Nirnroot420 wrote: »Please don't forget this exists. If the bug is actually a bug or an intended feature and not some kind of misunderstanding of dueling mechanics or otherwise, we need to be extremely vocal about this. Hand-holding is NOT okay.
But nah let's have thirty threads relating to Iceheart which is a niche set for frostdens *at best*.
There's been no response made to this actual testing being done by Minc and Gott here, and no mention of these potential destructive mechanics in any of the patch notes, either as a bug or as a feature. So what exactly is going on here?
@MincVinyl @DarkGottbeard it might be a good idea to remake this thread with the new info and a more appealing name. Maybe make it about the clown store or how hard you find animation cancelling so the devs might actually give it a look?
Ive passed this thread on to class reps, and people on the stream team. There are quite alot of bugs present that might be passed through to live.
this mit bug
random heal after stun animation
stuck with 0 stam recov
my overload bugs
Nirnroot420 wrote: »Please don't forget this exists. If the bug is actually a bug or an intended feature and not some kind of misunderstanding of dueling mechanics or otherwise, we need to be extremely vocal about this. Hand-holding is NOT okay.
But nah let's have thirty threads relating to Iceheart which is a niche set for frostdens *at best*.
There's been no response made to this actual testing being done by Minc and Gott here, and no mention of these potential destructive mechanics in any of the patch notes, either as a bug or as a feature. So what exactly is going on here?
@MincVinyl @DarkGottbeard it might be a good idea to remake this thread with the new info and a more appealing name. Maybe make it about the clown store or how hard you find animation cancelling so the devs might actually give it a look?
You missed the entire discussion on Iceheart.
It is not the set per se, it is the way how ZoS tries to sell their new set by making worse an option currently exists.
It is important because if this bug is related to a new hidden Vamp passive that prevents death, and is going to be put behind a payroll (just the ones tha bought the patch can have this Vamp overhaul), then the game will officially become P2W
If zos released a strong new set>>threads about people crying for cash grab
If zos released a weak set>>threads about zos doing nothing for the game
This time they tried work around a standard>>Threads complaining about cash grab/incompetence
Nirnroot420 wrote: »Please don't forget this exists. If the bug is actually a bug or an intended feature and not some kind of misunderstanding of dueling mechanics or otherwise, we need to be extremely vocal about this. Hand-holding is NOT okay.
But nah let's have thirty threads relating to Iceheart which is a niche set for frostdens *at best*.
There's been no response made to this actual testing being done by Minc and Gott here, and no mention of these potential destructive mechanics in any of the patch notes, either as a bug or as a feature. So what exactly is going on here?
@MincVinyl @DarkGottbeard it might be a good idea to remake this thread with the new info and a more appealing name. Maybe make it about the clown store or how hard you find animation cancelling so the devs might actually give it a look?
You missed the entire discussion on Iceheart.
It is not the set per se, it is the way how ZoS tries to sell their new set by making worse an option currently exists.
It is important because if this bug is related to a new hidden Vamp passive that prevents death, and is going to be put behind a payroll (just the ones tha bought the patch can have this Vamp overhaul), then the game will officially become P2W
Haven’t they already said the re-vamp applies with Update 26, not the Greymoor chapter? We don’t buy the patch; it’s free for (and forced on) everyone.
I have a very hard time seeing any “get out of death free card” for vamp stuck behind a paywall.
@Xvorg
The vamp rework is going to apply to everyone in the game (actually regretting buying the chapter since that is the only thing i am interested in, and im a stamsorc dizzy main or atleast am on live for now. I will be gaining nothing from the chapter most likely)
As for iceheart, there were i think 8 threads within an hour of the patch notes released all complaining about the same thing. Zos mods only removed a few of them, but things like that just damage forum threads that are way more important than people crying about their opinion on how zos conducts business. It is pointless to even discuss in these threads.
If zos released a strong new set>>threads about people crying for cash grab
If zos released a weak set>>threads about zos doing nothing for the game
This time they tried work around a standard>>Threads complaining about cash grab/incompetence
Either way threads like these should be condensed by mods/admins. Or a vetting process should be made to create an actual testing forum. Instead I have to pass information that should be known to the public through back alley methods like my friends on the stream team and class reps. Groups of people should be on the pts actually working together to solve bugs like mentioned above. If you look for my forum post about overload you can see how tedious these bugs can be to figure out, some of which take 60+ hours of testing. Then just to have this information buried by threads that are about people's opinions on zos's practices/ideas.
I havent made a new thread about OL this pts, but the info I have shared in a few threads like this one:
https://forums.elderscrollsonline.com/en/discussion/comment/6588744#Comment_6588744
@Rahar
The reason I say dots will come back is because players that are not able to create a burst rotation around this bug/mechanic will turn to the next best way to kill players. There are other things happening that will help shift the meta towards dots aswell. One being nerfs to weapon direct damage abilities, s&b last cycle and now 2h. Necro changes to have maj/min defile with high uptimes.
Doing a little bit of damage before hand we found did not stop the bug from happening aswell. We had several tests around 60-70% hp that were also granted mitigation from what i remember.
What was strong about the knockup was that even if you broke free as early as possible you were in the air. I don't remember having the break free opportunity not synced to the animation though. For instance with live vamp stun you are stunned on ability input>then the drain animation hits you>then you can break free. Which gives a small 0.2-0.3 sec window where fast enough players react but nothing happens until break free is able to be input again. With old dizzy the knockup was synced with the hit after the swing animation giving clear indication that you are about to be stunned, but if you failed to counter it you could break free in the air. Still being stuck in the air was why knockups were strong. Now some true knockback abilities like draining shot and javelin do a similar function where even if you react you will still be moved.(sometimes in the wrong direction *cough cough* another bug)
Careful @AMeanOne , don't get banned for bumping. Although....... it would mean someone from zos would get to read this thread.
Finedaible wrote: »I'm no coder, but the bug sounds like a server-side calculation error. Maybe it's just too much damage being pushed through and it somehow pushes the enemy player's hp values into a negative range? Negative hp values have been used as a sort of a quick-and-dirty 'godmode' for testing purposes in other games. Maybe something similar is happening here.
It is important because if this bug is related to a new hidden Vamp passive that prevents death, and is going to be put behind a payroll (just the ones tha bought the patch can have this Vamp overhaul), then the game will officially become P2W
I agree about the importance of this bug, although I have little faith in any change or explanation, not because there are few replies, but because ZoS don't even give a damn about things like this. They have a vision about the game, how do we know this is not part of that vision? .
Few questions.
1. Your target has 19k HP, you deal 9k damage with onslaught, why its HP goes almost to 0?
2. Can you turn on built in damage info to check if it covers with addon?
Few questions.
1. Your target has 19k HP, you deal 9k damage with onslaught, why its HP goes almost to 0?
2. Can you turn on built in damage info to check if it covers with addon?
That is interesting to point out, i suppose I could set up a test on live, then build the same toons on pts and know where individual abilities are supposed to bring your health down to. If anything this could just be a ui bug, and combat metrics just goes off of the eso ui.
Few questions.
1. Your target has 19k HP, you deal 9k damage with onslaught, why its HP goes almost to 0?
2. Can you turn on built in damage info to check if it covers with addon?
That is interesting to point out, i suppose I could set up a test on live, then build the same toons on pts and know where individual abilities are supposed to bring your health down to. If anything this could just be a ui bug, and combat metrics just goes off of the eso ui.
This is the most important part. There is no proof here anywhere that killing of target is actually stopped. The only proof provided is from you which shows that onslaugh+executioneer didnt kill the target which imo didnt receive enough damage to be killed, the target probably wasnt even in execute range (below 50%) after the onslaught.
Finedaible wrote: »I'm no coder, but the bug sounds like a server-side calculation error. Maybe it's just too much damage being pushed through and it somehow pushes the enemy player's hp values into a negative range? Negative hp values have been used as a sort of a quick-and-dirty 'godmode' for testing purposes in other games. Maybe something similar is happening here.
Getting a bit technical, max value for a 32 bit integer (I assume this is the data type for HP and damage since it 's very common) is 2,147,483,647. Once you go over max int values, it is possible to hit negatives due to the value wrapping, which is just a placeholder word for bad interpretation by the computer. That seems super unlikely though, just due to the sheer value of the amount of damage that would be needed, and probably in just 1 hit.
I'm not sure what to make of it even as a professional. I think it's more likely that some vampire passives were being tested or some skill or ability broke due to all the optimization changes, providing massive amounts of mitigation. All we can really do is speculate, and I'd rather get some kind of confirmation than sit here and think about what it could be by ourselves.