:
        • I made a few suggestions in my list above on how I believed a few ground traveling aoe abilities with a stagger component should be unable to be blocked. I wanted to reiterate on it here. I'm a bit torn on how the consistency of this should work. I like the concept of sometimes having to use pure avoidance (moving completely out of an effect) but where would the line be drawn for that? I like the concept that shockwaves or substantial elements of force would cause a players block to break when being hit by that damage.

    EDIT: Also working through new stuff in Vvardenfell as well, I'll post a list up in the closed beta forums within hopefully just a couple days.

    I think I have read in the 3.0 patch notes or some other ZOS post about resources that there is a cap on block cost. You supposedly only get them charged once per second. If that is true, there wouldn't be an issue with Chill/Concussion
    @Solinur Pact EU - PC (Solinur: Templar - Magicka DD, Moves-like-Günther: Sorcerer - Stamina DD, Kinara Sol: Templar - Stamina DD, )
    Addon Author
  • ArtOfShred
    ArtOfShred
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    Solinur wrote: »
    I think I have read in the 3.0 patch notes or some other ZOS post about resources that there is a cap on block cost. You supposedly only get them charged once per second. If that is true, there wouldn't be an issue with Chill/Concussion

    That's the issue though. I can be holding block for an effect that can't be blocked, take full damage from it still, then also get whomped with a stamina penalty from being hit with chill/concussion.
    Edited by ArtOfShred on April 24, 2017 1:52PM
  • Contraptions
    Contraptions
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    Awesome work with the NPC abilities! Just wondering, what addon are you using to see the exact skill IDs of these skills? I know Srenndarr shows the skills themselves, but no IDs. Curious how you got "Throw Oil" for Footsoldier as well, since it does no damage.

    Some comments:

    Snare from Low Slash from Brute cannot be blocked, even though previous patch notes have mentioned it should be.

    The list of projectiles acting as debuffs is also how certain PVP addons can alert users regarding incoming projectiles outside the player's field of view since they appear as effects/debuffs on the target even before the projectile hits. Would recommend ZOS disable the ability to view incoming projectiles, whether from NPCs or players to ensure fairness.

    Also, have you been able to find out what certain NPC passives like "Scary Immunities" does? Would be great.
    Patroller and Editor at UESP
  • ArtOfShred
    ArtOfShred
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    Awesome work with the NPC abilities! Just wondering, what addon are you using to see the exact skill IDs of these skills? I know Srenndarr shows the skills themselves, but no IDs. Curious how you got "Throw Oil" for Footsoldier as well, since it does no damage.

    Some comments:

    Snare from Low Slash from Brute cannot be blocked, even though previous patch notes have mentioned it should be.

    The list of projectiles acting as debuffs is also how certain PVP addons can alert users regarding incoming projectiles outside the player's field of view since they appear as effects/debuffs on the target even before the projectile hits. Would recommend ZOS disable the ability to view incoming projectiles, whether from NPCs or players to ensure fairness.

    Also, have you been able to find out what certain NPC passives like "Scary Immunities" does? Would be great.

    Scary Immunites seems to behave in the same manner as player CC Immunity except its permanent. It might do some other things to but I haven't worked that out just yet.

    So for logging information I've modified Srendarr to display the name, duration, and cast/channel time for events as well. On the live server I also consult http://esolog.uesp.net/viewlog.php?record=minedSkills when I need to. (Note UESP is only live server data of course). I have a massive spreadsheet of everything I've processed to help keep track of it, and I manually add a huge table of abilities I don't want to see display in Srendarr using:
    'debugAuras[xxxxx] = true'

    Then, in addition, I made the debugAuras table for Srendarr global so other addons can access it- then I use the debug function of the BuffTimers addon, modified to show all buffs/debuffs to quickly determine if an aura is present as well as show me ground targeted events that don't normally broadcast a combat event.

    Took lots of refining and wasted time to get to this point, but now I can shell things out at pretty efficient rate.
    Edited by ArtOfShred on April 24, 2017 8:58PM
  • Rohamad_Ali
    Rohamad_Ali
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    You can add to Hagravens now have Reflect from the sword & board line .
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