Feedback:Bug reports/Skill bugs/No Bugs
Not a skill bug
Warrior
Ranger
Necromancer
Soul Bind
Description claims: every time target foe is healed
Actual behaviour: every time target foe is healed by a non-aoe skill
Vampiric Swarm
Description claims: slow projectile:
Actual behaviour: Not a projectile.
- This was a design decision for the concise version of the skill description in order to convey that the spell has a delayed effect that must reach the target before damage occurs. Vampiric Swarm and Deathly Swarm are both labeled this way. The designation "slow projectile" can be considered a projectile that cannot miss. -Kim Chase 00:48, 28 October 2008 (UTC)
- I believe the concern was that if the description claims something is a projectile, players will think it is a projectile. Backsword 18:56, 13 November 2008 (UTC)
Monk
Scourge Healing
Description claims: every time target foe is healed
Actual behaviour: every time target foe is healed by a non-aoe skill
- For this type of skill the negative effect will be triggered only on a targeted heal. The wording doesn't separate it out, but you could think of "target foe" as being both your target and the opponent's heal target. The same is true for Soul Bind. -Kim Chase 00:41, 28 October 2008 (UTC)
Spirit Bond
Description claims: Whenever target ally takes more than 60 damage from...
Actual behaviour: It triggers on anything that is determined to deal more than 60 damage before other effects.
- To clarify: This ignores effects that change damage. A popular example is with Protective Spirit and Shield of Absorption. Spirit Bond will trigger, even if the other 2 are reducing the damage to zero. Zero is not greater than 60 and should not trigger Spirit Bond.
- If you have Protective Spirit and Spirit Bond on the same target and they have an incoming single attack that intends to go over 60 damage they will get the heal. So that happens first. Then, before the damage is calculated, Protective Spirit takes effect and reduces the damage. In some situations this is really awesome, since the target is potentially getting healed for way more damage than they took with that attack, so it if they were already low on health they'll be much better off at the end. Anyway, the functionality of this is not going to change. -Kim Chase 18:30, 28 October 2008 (UTC)
- It doesn't have to, but can you please change the skill description so that it doesn't lie? ~Shard 05:11, 31 October 2008 (UTC)
- If you have Protective Spirit and Spirit Bond on the same target and they have an incoming single attack that intends to go over 60 damage they will get the heal. So that happens first. Then, before the damage is calculated, Protective Spirit takes effect and reduces the damage. In some situations this is really awesome, since the target is potentially getting healed for way more damage than they took with that attack, so it if they were already low on health they'll be much better off at the end. Anyway, the functionality of this is not going to change. -Kim Chase 18:30, 28 October 2008 (UTC)
Shielding Hands
Description claims: reduces dmg by 3 to 18
Actual behaviour: apparently not...I was running 105hp with Protective Spirit (so max dmg received at once shuld be 11ish in one hit) and had Shielding Hands with reduction set to 12 and then bumped it up to 14 just to be sure. When I initially aggro'd a group of enemies (happened to be the bugs outside of Sunspear Sanctuary in HM) all dmg would be negated to 0. Somewhere around 30-40 Quick Shots accumulated I would either explode and die or start taking dmg that would bypass Shielding Hands and then quickly die. Again, both Protective Spirit and Shielding Hands were still up and no other factors such as degen or other skills were introduced. The group size (happened with 4 bugs aggro'd and happened with 9 aggro'd) does not seem to be the factor, but Shielding Hands just seemed to fail after negating an unspecified number of dmg packets. I also tried again once I had died and had only 33hp due to -15% Death Penalty. This time with 33hp max dmg recieved due to PS whould have been like 3-4, and with 12-14 dmg reduction from SH, I shuld have been invincible, yet same thing...kaboom after a certain number of hits received despite the fact both PS and SH were still up.
(Usaf1a8xx 17:10, 28 August 2010 (UTC))
- additional info: I did more today and and took me a while but it started happening again. I checked to see if i was lagging perhaps while this was occurring, but had 130 ping with 66 fps, so no. Also got an e-mail saying this issue had been sent to senior staff. (Usaf1a8xx 20:32, 29 August 2010 (UTC))
- Finally (it was tricky to stay alive with it failing and hit Function + Print Screen) but I got a screenie of the bug [[1]] happening. Also here's a pic [[2]] of my build working initially as its supposed to (you can clearly see red zero's going up). In the bug pic you can clearly see I have PS and SH up (just like in the picture of it working as advertized) yet my health bar is depleting and u can see red dmg going up. (Usaf1a8xx 03:03, 7 September 2010 (UTC))
- If Shielding Hands is cast before Protective Spirit, its reduction occurs before Protective Spirit caps the damage. Hence, it can appear to have no effect as in the first screenshot. Ensure that you refresh Protective Spirit only before you recast Shielding Hands and you shouldn't experience any problems. MA Anathe 21:33, 7 September 2010 (UTC)
- Finally got an answer back from the Q.A. team...and very similar to yours Anathe. It works like it I wanted initially because I Prot. Spirit up and then cast Shielding Hands...but then while Shielding Hands was up, I recast Prot Spirit because it was running out...thus, SH was up before PS, causing me to die. So not a bug, just a nuance of the skill...Wanna give a huge shout out to the Support and Q.A. Team for a fast and effective answer. (Usaf1a8xx 18:58, 8 September 2010 (UTC))
- If Shielding Hands is cast before Protective Spirit, its reduction occurs before Protective Spirit caps the damage. Hence, it can appear to have no effect as in the first screenshot. Ensure that you refresh Protective Spirit only before you recast Shielding Hands and you shouldn't experience any problems. MA Anathe 21:33, 7 September 2010 (UTC)
- Finally (it was tricky to stay alive with it failing and hit Function + Print Screen) but I got a screenie of the bug [[1]] happening. Also here's a pic [[2]] of my build working initially as its supposed to (you can clearly see red zero's going up). In the bug pic you can clearly see I have PS and SH up (just like in the picture of it working as advertized) yet my health bar is depleting and u can see red dmg going up. (Usaf1a8xx 03:03, 7 September 2010 (UTC))
Mesmer
Mind Wrack
Description claims: Hex Spell. (5...33...40 seconds.) Causes 1 Energy loss each time foe is the target of your non-hex Mesmer skills. Deals 5...21...25 damage per point of Energy lost. If target foe's Energy drops to 0, Mind Wrack ends and that foe takes 15...83...100 damage. 0
Actual behaviour: With the combination of Energy stealing skills the 0...21...25 damage taken to every point lost would kill players instantly in PvP. combining with energy stealing skills like Energy Burn or Energy Surge would be doing 90+225+90+225 damage. That is equaling 630damage killing most pvpers. This is more of a concern That when you stack this hex with energy stealing... you get massive damage. Maybe lower the damage or take it out in PvP or change the damage type
--The preceding unsigned comment was added by 76.120.113.9 (talk).
- Mind Wrack doesn't inflict damage for energy loss caused by effects other than itself, as stated in its article's notes. --Irgendwer 06:02, 16 June 2010 (UTC)
- How would it even trigger then? --The preceding unsigned comment was added by 76.120.113.9 (talk).
- Please sign your comments, even if you're an IP. Anyway, Mind wrack triggers when your target is the target of your mesmer non-hex skills. Last time I checked, both Energy Surge and Energy Burn are Mesmer skills which are not hexes, so they trigger the additional -1 energy loss and the additional 0...21...25 damage, but only for the additional -1 energy. Mind wrack only deals damage for the energy that it itself drains, not for any energy drained. So, actually, your math would looks something like this: 90+25=115. I'm not quite sure where you got 630, unless you were talking about if someone were to have both energy burn and energy surge cast on them simultaneously...? Regardless, I hope that helped to clear it up for you :D -- Timeoffire45 rawr 17:23, 16 June 2010 (UTC)
Elementalist
Assassin
Iron Palm
Description claims: Counts as a Lead Attack
Actual behaviour: Counts as a Lead Attack for the purpose of skills requiring one
- For Iron Palm as well as Palm Strike and Mantis Touch, this is not really a bug so much as a misunderstanding of intent. Iron Palm is not a Lead Attack, but will count as a Lead Attack for the sake of skills that require one. This is what is meant by the phrase "counts as a Lead Attack." Izzy put it to me this way. If something "counts as an apple" it doesn't have to be an apple. -Kim Chase 20:10, 27 October 2008 (UTC)
- I apologize. Everyone knows this isn't a bug. These skills are only here because someone who wanted to be childish was being a lawyer about why dancing daggers works the way it should when it really doesn't. ~Shard 05:20, 31 October 2008 (UTC)
Palm Strike
Description claims: Counts as an Offhand Attack
Actual behaviour: Counts as a Offhand Attack for the purpose of skills requiring one
Mantis Touch
Description claims: Counts as an Offhand Attack
Actual behaviour: Counts as a Offhand Attack for the purpose of skills requiring one
Ritualist
Paragon
Signet of Return
Description claims: Resurrects party member
Actual behaviour: is uninterruptible
I just went through Riverside Assassination with my ranger. I had Disrupting Shot, Savage Shot and Distracting Shot equipped. I met several White Mantle Zealots and I was not even able one single time to interrupt one of them while using Signet of Return. And no, I had never been blinded. So every use of their signet resulted in one enemy being resurrected. Why? --Tapps75 14:48, 9 July 2010 (UTC)
- Eh, I dunno. I've spec'd in OBs alot and I see this rupted all the time. --The preceding unsigned comment was added by 72.70.231.121 (talk).
- See White Mantle Zealot. And, yes, I did just copy that link from the one you made. Anyway, I would suggest--in the future--checking a monster's complete skillbar before posting a bug report. And finally, to answer your question for you: see Soldier's Stance. -- Timeoffire45 rawr 06:43, 17 July 2010 (UTC)
Blazing Finale
Burning Refrain
Enduring Harmony
Hasty Refrain
Soldier's Fury
Aggressive Refrain
Bladeturn Refrain
Energizing Finale
Finale of Restoration
Purifying Finale
Mending Refrain
Description claims: Nothing is wrong with skill descriptions for Echos
Actual behaviour: Wouldn't it be a little easier for support Paragons to know when a Echo ends on an ally, so he/she may reapply it? Kind of like an Enchantment/Condition/Hex/Weapon Spell. The small marker on the life bar. It'll also be a step up to making Paragons a good support role such as Ritualists are, but still be independent on their own damage, such as Ritualists.
- This is not a bug; see Feedback:Getting started on how to create a suggestion. --Silver Edge 07:47, 23 October 2010 (UTC)
- Great. The run arounds. Am I going to get an answer there? Or remain unheard? I suggest you make links to these in open view, instead of forcing us to browse around for these things. Thanks anyway. Bye.
Dervish
PvE Only
Other
Juggernaut Toss
Description claims: Target touched foe
Actual behaviour: Target foe
- As far as I can tell, this really is a touch-range skill. Personally, I've never seen a Juggernaut use this outside their melee attack range. I can see that this has been documented by several people. To anyone who has seen this in person, could you try to answer these questions? Where do you see this happening? Is it only in Fort Aspenwood, or in their PvE appearances as well? Is there anything unusual happening when you see this? Have you ever seen their basic attack executed at this distance? -Kim Chase 18:15, 24 October 2008 (UTC)
- Definitely in Fort Aspenwood, but not recently - I've been playing on Kurzick, so I don't really pay that much attention. Haven't paid attention in PvE either. Their regular attack is always in melee. ~Seef II <Seef_II|۞> 04:15, 28 October 2008 (UTC)
- Tested using the quest Attack the Kurzicks! - couldn't get ranged KD to work. Unless the Juggernaut in FA is a different entity, I've removed the bug note from the skill page. ~Seef II <User talk:Seef_II|۞> 04:59, 28 October 2008 (UTC)
- There are a few different versions of the Juggernauts, but the Juggernaut Toss skill should have the same functionality for all of them. Right now I'm assuming that this is an issue with the display of the monster's location for the player being out of sync with his location on the server, which could happen with any type of skill or movement. Please let us know if anyone sees a consistent range issue with Juggernaut Toss in the future. Thanks, Seef II. -Kim Chase 19:26, 28 October 2008 (UTC)
- Maybe what they meant was it could go through "Can't Touch This!"? --Riddle 23:03, 1 November 2008 (UTC)
- There are a few different versions of the Juggernauts, but the Juggernaut Toss skill should have the same functionality for all of them. Right now I'm assuming that this is an issue with the display of the monster's location for the player being out of sync with his location on the server, which could happen with any type of skill or movement. Please let us know if anyone sees a consistent range issue with Juggernaut Toss in the future. Thanks, Seef II. -Kim Chase 19:26, 28 October 2008 (UTC)
- Tested using the quest Attack the Kurzicks! - couldn't get ranged KD to work. Unless the Juggernaut in FA is a different entity, I've removed the bug note from the skill page. ~Seef II <User talk:Seef_II|۞> 04:59, 28 October 2008 (UTC)
- Definitely in Fort Aspenwood, but not recently - I've been playing on Kurzick, so I don't really pay that much attention. Haven't paid attention in PvE either. Their regular attack is always in melee. ~Seef II <Seef_II|۞> 04:15, 28 October 2008 (UTC)