Feedback:Bug reports/Skill bugs/Undetermined status (final archive)

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Warrior

NoFlurry Flurry
Description claims: Stance. For 5 seconds, your attack rate is increased by 33%, but you deal 25% less damage.
Actual behaviour: Stance. For 5 seconds, your attack rate is increased by 33%, but you deal 25% less damage with attacks. Does not affect damage from attack skills.
--Silver Edge 07:01, 9 January 2010 (UTC)

Thanks for your post. We couldn't reproduce this. Attack skills look to be doing less damage with flurry up as well as attacking. If you think there is still a bug here, please let us know if you have any more details that could be useful. Thanks! --Michelle Juett 20:25, 12 January 2010 (UTC)
I tested it with Distracting Shot and Needling Shot, both armor-ignoring attack skills, on the Student of Dazed. Both attack skills dealt the same amount of damage even with Flurry active. --Silver Edge 19:32, 14 January 2010 (UTC)
It seems Life Attunement, similar to Flurry, also doesn't reduce the damage of attack skills, such as Distracting Shot and Needling Shot. --Silver Edge 19:40, 14 January 2010 (UTC)
It probably has to do with the order of application, for example a skill that does +20 damage still does base damage +20 even while under flurry because the damage reduction only applies to base damage itself. The tooltip could be made more clear if this is intended behaviour. --Draygo Korvan 01:50, 1 February 2010 (UTC)
To clarify for Michelle or Leah: an attack skill (eviscerate for example) will do +40 damage normally. Under flurry, it still applies +40 damage, even though Flurry's description implies it should only be adding +27. ~Shard User Shard Sig Icon.png 01:52, 14 June 2010 (UTC)

Protector's Defense Protector's Defense
Description claims: For X seconds, allies adjacent to you have a 75% chance to block incoming attacks.
Actual behaviour: For X seconds, you and allies adjacent to you have a 75% chance to block incoming attacks.
--Silver Edge 12:01, 20 March 2010 (UTC)

YesBody Blow Body Blow
Description claims: ".. Inflicts Deep Wound (0...12...15 seconds).."
Actual behaviour: At 0 Strength, Deep Wound lasts for 20 seconds.

Supposedly fixed in the April 28, 2011 update. --Silver Edge 03:36, 29 April 2011 (UTC)

"None Shall Pass!" "None Shall Pass!"
Description claims: Reduces recharge on successful knockdowns
Actual behaviour: The constant recharge reduction of "None Shall Pass!" is applied after percentile reductions. If the maximum recharge reduction is applied (25 seconds) along with a 50% recharge reduction, the recharge of "None Shall Pass!" is reduced below 0, causing it to fail to recharge. (Presumably, skills like Resurrection Signet have negative recharges as well.)

One of the following could resolve this problem quickly with minimal effort:

Hotfix 1 = Raise the recharge of "None Shall Pass!" to 50 seconds. It should recharge instantly instead of never.
Hotfix 2 = Reduce the maximum recharge reduction to 20 seconds. It will recharge in 3 seconds, instead.

One of the following could preserve the present functioning in normal play while preventing the bug with Quickening Zephyr:

Fix 1 = Reverse skill recharge function: Set the base recharge to 20 seconds. Increase the recharge on use by 25 seconds -1...8 seconds for each knocked down foe (minimum 0 seconds).
Fix 2 = Eliminate the base recharge. Disable None Shall Pass for 45 seconds -1...8 seconds for each knocked down foe (minimum 20 seconds).

This is obscure enough that most players are unlikely to ever encounter it, though. MA Anathe 03:43, 18 March 2011 (UTC)

Ranger

Comfort Animal Comfort Animal
Description claims: When pet dies all skills are disabled
Actual behaviour: While casting my pet died, not disabling any skills and got revived as I was done casting. Asuka 17:45, 17 October 2010 (UTC) Addition: Yesterday I used the skill in PvE, a second later my pet died but my skills were not disabled again. Asuka 10:08, 7 November 2010 (UTC)

As with death penalty, the skill disable will not trigger for a rapid succession of deaths. | 72 User 72 Truly Random.jpg | 18:09, 7 November 2010 (UTC)
My pet didn't die before. I wanted to heal it before it went down for the first time but it died at about 60% of the cast and just got revived after I was done casting. Asuka 16:56, 13 November 2010 (UTC)

Strike as One Strike as One
Description claims: Your anmimal companion instantly moves to your target...
Actual behaviour: Sometimes the pet stands seconds of time useless on the target and doesnt handle a bit (perhaps a common and very annoying pet bug). Betimes it doesnt move after it shadowstept to your own position and stands fixedly on the same position as well. --Maria Murtor 11:51, 6 November 2010 (UTC)


Energizing Wind Energizing Wind
Description claims: -15 to energy cost, minimum of 10
Actual behaviour: Appears to set maximum cost to 10. See below.

Quickening Zephyr + Energizing Wind currently results in 25 energy cost skills costing 10 energy. (25 * 1.3) - 15 = 17.5 and (25 - 15) * 1.3 = 13. Neither ordering of effects yields 10, suggesting that Quickening Zephyr's cost increase is simply being ignored. Skills tested were Rodgort's Invocation, Light of Dwayna, and Quickening Zephyr at 0 expertise. MA Anathe 02:57, 7 November 2010 (UTC)

Not sure why I put this under Quickening Zephyr at first. In any case, Energizing Wind currently appears to replace, rather than modify, energy costs. The effect of Quickening Zephyr isn't being ignored so much as overwritten. Experimentation with Attuned Was Songkai, Renewing Memories, and Quickening Zephyr show that when the sum of the cost modifiers would reduce a 10, 15, or 25 base energy skill below 10 energy, their effect works exactly as expected. Only when modifiers increase the cost ABOVE 25 does an anomaly arise. Thus, I believe the code for Energizing Wind is simply a check after base modifier effects are processed to see if the resultant cost is greater than 10, and if so, it sets the cost to 10. Interestingly, this isn't the exact same coding used during Prophecies era Guild Wars.
If the code is written as I described, the function could be switched to something to the effect of:
EnergyCost = BaseEnergyCost * ?BaseModifiers
If EnergyCost = 25 and EnergyCost > 10 then,
EnergyCost = 10 * Expertise
Else EnergyCost = (EnergyCost - 15) * Expertise
Alternately, changing the description to:
"Create a level 1...6 Spirit. For non-Spirit creatures within its range, skills that cost more than 10 Energy (before Expertise) cost 10 Energy instead, and skills recharge 25% slower. This Spirit dies after 1...31 seconds. "
Would capture the present function instead. MA Anathe 12:25, 12 December 2010 (UTC)

Monk

NoReversal of Fortune Reversal of Fortune
Description claims: ...that ally gains that amount of Health instead, maximum 15...67...80.
Actual behaviour: ...that ally is healed for that amount instead, maximum 15...67...80.

I could not reproduce this. Are there any specific steps to getting this to occur? When a monk using Reversal of Fortune is hexed with Scourge Healing and takes damage, Reversal of Fortune is triggered but then Scourge Healing does not. This indicates the monk is gaining rather than healing health. Thanks! --Michelle Juett 22:19, 9 March 2010 (UTC)
Sorry about the late reply. I tested this with Life Attunement, which increased the health gain. --Irgendwer 11:24, 23 March 2010 (UTC)

Blessed Signet Blessed Signet
Description claims: it cost 10 energy to use
Actual behaviour: some times when i use it to 55 it will say that it cost 10 energy to use when in the skill discripton it has no energy requirment

I bet you tuppence it was Primal Echoes. | 72 User Seventy two Truly Random.jpg (UTC) 22:08, 22 March 2010 (UTC)

Live Vicariously Live Vicariously
Description claims: "...whenever target ally hits a foe, you gain 2...14...17 Health."
Actual behaviour: Whenever target ally hits a foe, you are healed for 2...14...17. Tested with Life Attunement and Predatory Season.


Spear of Light Spear of Light
Description claims: Spear of Light deals +x damage if it hits an attacking foe.
Actual behaviour: Unlike Smite, Spear of Light deals the conditional +x damage in a separate packet.
--Silver Edge 06:33, 16 July 2010 (UTC)

Shield Guardian Shield Guardian
Description claims: 75% chance to block. Block effects: target ally and all nearby allies are healed for x, and this spell ends
Actual behaviour: Healing other allies receive is not displayed for the caster.


Necromancer

NoInfuse Condition Infuse Condition
Description claims: Enchantment Spell. (15...51...60 seconds.) Whenever you receive a condition, it transfers from you to your closest undead servant.
Actual behaviour: Enchantment Spell. (15...51...60 seconds.) Whenever you receive a condition, X% of the condition is transfered to your closest undead servant.

Please note, X% is a percentage I don't know of. It's really high, but from tests by having an Archer's Signet ranger with Apply Poison and one Flesh Golem made me suffer from Poison for a short duration of time. I did not check the Golem. Than 04:34, 23 December 2009 (UTC)

Thanks for your report! We could not reproduce the issue. Infuse Condition looks to be working how the description indicates. If you feel there is still a bug here, please provide more information including how exactly this occurred for you and if possible, a screenshot. Thanks! --Michelle Juett 22:56, 5 January 2010 (UTC)

Holiday Blues Holiday Blues
Description claims: Sacrifice 50% maximum Health. All nearby foes take 50 damage, and you bring the Holiday Blues to this location. For 30 seconds, foes within the area suffer -15 Health degeneration.
Actual behaviour: Does what it says. However, when dealing with friendly NPCs that turn into enemy and then turn back into ally when HP is low, the NPCs affected by the spell will still continue to lose health through degen even when they are outside of the Holiday Blues area.

I noticed this bug while I was doing Snowball Dominance when Master of Whispers uses this spell. Luckily, the auto "instant heal" mechanic of important NPCs still kicks in.--Dark Paladin X 02:04, 29 December 2009 (UTC)

Blood Renewal Blood Renewal
Description claims: For 7 seconds, you gain +X Health regeneration. When Blood Renewal ends, you gain X Health.
Actual behaviour: For 7 seconds, you gain +X Health regeneration. When Blood Renewal ends, you are healed for X Health.
The description incorrectly describes it as health gain while the concise description states it is healing. --Silver Edge 12:13, 20 March 2010 (UTC)

Life Siphon Life Siphon
Description claims: Claim doesn't apply to this bug.
Actual behaviour: Life Siphon works exactly how it's supposed to, however the effect of it doesn't show up in the effect monitor. This is coming from the caster's standpoint. So you see the +3 health pips on you, but you don't see yourself under the effects of it (pretty sure that it used to show up there before). Not sure about the other side, maybe they don't see it as an effect either, but it is indicated by a hex mark on them.

Life Siphon has only shown itself through the positive health regen arrows at least since the third beta event before the release of Guild Wars. Life Transfer, Siphon Speed, Siphon Strength, and the old Winter's Embrace have never given any easily visible feedback either. MA Anathe 23:24, 19 May 2010 (UTC)

Jagged Bones Jagged Bones
Description claims: Description doesn't state who the newly summoned minion belongs to (If you cast it on an ally's minions). Slight implication that it belongs to the caster.
Actual behaviour: Jagged Minions created belong to the enchanted minion's owner. Would be an interesting change if it made them belong to the caster of Jagged bones instead.


Verata's Gaze Verata's Gaze
Description claims: description is fine.
Actual behaviour: I came across this bug when using the skill on bone horrors produced by Malign Intervention. I use VG on the summoned horror as soon as it is created, and the horror becomes bound to me but does not or cannot move until I engage an enemy. If I use VG a second or two after it is created I do not have this problem.


Demonic Flesh Demonic Flesh
Description claims: Enchantment Spell. For 30...54...60 seconds, whenever you use a skill that targets a foe, you deal 5...17...20 shadow damage to all other foes adjacent to you.
Actual behaviour: This usually don't deal the 5...17...20 shadow damage to all other foes adjacent to you.

Confirmed. ?[ »Halogod User Halogod35 Sig.png (talk ]? 21:37, 24 April 2011 (UTC)

Well of Suffering Well of Suffering
Description claims: Well Spell. Exploit nearest corpse to create a Well of Suffering at its location. For 10...26...30 seconds, foes in that area suffer -1...5...6 Health degeneration.
Actual behaviour: This is actually an unexpected behavior triggered by a peculiar skill combo: target an enemy with Malign Intervention, get said enemy to die within a Well of Suffering that you created, take control over the resulting minion with e.g. Verata's Gaze. The minion now under your control will remain affected by the well's degeneration until the well expires, even if your minion moves out of the well's location. Were it a Hex spell that would make sense, but wells have a finite area of effect. Further testing needed to uncover similar anomaly with other well spells.


Mesmer

Arcane Thievery Arcane Thievery
Description claims: ...and Arcane Thievery is replaced by that spell.
Actual behaviour: Arcane Thievery along with Arcane Larceny Arcane Larceny, Simple Thievery Simple Thievery, Inspired Enchantment Inspired Enchantment, Inspired Hex Inspired Hex, Revealed Enchantment Revealed Enchantment, Revealed Hex Revealed Hex, Symbols of Inspiration Symbols of Inspiration, Arcane Mimicry Arcane Mimicry - in Codex Arena, if these skills copy an elite that does not match your primary profession, the stolen skill will not be usable. Don't know if this is intended functionality or just an oversight, but it sure seems unfair to have 9 semi-broken skills in the codex rotation. I did not observe this myself, as I don't play Codex, but based on this report. User Rose Of Kali SIG.jpgRose Of Kali 18:37, 14 April 2010 (UTC)


Calculated Risk Calculated Risk
Description claims: Target foe's attacks do +10 damage, but there is a 50% chance that the damage from each attack will be done to that foe instead
Actual behaviour: Only applies to MELEE attacks. It does nothing on ranged attacks - no damage, no missing, no damage. Reported on skill page, posting here as well.


Fevered Dreams Fevered Dreams
Description claims: Applies dazed if target has two conditions on it.
Actual behaviour: Applies dazed if target has one condition.


Arcane Thievery Arcane Thievery
Description claims: (along with Arcane Larceny) Steal a random spell.
Actual behaviour: The functionality is wierd. After a lot of testing at German GuildWiki, we have still only partially understood the actual behavior. Here are some results:
If target foe has no spells with an ID over certain number which must be slightly higher than 2050 (otherwise the skill description seems to be correct), a random non-empty skill slot is selected. If this is a spell, it is stolen, if not, the spell with the lowest ID is stolen instead.
Example: If you use the skill on the default HA balanced ranger who has Grasping Earth (#173) and Ward Against Foes (#177) as his only skills, you will steal Grasping Earth seven times more often than Ward Against Foes.
There are some rare other factors which make the skill behave normally or favor a certain skill, but the before stated one is the most common. I saw some people exploiting this bug in HA today by using skill bars including useless skills with a certain ID just to not have their key skill stolen. --The preceding unsigned comment was added by User:numma_cway (talk).

Update: We probably figured out the randomizer: First of all, the skill checks how many skill slots are used and whether there is any spell or not (if there is none, you can't start casting Arcane Thievery/Larceny). Empty slots are not involved in the selecting process, non-spells are. One of the used skill slots is picked randomly (same chances for all). If the picked skill is a spell, the spell gets 'stolen'. If the picked skill is a non-spell, the function picks the ID of the non-spell and searches for the next higher spell (by ID) which is used in the skillbar of the target. If all the spells equipped by the target have lower IDs than the picked non-spell, the 'ID-loop' restarts at ID 1 and thus picks the equipped spell with the lowest ID. So far to our testing, now coming to the 'bug'.
This system may result in a 'good' randomisation, but as numma_cway already wrote, you may also end up with a 1-to-7-chance when your enemy has a skillbar with only two spells. A perfect example is the following typical ranger build: Melandru's Shot, Distracting Shot, Savage Shot, Natural Stride, Apply Poison, Ward Against Foes, Grasping Earth and Resurrection Signet. All six non-spells will result in Grasping Earth getting stolen and thus it's 7/8 for Grasping Earth and only 1/8 for Ward Against Foes.
The preference for a spell in most builds allows to pick an enemy (in PvP) who is quite vulnerable. E.g. there is a good chance to disable PnH in the usual HA support bar monks run. If the system did not include non-spells in the process, the whole topic would be solved. –aRTy 10:42, 15 January 2011 (UTC)


Keystone Signet Keystone Signet
Description claims: ".. next 0...5...6 signets.."
Actual behaviour: At 0-1 Fast Casting, all signets are affected.


Arcane Thievery Arcane Thievery
Description claims: Disables one random spell. This skill becomes that spell.
Actual behaviour: Disables one random spell. This skill becomes that spell. However, if the stolen skill is from a campaign that you haven't purchased then it gets locked out in the same way as a title track skill does when you bring it into pvp maps.

Not sure if this is bug or not, because you can use skills from un-purchased campaigns in Codex Arena. Either way, it would be nice to either have the description reflect this or to make the skill reflect the current description (ex. you can use skills from non-purchased campaigns if gain by using this skill or others like it).


Elementalist

Mirror of Ice Mirror of Ice
Description claims: For 5 seconds and 3 seconds more for every rank of Energy Storage, you deal an additional X cold damage whenever you cast a Water Magic hex.
Actual behaviour: For 5 seconds and 3 seconds more for every rank of Energy Storage, you deal an additional X damage whenever you cast a Water Magic hex.
It's armor-ignoring damage. --Silver Edge 12:01, 20 March 2010 (UTC)

Glyph of Swiftness Glyph of Swiftness
Description claims: Increases projectile speed by 200%.
Actual behaviour: Inconsistent interaction with multi-projectile spells, such as Lava Arrows. While 2 or more charges of Glyph of Swiftness remain, all Lava Arrows move faster. However, with only 1 charge of Glyph of Swiftness left, only a single Lava Arrow moves faster. The other Lava Arrows move at normal speed. The same issue occurs with Stone Daggers and Dancing Daggers.


Assassin

Shadow Form Shadow Form
Description claims: Skill. 18 seconds of spell protection + 5 damage reduction for every assassin enchantment on you.
Actual behaviour: If it gets removed you have armor reduction for a few moments. I was tanking the deep on hard mode with a con set up. A nightmare removed shadow form with expunge enchantment, and everythign was hitting me for 35-50. After the normal expiration time of shadow form the damage when back down to 5-6s like it was supposed to be.

This sounds like the reverse of what you said in the first sentence. Do you mean they hit you for 5-6 even when it was over and then it went back up to 35-50? Because if not, that's some much weirder shit than you'd think :P | 72 User Seventy two Truly Random.jpg (UTC) 12:47, 15 March 2010 (UTC)
My point exactly. It removes base damage reduction from you when it drops, instead of just the armor reduction from shadow form. 75.142.10.108 02:32, 17 March 2010 (UTC)
Ah, ich verstehe. | 72 User Seventy two Truly Random.jpg (UTC) 11:49, 17 March 2010 (UTC)

Shadow Form Shadow Form
Description claims: Skill. X seconds of spell protection + 5 damage reduction for every assassin enchantment on you.
Actual behaviour: Damage reduction decreases after the non-increased durations of any enchantments ends.

Easily noticeable around Vaettirs in HM in Jaga Moraine with a 20% enchanting weapon. ··· Danny Pew Pew

Shadow Refuge Shadow Refuge
Description claims: For 6 seconds, you gain X Health regeneration. When Shadow Refuge ends, you gain X Health if you are attacking.
Actual behaviour: For 6 seconds, you gain X Health regeneration. When Shadow Refuge ends, you are healed for X Health if you are attacking.
The description incorrectly describes it as health gain while the concise description states it is healing. --Silver Edge 12:13, 20 March 2010 (UTC)

Return Return
Description claims: should teleport you from a to b but that means for me that you get there in the same condition you left
Actual behaviour: actually melees can knockdown you or just hit you b4 you get ported and when you come there you're knockdowned and so you just "feel" the atack when you're already ported which cant be


Blinding Powder Blinding Powder
Description claims: ".. Inflicts Blindness condition (3...13...15 seconds).."
Actual behaviour: At 0 Shadow Arts, Blind lasts for 10 seconds.


Ritualist

Binding Chains Binding Chains
Description claims: For 3 seconds, target and nearby foes move 90% slower and take 1...24...30 damage per second while moving
Actual behaviour: For 3 seconds, target and nearby foes move 90% slower and take 1...24...30 damage per second whether they move or not

You sure you weren't thinking of Renewing Surge? Cause when I'm hexed with this, I don't take damage. ?[ »Halogod User Halogod35 Sig.png (talk ]? 00:09, 28 February 2010 (UTC)
It may have been fixed on the 26th, but when I edited it in on the 25th that was what it did. 173.88.136.15 17:57, 28 February 2010 (UTC)
According to the Binding Chains page: "The version applied by Urgoz lasts for more than 3 seconds and the damage is dealt no matter if the target is moving or not."--Silver Edge 22:30, 1 March 2010 (UTC)
Let me clarify it a bit since it's still somewhat bugged. If you get hexed with this and take one damage packet, and then stop moving, you still take damage for the other two seconds. 173.88.136.15 01:12, 13 March 2010 (UTC)
Now that's typical. Even Weaken Knees and those other 2 skills do the same. ?[ »Halogod User Halogod35 Sig.png (talk ]? 03:44, 13 March 2010 (UTC)
Actually, the other skills (Weaken Knees, Winter's Embrace, and I think you were going for Shameful Fear?) stop pinging their armor ignoring damage when you stop moving. Binding Chains still will always ping the remaining two packets if you take the first. 173.88.136.15 05:05, 14 March 2010 (UTC)

Mighty Was Vorizun Mighty Was Vorizun
Description claims: It takes 5 energy to cast
Actual behaviour: in JQ it takes 8 energy to cast (69.139.13.97)

You sure it's not energizing winds? ?[ »Halogod User Halogod35 Sig.png (talk ]? 00:06, 28 February 2010 (UTC)

Yes im sure when my energy goes to 0 i wait till it gets to 5 and it won t cast, hav to wait till it gets to 8 69.139.13.97

Is it every time? are you sure there isn't any Quickening Zephyr around? --Lania Elderfire 18:01, 28 February 2010 (UTC)
^ I meant that. ?[ »Halogod User Halogod35 Sig.png (talk ]? 16:03, 1 March 2010 (UTC)
This issue is discussed on the Cruel Was Daoshen talk page, and it's fairly easy to reproduce. Die while holding item spells, resurrect with full energy, and use all of your energy. You should find that you have a window of about ~3-4 energy where you won't have enough to cast spells. That is, your client says 5-9 energy, but you can't use 5 energy spells. 10-14 energy, but you can't cast 10 energy spells, and so on. This is most likely to occur during normal play at places like Fort Aspenwood and Jade Quarry. I've added an image to the Bug Reports talk page for reference. MA Anathe 15:54, 21 March 2010 (UTC)

ReportedAncestors' Rage Ancestors' Rage
Description claims: ...
Actual behaviour: The bug in question is that the 10% or 20% Armor Penetration given to Ritualist skills by Cruel was Daoshen and Destructive was Glaive, doesnt apply to Ancestors' Rage.

Ancestors' Rage was changed to inflict armor-ignoring damage in the 2/25/10 update. It's the skill description that's bugged for implying otherwise. --Irgendwer 14:40, 3 March 2010 (UTC)
I've submitted this report. Thanks! --Michelle Juett 20:00, 10 March 2010 (UTC)

Dulled Weapon Dulled Weapon
Description claims: For 5...13...15 seconds, target foe and all adjacent foes cannot achieve a critical hit and deal 1...12...15 less damage.
Actual behaviour: For 5...13...15 seconds, target foe and all adjacent foes cannot achieve a critical hit and deal 1...12...15 less damage with attacks.


Soul Twisting Soul Twisting
Description claims: For 5...37...45 seconds, your Binding Rituals cost 15 less Energy (minimum 10) and recharge instantly. Soul Twisting ends after 1...3...3 Binding Ritual[s].
Actual behaviour: Does not reduce energy cost


Displacement Displacement
Description claims: Creates a spirit which blocks attacks for X seconds or when taken too much damage.
Actual behaviour: The timebar which shows how long the spirit still has till it "dies" stays at the maximum time, making it look as if the spirit lasts forever.

Renewing Memories Renewing Memories
Description claims: ... weapon and item Spells you cast cost X% less Energy
Actual behaviour: ... weapon and item Spells you cast cost -5...41...50% of the base Energy to cast.

See Attuned Was Songkai for the difference in wording. The distinction between these two wordings is significant, as the current description implies multiplicative stacking, as with Expertise, when the effect of Renewing Memories is actually applied additively with Attuned Was Songkai and Quickening Zephyr. Thus, at 16 spawning power, Attuned was Songkai (53%) and Renewing Memories (37%) results in a 90% reduction of skill cost, and never a (.47*.63) = ~30% cost reduction, regardless of the order used. Technically, Renewing Memories might always be applied first instead, regardless of the order that other effects are applied. However, this functionality would still be notable, as most effects are applied chronologically (Protective Spirit -> Shielding Hands versus Shielding Hands -> Protective Spirit). Thus, even if that were true, a more clear wording would be preferable. MA Anathe 02:15, 7 November 2010 (UTC)

Wielder's Remedy Wielder's Remedy
Description claims: "... whenever you cast a weapon Spell on an ally, that ally loses 1 Condition."
Actual behaviour: Does not work with Weapon of Aggression.

Looks like it's the full description that's bugged. The concise description specifies that the targeted ally loses one condition, which is correct since Weapon of Aggression is not targeted. --Irgendwer 04:14, 10 January 2011 (UTC)

Weapon of Shadow Weapon of Shadow
Description claims: ".. next 0...2...3 attacks.."
Actual behaviour: At 0-2 Restoration Magic, all attacks are affected.


Paragon

Aggressive Refrain Aggressive Refrain
Description claims: Nothing wrong with description, however....
Actual behaviour: When heroes use this skill, Hayda and Morghan, they recast it when they have enough energy to do so. The AI doesn't seem to know they already have it in effect. Crippling their energy right before a battle, or, if a Mesmer monster should interrupt it, now they're down 25 energy.

This belongs in Feedback:Bug reports/AI bugs. --Silver Edge 07:47, 23 October 2010 (UTC)

Dervish

Pious Fury Pious Fury
Description claims: The game update notes claim this skill is a 33% IAS.
Actual behaviour: Ingame, it reads and functions as a 25% IAS.


PvE Only

Summon Ruby Djinn Summon Ruby Djinn
Description claims: Description is ok, but...
Actual behaviour: ... the Djinn's Immolate is able to inflict Burning on Destroyers. I noticed this bug when playing the GW:EN primary G.O.L.E.M. with a PUG. Since none of my characters has Summon Ruby Djinn I am not able to reproduce this bug. --178.113.105.65 15:39, 18 April 2010 (UTC)

This is more of an anomaly with the skill Immolate. The burning animation triggers even if the creature is immune to burning. You can test this by using skills that are conditional on burning such as Glowing Gaze on the destroyer with the burning animation still running. My testing indicated that it doesn't work. --Lania ElderfireUser Lania Elderfire pinkribbon.jpg 16:08, 18 April 2010 (UTC)
So basically the burning animation activates, but the degeneration does not? Then it's (thankfully) just a visual bug. User Rose Of Kali SIG.jpgRose Of Kali 17:57, 18 April 2010 (UTC)
The more interesting question is now if that is a bug in Immolate or in all skills which cause burning? Does the bug affect all creatures which should be immune to burning? Or even all conditions (like a bleeding animation on monsters with bleeding immunity) --178.114.65.199 22:41, 24 April 2010 (UTC)

Lightbringer Lightbringer
Description claims: For each rank of lightbringer... +1 damage reduction
Actual behaviour: The damage reduction is reset each time you redisplay the lightbringer title.--Bold Baby Undies 03:22, 12 May 2010 (UTC)

The bug was on the skill page, but I couldn't find it in the archives, so I posted it here.--Bold Baby Undies 03:22, 12 May 2010 (UTC)

Asuran Scan Asuran Scan
Description claims: Only offers ability to hit through the miss/blind/block effects versus that one foe
Actual behaviour: For the duration of asuran scan, you will hit through any miss/blind/block on ANY target

Example of how this is bugged: I walk upto the Student of Blindness in the isle of nameless, I then use Asuran Scan on the Student of Weakness. I can now attack the student of blindness and never miss while asuran scan is active on the Student of Weakness. --File:User Chieftain Alex Chieftain Signature.pngChieftain Alex 01:47, 24 February 2011 (UTC)

Ebon Battle Standard of Courage Ebon Battle Standard of Courage
Description claims: +24 armor; additional +24 armor against Charr
Actual behaviour: +24 armor; additional +1 armor against Charr

The skill's Charr armor bonus is counted as a separate armor bonus packet, which means it is subject to the cap of 25 armor from multiple skills. As a result, the skill gives +25 armor against Charr instead of +48. –Jette 02:56, 12 July 2011 (UTC)

Other

Carrier Defense Carrier Defense
Description claims: Skill. All nearby foes take 100 damage and are teleported away.
Actual behaviour: Originally reported [Jade removal] and [Carrier Defense talk page] Apparently it's a shadow step, not a teleport. So if a Carrier Turtle and Juggernaut ever meet or get close enough to each other (such as crossing paths at the center or if both are spawned from the same quarry quickly) one of them can shadow step the other one and that one will lose jade in the process. I have only seen juggernauts remove it from turtles, but I guess turtles could do it too in theory. In addition, the turtle or juggernaut doesn't recognize they are missing jade so they don't attempt to get it again, they just return to base with nothing. Also, the turtle/juggernaut are not actually shadow stepped at all sometimes. People are shadow stepped but the carriers have a chance to just pause for a second in place. One time it was removed at the intersection with a shadow step, the other time it was removed from a turtle at a quarry but the turtle didn't move. I checked the talk page for Carrier Defense before posting this too and knockdown is mentioned and I've noticed that as well. So the description should read: "Skill. All nearby foes take 100 damage and are shadow stepped away and knocked down. If anybody is carrying jade, it is removed." Jette suggested making it a real teleport so the jade isn't removed. The knockdown still needs to be acknowledged though.

Since this is a shadow step you drop any bundle, e.g., amber in FA if you get too close to a turtle. Rit pots etc. will drop too. Could this be the source of the bug in JQ where juggs/turtles get "stuck" and refuse to run jade? ~Seef II <?|?> 07:53, 17 November 2009 (UTC)
Nit picky I see lol. Anyways in my experience it has actually not been associated with stuck things. They will return to base with nothing and head out after the appropriate time if that team still has the mine. But you may be onto something. It is rare though that they cross paths, so usually this doesn't happen. Previously Unsigned 13:09, 17 November 2009 (UTC)
Personally, I think this skill should just be removed. It's pointless at Fort Aspenwood, where turtles stop moving to fire their cannons of their own accord; and only causes problems like this at JQ. In theory, it's a good idea -- people could just stand and keep the carrier from moving -- but in reality, it doesn't usually work that way. If it's really a big concern, the easiest fix might be to remove the skill but also remove collisions from carriers so that they can't become stuck at all, like how minions don't cause collisions in PvE. –Jette User Jette awesome.png 16:18, 17 November 2009 (UTC)

NoBlessing of the Kurzicks Blessing of the Kurzicks
Description claims: Blessing. You have +25 maximum Health and +3 Health regeneration. You gain Kurzick faction for hunting in this area. Boss creatures provide bonus faction.
Actual behaviour: Works as stated, until a quest is completed at which point faction is no longer gained. It happened when I completed Song and Stone and then again when I completed Melodic Gaki Flute.

Thanks for your post! I could not reproduce this. After completing the quests you mentioned as well as a few others, faction gained as it should according to the blessing description. If you have any other information that could be helpful, please let us know. Thanks --Michelle Juett 20:54, 6 January 2010 (UTC)

Ice Fort Ice Fort
Description claims: "You cannot be knocked down"
Actual behaviour: During the snowball fight in Eye of the North's holiday quest chain, Mega Snowball will still cause knockdown while under the effects of Ice Fort, usually if caught when casting skills.
Seryu 04:17, 4 February 2010 (UTC)

Giant Stomp Giant Stomp
Description claims: All foes within range are knocked down and take 25 damage.
Actual behaviour: All creatures within range are knocked down and take 25 damage.
Giant Stomp knocks down and deals damage to allies and foes. --Silver Edge 12:01, 20 March 2010 (UTC)

And Npc's As I watched a collector being dropped as the tundra giants stomps went off..24.197.130.109 16:04, 31 March 2010 (UTC)
I would have to disagree on this. Giant Stomp knocks down non-allies of the creature using Giant Stomp. If a Summit Giant Herder in Grenth's Footprint uses Giant stomp, the surrounding Stone Summit creatures--even the ones capable of being knocked down--are not knocked down. The collector you observed was not an enemy per se, but neither was it an ally. Basically, Giant Stomp knocks down all non-allied creatures, not all the creatures present. However, this could still be bugged. (For example, I've seen Azure Shadows pop and get KD'd by Tundra Giants in Snake Dance) --User Timeoffire45 sig.jpg Timeoffire45 rawr 04:23, 13 July 2010 (UTC)
I have observed "giant stomp" KDing their own affiliation at the first battle in the Iron Mines of Moladune...most of the time. Could it be they KD anything that is not part of their own MOB? It still could be that the few that don't get KD'd had some stability skill up.

Unnatural Signet (Saul D'Alessio) Unnatural Signet (Saul D'Alessio)
Description claims: Deals double damage and recharges instantly if target was a summoned creature.
Actual behaviour: I didn't see that it did double damage and recharged instantly.In addition, Mantra of Inscriptions is also inconvenient.

Jary Cai 15:42, 28 May 2010 (UTC)

Miasma Miasma
Description claims: Spreads between creatures of the same kind.
Actual behaviour: The Tengu henchman Talon Silverwing spreads Miasma to human characters.
--Anbu 11:35, 16 August 2010 (UTC)

Yuletide Yuletide
Description claims: Your maximum Health becomes 500, your maximum Energy becomes 40, you have +4 Energy regeneration, your primary attribute is set to 0, and you may only attack with attack skills.
Actual behaviour: When combined with Journey to the North your maximum health goes far above Yukletide's max of 500 (*for instance I had 680 at lvl 11 when doing Snowball Dominance ) also your primary attribute still gets buffed by Journey to the North (buff to lvl 9 for primary)
Beleeth 20:58, 4 January 2011 (UTC)

Asuran Scan Asuran Scan
Description claims: Hex Spell (X Seconds) Your Attacks Against Target Foe do +Y% Damage
Actual behaviour: The Skill Itself is ok, but when you activate it your character is temporarily interrupted from all actions (if you are attacking/moving you stop it temporarily) Being that this skill has no activation time so this should not be happening...

(Please sign your comments) Yes it should. It is a spell and it acts exactly as every other spell in the game. It also has an aftercast delay. --Manassas User Manassas Mannysig.png 10:55, 18 January 2011 (UTC)
Should is too strong a word, but bug is also; it has all the properties of other spells (targets, aftercast, ...), but it's the only one without activation time. That makes its behavior anomalous as a spell and as a no-activation time skill, so it's hard to say what the developers intended originally. I think there's a greater chance that ANet will act on a player suggestion than on a bug note.  — Tennessee Ernie Ford (TEF) 18:08, 18 January 2011 (UTC)

Torment Slash Torment Slash
Description claims: All enemies directly in front of you are struck for 150 slashing damage, twice.
Actual behaviour: Enemies are actually struck for earth damage.

--Irgendwer 00:15, 19 February 2011 (UTC)


Great Dwarf Armor Great Dwarf Armor
Description claims: +24 armor and additional +24 armor against Destroyers
Actual behaviour: Stacking armor cap of +25 prevents this skills from working as intended

Ebon Battle Standard of Courage Ebon Battle Standard of Courage
Description claims: +24 armor and additional +24 armor against Charr
Actual behaviour: Stacking armor cap of +25 prevents this skills from working as intended

  • Malganis Frostmourn* 12.106.72.10 17:15, 17 March 2011 (UTC)