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Scorp

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Everything posted by Scorp

  1. Fixed. http://bildites.lv/images/ev97esdc/73574/thumbnail.jpg
  2. Fixed. http://bildites.lv/images/mm5ravey/73572/thumbnail.jpg
  3. Tested today on PTR. Fixed. Proof (Screens): 1)Special Ability in intermission. 2)Buff which adds drop on death. 3)After you kill all adds. [spoiler=Temple of the Jade Serpent:] http://bildites.lv/images/py8mv84m/73551/thumbnail.jpg http://bildites.lv/images/mpfhjdvy/73554/thumbnail.jpg http://bildites.lv/images/qh7hmw4x/73553/thumbnail.jpg [spoiler=Terrace of Endless Spring:] http://bildites.lv/images/cxzvbmrk/73556/thumbnail.jpg http://bildites.lv/images/ntf7nzc4/73558/thumbnail.jpg http://bildites.lv/images/gu5ynm6p/73559/thumbnail.jpg [spoiler=Temple of the Red Crane:] http://bildites.lv/images/vet8f937/73560/thumbnail.jpg http://bildites.lv/images/9am5u8ja/73561/thumbnail.jpg http://bildites.lv/images/93dxczzh/73562/thumbnail.jpg
  4. Tested today on PTR and http://www.db.pandawow.me?npc=71985/kokron-iron-star no longer knocks adds, so we can say this problem is solved. Fixed.
  5. Not Fixed. While you are on belt standing/running normally you don't take damage. However, if you use 'Jump' button you will take damage from every one of these abilities. Proof: Special thanks to Cogman for helping me test this.
  6. Fixed. http://bildites.lv/images/t8fyaetz/73377/thumbnail.png
  7. 1. http://www.db.pandawow.me?npc=71865/garrosh-hellscream - Intermission: Realm of Y'Shaarj. 2. Problems: 2.1) http://www.db.pandawow.me?npc=72236/embodied-doubt & http://www.db.pandawow.me?npc=72238/embodied-despair are following their current targets. 2.2) http://www.db.pandawow.me?npc=72238/embodied-despair deals low amount of melee damage to current target. 3. How it should work: 3.1) http://www.db.pandawow.me?npc=72236/embodied-doubt & http://www.db.pandawow.me?npc=72238/embodied-despair shouldn't run after their targets. 3.2) http://www.db.pandawow.me?npc=72238/embodied-despair should deal high amount of melee damage to current target. Watch: 4. x100. 5. 07/03/2018.
  8. Did do some research and yes in patch 5.4.7 it was hotfixed to 4 players. http://bildites.lv/images/3br4u9pj/73277/thumbnail.png (https://worldofwarcraft.com/en-us/news/12950619) Will update my report with this information.
  9. Updated post above (after fixes) - Added information about Electromagnet. Special thanks to Cogman for helping me test this.
  10. Would like to add something, so will just post all the bugs I found (+ add the ones Cogman already mentioned) for weapons - normal ones & overcharged ones. [spoiler=Activated Electromagnets:] http://www.db.pandawow.me?npc=71694/deactivated-electromagnet > http://www.db.pandawow.me?npc=71696/activated-electromagnet - Magnetic Crush pulls all players and sawblades towards the Activated Electromagnet over the course of about 10 seconds. Players can resist this effect by running in the opposite direction, but all the sawblades will inevitably make their way to the Activated Electromagnet, being removed from the fight. Bugs: 1)Magnet works only for ~half of the room (http://imgur.com/a/pBoX3) - damage + pushing (players). Should work for whole room (http://imgur.com/a/Yfo6U). [spoiler=Crawler Mines:] http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines > http://www.db.pandawow.me?npc=74009/crawler-mine - Several Crawler Mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them. Works. [spoiler=Activated Missile Turret:] http://www.db.pandawow.me?npc=71606/deactivated-missile-turret > http://www.db.pandawow.me?npc=71638/activated-missile-turret - creates damaging waves of "seismic energy". The first wave strikes a small area around it, with subsequent waves, each about 15 yards wide, striking farther and farther out, until the edges of the platform are reached. Each wave has an orange warning animation that gives players about 2-3 seconds to move out of the affected area. Players standing in an area that is affected by a wave take a very high amount of Nature damage. Works. [spoiler=Activated Laser Turret:] http://www.db.pandawow.me?npc=71751/deactivated-laser-turret > http://www.db.pandawow.me?npc=71752/activated-laser-turret - Superheated is a laser beam that follows a random raid member, leaving damaging void zones at the point of impact. Players who stand in these void zones gain a stacking DoT that deals a small amount of Fire damage per second for 7 seconds. Bugs: 1)Fire that this beam leaves behind despawns right after the fixate is over. 1:00. Here you can see that fire despawns after ~50seconds. 2)The Laser which is on the Assembly Line fixates only 1 time and on 1 player, after that it despawns. 1:00. The Laster fixates on 1 player, after that it chooses another player. So it should fixate 2 times and only then despawn. ____________________________________________ [spoiler=Overcharged Electromagnets:] http://www.db.pandawow.me?npc=71694/deactivated-electromagnet > http://www.db.pandawow.me?npc=73387/overcharged-electromagnet - now alternate pulling and pushing players and sawblades, instead of simply pulling them to the magnet. This back-and-forth continues while the Electromagnet is active, but before it despawns it will still remove all of the sawblades, as in its non-Overcharged version. Bugs: 1)Magnet works only on ~half of the room (http://imgur.com/a/pBoX3) - damage + alternate pulling and pushing (players). Should work for whole room (http://imgur.com/a/Yfo6U). 2)When activated the sawblades fly off the platform, which means every time magnet changes polarities they fly to Red Lines - http://imgur.com/a/1tEVz. Sawblades should stop here, not outside the map - http://imgur.com/a/UtMUj (red lines). Proof - 2:28. -Add http://www.wowhead.com/sound=38468/vo-54-or-blackfuse-spell-2 if you can - if boss chooses to overcharge this weapon, just so it's easier to know which weapon got overcharged. I mean players can just target the weapons on belt but this will make it more simple. [spoiler=Overcharged Crawler Mine:] http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines > http://www.db.pandawow.me?npc=72668/overcharged-crawler-mine - now spawn two larger Crawler Mines in addition to some regular, small ones. The large Crawler Mines act exactly like the smaller ones, except that when they die, they split up into two small Crawler Mines each. Bugs: 1)Once you kill the big mine and small ones spawn, small mines cannot be attacked. (http://forum.pandawow.ru/showthread.php?t=222777 was fixed, just can't test it at the moment (SoO not opened on PTR)). 2)If the big mine explodes (http://www.db.pandawow.me?spell=149146/detonate), small mines don't spawn. -Add http://www.wowhead.com/sound=38469/vo-54-or-blackfuse-spell-3 / http://www.wowhead.com/sound=38470/vo-54-or-blackfuse-spell-4 if you can - if boss chooses to overcharge this weapon, just so it's easier to know which weapon got overcharged. I mean players can just target the weapons on belt but this will make it more simple. [spoiler=Overcharged Missile Turret:] http://www.db.pandawow.me?npc=71606/deactivated-missile-turret > http://www.db.pandawow.me?npc=72831/overcharged-missile-turret - now successively summon three Missile Turret NPCs on the platform, instead of casting Shockwave Missile. Each of these NPCs will cast Shockwave Missile continuously until it is killed. When one Missile Turret is killed, the next one spawns (new Missile Turrets always spawn to the right of the previous one, when looking towards the outside of the platform), until you have killed all 3 turrets. Bugs: 1)Only 1 Missile Turret spawns (I'm pretty sure it's the normal missile turret / overcharged mechanic is not scripted or bugged). 2)Overcharged Missile Turret can be targeted, but cannot be attacked. -Add http://www.wowhead.com/sound=38471/vo-54-or-blackfuse-spell-5 if you can - if boss chooses to overcharge this weapon, just so it's easier to know which weapon got overcharged. I mean players can just target the weapons on belt but this will make it more simple. [spoiler=Overcharged Laser Turrets:] http://www.db.pandawow.me?npc=71751/deactivated-laser-turret > http://www.db.pandawow.me?npc=72773/overcharged-laser-turret - no longer follows a player with a laser beam, but instead they now create three concentric rings of fire on the floor of the platform. These rings of fire do not touch, however, leaving several safe areas for raid members (the very center of the platform, the outer edge, as well as another safe ring around half-way between the center and the edge). Bugs: 1)We have only 1 out of 3 laser beam animations, that means - 3 rings of fire are being created, but we see only 1 laser beam which is "drawing" the ring. This is a problem because we can't see where fire is going to spawn next to avoid getting stacks of http://www.db.pandawow.me?spell=143856/superheated (http://i.imgur.com/QWNUb6n.jpg). How it should look like: 6:30 2)The fire which is created by laser despawns after ~20 seconds. If you check videos on youtube for example you can see the ring which was created on 6:34 starts to slowly despawn only at 7:24 (which is ~50 seconds). 3)Animation & Fire - even the 1 laser beam which works is bugged, it "draws" the ring but fire spawns totally somewhere else. Should be like this - laser draws the ring & fire spawns there. 4)The 3 rings seem to be missing parts of it (http://bildites.lv/a/y8h2pdvk#pk3d4y6x - in this SS you can see that on outside ring), should look like this http://imgur.com/a/kfUM9 -Add http://www.wowhead.com/sound=38467/vo-54-or-blackfuse-spell-1 if you can - if boss chooses to overcharge this weapon, just so it's easier to know which weapon got overcharged. I mean players can just target the weapons on belt but this will make it more simple.
  11. http://forum.pandawow.ru/showthread.php?t=46796 Declined.
  12. http://forum.pandawow.ru/showthread.php?t=46796 Closed.
  13. http://forum.pandawow.ru/showthread.php?t=46796 Declined.
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