Developers Scorp Posted July 17, 2017 Developers Posted July 17, 2017 (edited) 1. Siegecrafter Blackfuse http://bildites.lv/images/72xyhtpk/71657/thumbnail.png •Overcharged Electromagnets •Overcharged Crawler Mines •Overcharged Missile Turrets •Overcharged Laser Turrets 2. Problem: Only weapon which gets overcharged is Electromagnet, others are probably not scripted/or bugged because they never get overcharged. 3. How it should work: [spoiler=Overcharged Electromagnets] Overcharged Electromagnets - 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. http://bildites.lv/images/a2j8krz2/71659/thumbnail.png Watch: 3:22 - 3:38 Status: Works [spoiler=Overcharged Crawler Mines] Overcharged Crawler Mines - 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. http://bildites.lv/images/4rc79zey/71661/thumbnail.png Watch: 3:48 - 4:07 Status: Not Working [spoiler=Overcharged Missile Turrets] Overcharged Missile Turrets - 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. http://bildites.lv/images/xgux2bec/71662/thumbnail.png Watch: 2:09 - 2:55 Status: Not Working [spoiler=Overcharged Laser Turrets] Overcharged Laser Turrets - no longer follow 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). http://bildites.lv/images/s5rdbbmz/71663/thumbnail.png http://bildites.lv/images/xem3t4sy/71664/thumbnail.jpg Watch: 2:55 - 3:22 Status: Not Working 4. x100. 5. 16/07/2017. To view situation after fixes check last post from me in this thread. Edited February 6, 2018 by Scorpionz 1
Cogman Posted July 17, 2017 Posted July 17, 2017 You can add that the purification beams are killing hunter pets too when you create your overview report ;)
Cogman Posted July 21, 2017 Posted July 21, 2017 None of these abilitys should go on the belt nor target players on the belt, I have had shock wave missile / laser on myself @ the belt & been targeted by crawler mines ( but they die quick anyway ) Oh & none of these abilitys damage the shreddar (add) the sawblade applies a debuff but I cant see it doing any damage to it.
Cogman Posted July 21, 2017 Posted July 21, 2017 (edited) Tested & not fully fixed - Some spells work some dont Overcharged Electromagnets - Doesn't push and pull players - it only pulls players to a certain direction. Not fully fixed Overcharged Crawler Mines - They get overcharged but once killed the 2 smaller mines they spawn are not able to get attacked. Not fully fixed if you let the overcharged mines explode on a player they dont spawn the 2 smaller mines. When you kill the Crawler Mines on the belt, they still come down onto the battlefield Overcharged Missile Turrets - Only 1 Turret spawned & Was not able to be attacked it is the same as normal mode pretty much. Not fully fixed Overcharged Laser Turrets - Only 1 laser is being shown but 3 spawning. Missing the last 2 beams (visually) Not fully fixed - http://imgur.com/a/x4oaE Will Update when I find more bugs. Edited July 23, 2017 by Cogman RE-Tested
Developers Scorp Posted July 29, 2017 Author Developers Posted July 29, 2017 (edited) 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:] Deactivated Electromagnet > 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:] Disassembled Crawler Mines > 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:] Deactivated Missile Turret > 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:] Deactivated Laser Turret > 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:] Deactivated Electromagnet > 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:] Disassembled Crawler Mines > 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 (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:] Deactivated Missile Turret > 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:] Deactivated Laser Turret > 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 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. Edited July 29, 2017 by Scorpionz
Developers Scorp Posted July 29, 2017 Author Developers Posted July 29, 2017 (edited) Updated post above (after fixes) - Added information about Electromagnet. Special thanks to Cogman for helping me test this. Edited July 29, 2017 by Scorpionz 1
Developers Scorp Posted September 22, 2017 Author Developers Posted September 22, 2017 Tested 22/09/2017. Updated Report. [spoiler=Normal Weapons:] [spoiler=Activated Electromagnets:] Deactivated Electromagnet > 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 on ~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:] Disassembled Crawler Mines > 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:] Deactivated Missile Turret > 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. Bugs: 1)Animation of Drills is incorrect - half of them spawn in textures and other half where they should spawn (Red Zone) http://bildites.lv/images/6r2ktvks/81628/original.jpg. Animation should be correct. [spoiler=Activated Laser Turret:] Deactivated Laser Turret > 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 Weapons:] [spoiler=Overcharged Electromagnets:] Deactivated Electromagnet > 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:] Disassembled Crawler Mines > 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)Fixed. 2)Fixed. -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:] Deactivated Missile Turret > 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. 3)Animation of Drills is incorrect - half of them spawn in textures and other half where they should spawn (Red Zone) http://bildites.lv/images/6r2ktvks/81628/original.jpg. Animation should be correct. -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:] Deactivated Laser Turret > 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 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.
fry Posted September 29, 2017 Posted September 29, 2017 Fixed laser animations and 'Superheated' duration. Fixed electromagnet area size. Overcharged missile turret is now attackable.
Developers Scorp Posted September 30, 2017 Author Developers Posted September 30, 2017 (edited) Tested 29/09/2017. fry said: Fixed laser animations. Fixed, but needs review + new bugs appeared after this fix. fry said: Fixed 'Superheated' duration. Fixed. fry said: Fixed electromagnet area size. Fixed, but needs review + new bugs appeared after this fix. fry said: Overcharged missile turret is now attackable. Not Fixed. - - - Updated - - - 30/09/2017. Tested Everything again and created a new report about actual bugs: [spoiler=Normal Weapons:] [spoiler=Activated Electromagnets:] General Mechanics: 3 •Works: 3/3 •Bugs: 0/3 + 1 Quote Deactivated Electromagnet > Activated Electromagnet - Magnetic Crush pulls all players and sawblades (Serrated Slash) 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, causing them to damage any players or Automated Shredder in the path. 1) Magnetic Crush pulls all players and sawblades (Serrated Slash) towards the Activated Electromagnet over the course of about 10 seconds. WORKS. 2) Magnetic Crush will be applied to all players no matter where are they standing except players who are on Conveyor Belt. WORKS. 3) All the sawblades (Serrated Slash) will inevitably make their way to the Activated Electromagnet, causing them to damage any players or Automated Shredder in the path. WORKS. 4)NEW BUG: After last fixes Electromagnet just simply doesn't work 99% of times (Magnetic Crush debuff is not placed on players), I couldn't find the issue why it bugs out. http://bildites.lv/images/t9vxx2ae/82725/thumbnail.jpg http://bildites.lv/images/t8hxmc7d/82726/thumbnail.jpg [spoiler=Crawler Mines:] General Mechanics: 4 •Works: 4/4 •Bugs: 0/4 Quote Disassembled Crawler Mines > Crawler Mine - Several Crawler Mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them. 1) Several Crawler Mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them. WORKS. 2) Break-in Period - Crawler mines are vulnerable to roots, snares and stuns for 1 min after joining the battle. WORKS. 3) Ready to Go! - After their Break-in Period expires, Crawler Mines lose their vulnerability to stuns, roots and snares, and their speed increases. WORKS. 4) Detonate! - When a Crawler Mine reaches its target it will self-destruct, inflicting xx.xx Fire damage to players within 300 yards and knocking them into the air. WORKS. [spoiler=Activated Missile Turret:] General Mechanics: 5 •Works: 4/5 •Bugs: 1/5 Quote Deactivated Missile Turret > Activated Missile Turret - Shockwave Missile 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. 1) Shockwave Missile 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. WORKS. 2)Each wave has an orange warning animation that gives players about 2-3 seconds to move out of the affected area. WORKS. 3) Players standing in an area that is affected by a wave take a very high amount of Nature damage. WORKS. 4) Shockwave Missile lands on random locations. WORKS. 4) Shockwave Missile animation. NOT WORKING. Animation of Drills is incorrect - half of them spawn in textures and other half spawns correctly (Inside Orange Animation zone) http://bildites.lv/images/6r2ktvks/81628/original.jpg. [spoiler=Activated Laser Turret:] •Works: 3/4 •Bugs: 1/4 + 2 Quote Deactivated Laser Turret > 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. 1) Superheated is a laser beam that follows a random raid member, leaving damaging void zones at the point of impact. WORKS. 2) Players who stand in these void zones gain a stacking DoT (Superheated) that deals a small amount of Fire damage per second for 7 seconds. WORKS. 3) Fire that Superheated laser beam leaves behind despawns after ~50 seconds. WORKS. 4) Activated Laser Turret fixates on 1 target for 13 seconds, after than it chooses another target for 13 seconds and then Laser Turret despawns. NOT WORKING. Activated Laser Turret fixates only 1 time and on 1 player, after that it despawns. 1:00. You can see that Laser Fixates on 1 player, after that it chooses another player. 5)NEW BUG-1: Before last fixes Superheated & Disintegration Laser were 13 seconds - the amount of time for how long was 1 Laser beam chasing a player. After last fixes Superheated is still 13 seconds which is fine, but Disintegration Laser bugged out it's now like 40 seconds. So now when Fixate from Superheated ends the Disintegration Laser still follows the player and creates a zone of fire. [03/10/2017]Update: Disintegration Laser animation timer reduced, but now it's too short (needs ~extra 2 seconds). About the bug: When Locked On (Fixate) ends the fire which laser creates (Superheated) continues to follow player until all fire despawns, which is ~45/50 seconds. http://bildites.lv/images/cqt4npqp/82805/thumbnail.jpg http://bildites.lv/images/hwwf5j36/82806/thumbnail.jpg 6)NEW BUG-2: After last fixes the Disintegration Laser is not coming out from Activated Laser Turret instead it's "in air". I want to note that this problem is actual only on Heroic Mode, on Normal Mode everything is fine. http://bildites.lv/images/mpxaxfjt/82808/thumbnail.jpg [spoiler=Overcharged Weapons:] [spoiler=Overcharged Electromagnets:] General Mechanics: 5 •Works: 3/5 + 1 •Bugs: 0/5 + 1 Quote Deactivated Electromagnet > Overcharged Electromagnet - when Overcharged, the Electromagnet (Magnetic Crush) will periodically reverse polarities, pushing both players and sawblades (Serrated Slash) in and out from the magnet, but before it despawns it will still remove all of the sawblades, as in its non-Overcharged version. 1) When Overcharged, the Electromagnet (Magnetic Crush) will periodically reverse polarities, pushing players in and out from the magnet. WORKS. 2) When Overcharged, the Electromagnet (Magnetic Crush) will periodically reverse polarities, pushing Sawblades (Serrated Slash) in and out from the magnet. NOT WORKING. When Magnetic Crush activates the sawblades (Serrated Slash) 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. 3) Magnetic Crush will be applied to all players no matter where are they standing except players who are on Conveyor Belt. WORKS. 4) All the sawblades (Serrated Slash) will inevitably make their way to or away from the Activated Electromagnet, causing them to damage any players or Automated Shredder in the path. WORKS. 5) Before Overcharged Electromagnet despawns it will still remove all of the sawblades, as in its non-Overcharged version. WORKS. 6) Boss uses http://www.wowhead.com/sound=38468/vo-54-or-blackfuse-spell-2 text line if Electromagnet gets Overcharged. WORKS. 7)NEW BUG: After last fixes Electromagnet just simply doesn't work 99% of times (Magnetic Crush debuff is not placed on players), I couldn't find the issue why it bugs out. http://bildites.lv/images/6n28ksta/82763/thumbnail.jpg [spoiler=Overcharged Crawler Mine:] General Mechanics: 6 •Works: 6/6 •Bugs: 0/6 + 1 Quote Disassembled Crawler Mines > Overcharged Crawler Mine - now spawn 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. 1) Several Overcharged Crawler Mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them. WORKS. 2) Break-in Period - Crawler mines are vulnerable to roots, snares and stuns for 1 min after joining the battle. WORKS. 3) Ready to Go! - After their Break-in Period expires, Crawler Mines lose their vulnerability to stuns, roots and snares, and their speed increases. WORKS. 4) Detonate! - When a Crawler Mine reaches its target it will self-destruct, inflicting xx.xx Fire damage to players within 300 yards and knocking them into the air. WORKS. 5) When Overcharged Crawler Mine dies, it splits up into two small Crawler Mines. WORKS. 6) When Overcharged Crawler Mine explodes (Detonate!), it splits up into two small Crawler Mines. WORKS. 7) Boss uses http://www.wowhead.com/sound=38469/vo-54-or-blackfuse-spell-3 / http://www.wowhead.com/sound=384 text line if Crawler Mines get Overcharged. NOT WORKING. [spoiler=Overcharged Missile Turret:] General Mechanics: 6 •Works: 4/6 •Bugs: 2/6 + 1 Quote Deactivated Missile Turret > http://Overcharged Missile Turrethttp://www.db.pandawow.me?npc=72831/overcharged-missile-turret - now successively summon three Shockwave Missilehttp://www.db.pandawow.me?spell=143639/shockwave-missile 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. 1) Shockwave Missilehttp://www.db.pandawow.me?spell=143639/shockwave-missile 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. WORKS. 2)Each wave has an orange warning animation that gives players about 2-3 seconds to move out of the affected area. WORKS. 3) Players standing in an area that is affected by a wave take a very high amount of Nature damage. WORKS. 4) Shockwave Missilehttp://www.db.pandawow.me?spell=143639/shockwave-missile lands on random locations. WORKS. 4) Shockwave Missilehttp://www.db.pandawow.me?spell=143639/shockwave-missile animation. NOT WORKING. Animation of Drills is incorrect - half of them spawn in textures and other half spawns correctly (Inside Orange Animation zone) http://bildites.lv/images/6r2ktvks/81628/original.jpg. 5) Now successively summon three Shockwave Missilehttp://www.db.pandawow.me?spell=143639/shockwave-missile 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. NOT WORKING. Only 1 Missile Turret spawns (Same like Non-Overcharged version) - This Mechanic is not scripted/bugged. 6) Overcharged Missile Turrethttp://www.db.pandawow.me?npc=72831/overcharged-missile-turret successively summons three Shockwave Missilehttp://www.db.pandawow.me?spell=143639/shockwave-missile NPCs which unlike Non-Overcharged version can be killed by players. NOT WORKING. Players can't attack Shockwave Missilehttp://www.db.pandawow.me?spell=143639/shockwave-missile NPCs created by Overcharged Missile Turrethttp://www.db.pandawow.me?npc=72831/overcharged-missile-turret. http://bildites.lv/images/tqktvup9/82790/thumbnail.jpg 7) Boss uses http://www.wowhead.com/sound=38471/vo-54-or-blackfuse-spell-5 text line if Shockwave Missle Turret gets Overcharged. NOT WORKING. [spoiler=Overcharged Laser Turrets:] General Mechanics: 4 •Works: 3/4 •Bugs: 1/4 + 2 Quote Deactivated Laser Turrethttp://www.db.pandawow.me?npc=71751/deactivated-laser-turret > Overcharged Laser Turrethttp://www.db.pandawow.me?npc=72773/overcharged-laser-turret - Superheatedhttp://www.db.pandawow.me?spell=143856/superheated no longer follows a player, 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). 1) Players who stand in these void zones gain a stacking DoT (Superheatedhttp://www.db.pandawow.me?spell=143856/superheated) that deals a small amount of Fire damage per second for 7 seconds. WORKS. 2) Fire that Superheatedhttp://www.db.pandawow.me?spell=143856/superheated laser beams leaves behind despawns after ~50 seconds. WORKS. 3) Superheatedhttp://www.db.pandawow.me?spell=143856/superheated no longer follows a player, but instead they now create three concentric rings of fire on the floor of the platform. WORKS. 4) Boss uses http://www.wowhead.com/sound=38467/vo-54-or-blackfuse-spell-1 text line if Laser Turret gets Overcharged. NOT WORKING. 5)NEW BUG-1: After last fixes the 3 Disintegration Laserhttp://www.db.pandawow.me?spell=146680/disintegration-laser beams now have a correct animation, but this animation ends too fast (Disintegration Laserhttp://www.db.pandawow.me?spell=146680/disintegration-laser timer ends faster than rings are finished, which means at last seconds we again have no laser beam animations which are "drawing" these 3 rings of fire. 6)NEW BUG-2: After last fixes the 3 Disintegration Laserhttp://www.db.pandawow.me?spell=146680/disintegration-laser beams are not coming out from Overcharged Laser Turrethttp://www.db.pandawow.me?npc=72773/overcharged-laser-turret instead they are "in air". http://bildites.lv/images/4982p4yg/82810/thumbnail.jpg Edited October 3, 2017 by Scorpionz Updated
Developers Scorp Posted October 8, 2017 Author Developers Posted October 8, 2017 Tested 08/10/2017. Quote Fixed: •Problem when Electromagnet didn't work at all (New Bug). •Bug when Disintegration Laser was in "Air" instead of coming out from Activated Laser Turret (New Bug). •Bug with Disintegration Laser timer - it was 2 minutes (New Bug). •Bug when Superheated was following player even after Locked On (Fixate) expired for another 40 seconds (New Bug). •Bug when all Fire created by Superheated despawned all at once. New Bugs: •When Activated Laser Turret Fixates on Player a Second Time it has no animation (More info in Report below). •Boss uses http://www.wowhead.com/sound=38471/vo-54-or-blackfuse-spell-5 incorrectly - On Normal & Overcharged Missile Turret (More info in Report below). Bug Report: [spoiler=Normal Weapons:] [spoiler=Activated Electromagnets:] General Mechanics: 4 •Works: 3/4 •Bugs: 1/4 Quote Deactivated Electromagnet > Activated Electromagnet - Magnetic Crush pulls all players and sawblades (Serrated Slash) 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, causing them to damage any players or Automated Shredder in the path. 1) Magnetic Crush pulls all players and sawblades (Serrated Slash) towards the Activated Electromagnet over the course of about 10 seconds. WORKS. 2) Magnetic Crush will be applied to all players no matter where are they standing except players who are on Conveyor Belt. WORKS. 3) All the sawblades (Serrated Slash) will inevitably make their way to the Activated Electromagnet, causing them to damage any players or Automated Shredder in the path. WORKS. 4) Magnetic Crush does xx.xx damage on Normal Mode, and yy.yy damage on Heroic Mode. NOT WORKING. Magnetic Crush does Normal Mode damage on Heroic Mode. Normal Mode: Magnetic Crush damaged You 18190 Physical. Magnetic Crush damaged You 18190 Physical. Magnetic Crush damaged You 18190 Physical. Heroic Mode: Magnetic Crush damaged You 18190 Physical. Magnetic Crush damaged You 18190 Physical. Magnetic Crush damaged You 18190 Physical. [spoiler=Crawler Mines:] General Mechanics: 4 •Works: 4/4 •Bugs: 0/4 Quote Disassembled Crawler Mines > Crawler Mine - Several Crawler Mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them. 1) Several Crawler Mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them. WORKS. 2) Break-in Period - Crawler mines are vulnerable to roots, snares and stuns for 1 min after joining the battle. WORKS. 3) Ready to Go! - After their Break-in Period expires, Crawler Mines lose their vulnerability to stuns, roots and snares, and their speed increases. WORKS. 4) Detonate! - When a Crawler Mine reaches its target it will self-destruct, inflicting xx.xx Fire damage to players within 300 yards and knocking them into the air. WORKS. [spoiler=Activated Missile Turret:] General Mechanics: 5 •Works: 4/5 •Bugs: 1/5 + 1 Quote Deactivated Missile Turret > Activated Missile Turret - Shockwave Missile 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. 1) Shockwave Missile 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. WORKS. 2)Each wave has an orange warning animation that gives players about 2-3 seconds to move out of the affected area. WORKS. 3) Players standing in an area that is affected by a wave take a very high amount of Nature damage. WORKS. 4) Shockwave Missile lands on random locations. WORKS. 5) Shockwave Missile animation. NOT WORKING. Animation of Drills is incorrect - half of them spawn in textures and other half spawns correctly (Inside Orange Animation zone) http://bildites.lv/images/6r2ktvks/81628/original.jpg. 6)New Bug: Boss uses http://www.wowhead.com/sound=38471/vo-54-or-blackfuse-spell-5 text line if Normal Shockwave Missle Turret arrives on Assembly Line, he should only use it if it gets Overcharged. [spoiler=Activated Laser Turret:] •Works: 3/4 •Bugs: 1/4 + 1 Quote Deactivated Laser Turret > 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. 1) Superheated is a laser beam that follows a random raid member, leaving damaging void zones at the point of impact. WORKS. 2) Players who stand in these void zones gain a stacking DoT (Superheated) that deals a small amount of Fire damage per second for 7 seconds. WORKS. 3) Fire that Superheated laser beam leaves behind despawns after ~50 seconds. WORKS. 4) Activated Laser Turret fixates on 1 target for 13 seconds, after than it chooses another target for 13 seconds and then Laser Turret despawns. NOT WORKING. Activated Laser Turret fixates on first player for ~13 seconds (everything works - fire & animations), when Laser chooses next player it is always the same player + there is no laser animation (New Bug). http://bildites.lv/images/kyf7vbj3/84253/thumbnail.jpg http://bildites.lv/images/pr26yx67/84253/thumbnail.jpg [spoiler=Overcharged Weapons:] [spoiler=Overcharged Electromagnets:] General Mechanics: 7 •Works: 5/7 •Bugs: 2/7 Quote Deactivated Electromagnet > Overcharged Electromagnet - when Overcharged, the Electromagnet (Magnetic Crush) will periodically reverse polarities, pushing both players and sawblades (Serrated Slash) in and out from the magnet, but before it despawns it will still remove all of the sawblades, as in its non-Overcharged version. 1) When Overcharged, the Electromagnet (Magnetic Crush) will periodically reverse polarities, pushing players in and out from the magnet. WORKS. 2) When Overcharged, the Electromagnet (Magnetic Crush) will periodically reverse polarities, pushing Sawblades (Serrated Slash) in and out from the magnet. NOT WORKING. When Magnetic Crush activates the sawblades (Serrated Slash) 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. 3) Magnetic Crush will be applied to all players no matter where are they standing except players who are on Conveyor Belt. WORKS. 4) All the sawblades (Serrated Slash) will inevitably make their way to or away from the Activated Electromagnet, causing them to damage any players or Automated Shredder in the path. WORKS. 5) Before Overcharged Electromagnet despawns it will still remove all of the sawblades, as in its non-Overcharged version. WORKS. 6) Boss uses http://www.wowhead.com/sound=38468/vo-54-or-blackfuse-spell-2 text line if Electromagnet gets Overcharged. WORKS. 7) Magnetic Crush does xx.xx damage on Normal Mode, and yy.yy damage on Heroic Mode. NOT WORKING. Magnetic Crush does Normal Mode damage on Heroic Mode. Normal Mode: Magnetic Crush damaged You 18190 Physical. Magnetic Crush damaged You 18190 Physical. Magnetic Crush damaged You 18190 Physical. Heroic Mode: Magnetic Crush damaged You 18190 Physical. Magnetic Crush damaged You 18190 Physical. Magnetic Crush damaged You 18190 Physical. [spoiler=Overcharged Crawler Mine:] General Mechanics: 7 •Works: 6/7 •Bugs: 1/7 Quote Disassembled Crawler Mines > Overcharged Crawler Mine - now spawn 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. 1) Several Overcharged Crawler Mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them. WORKS. 2) Break-in Period - Crawler mines are vulnerable to roots, snares and stuns for 1 min after joining the battle. WORKS. 3) Ready to Go! - After their Break-in Period expires, Crawler Mines lose their vulnerability to stuns, roots and snares, and their speed increases. WORKS. 4) Detonate! - When a Crawler Mine reaches its target it will self-destruct, inflicting xx.xx Fire damage to players within 300 yards and knocking them into the air. WORKS. 5) When Overcharged Crawler Mine dies, it splits up into two small Crawler Mines. WORKS. 6) When Overcharged Crawler Mine explodes (Detonate!), it splits up into two small Crawler Mines. WORKS. 7) Boss uses http://www.wowhead.com/sound=38469/vo-54-or-blackfuse-spell-3 / http://www.wowhead.com/sound=384 text line if Crawler Mines get Overcharged. NOT WORKING. [spoiler=Overcharged Missile Turret:] General Mechanics: 8 •Works: 5/8 •Bugs: 3/8 Quote Deactivated Missile Turret > http://Overcharged Missile Turrethttp://www.db.pandawow.me?npc=72831/overcharged-missile-turret - now successively summon three Shockwave Missilehttp://www.db.pandawow.me?spell=143639/shockwave-missile 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. 1) Shockwave Missilehttp://www.db.pandawow.me?spell=143639/shockwave-missile 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. WORKS. 2)Each wave has an orange warning animation that gives players about 2-3 seconds to move out of the affected area. WORKS. 3) Players standing in an area that is affected by a wave take a very high amount of Nature damage. WORKS. 4) Shockwave Missilehttp://www.db.pandawow.me?spell=143639/shockwave-missile lands on random locations. WORKS. 5) Shockwave Missilehttp://www.db.pandawow.me?spell=143639/shockwave-missile animation. NOT WORKING. Animation of Drills is incorrect - half of them spawn in textures and other half spawns correctly (Inside Orange Animation zone) http://bildites.lv/images/6r2ktvks/81628/original.jpg. 6) Now successively summon three Shockwave Missilehttp://www.db.pandawow.me?spell=143639/shockwave-missile 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. NOT WORKING. Only 1 Missile Turret spawns (Same like Non-Overcharged version) - This Mechanic is not scripted/bugged. 7) Overcharged Missile Turrethttp://www.db.pandawow.me?npc=72831/overcharged-missile-turret successively summons three Shockwave Missilehttp://www.db.pandawow.me?spell=143639/shockwave-missile NPCs which unlike Non-Overcharged version can be killed by players. NOT WORKING. Players can't attack Shockwave Missilehttp://www.db.pandawow.me?spell=143639/shockwave-missile NPCs created by Overcharged Missile Turrethttp://www.db.pandawow.me?npc=72831/overcharged-missile-turret. http://bildites.lv/images/tqktvup9/82790/thumbnail.jpg 8) Boss uses http://www.wowhead.com/sound=38471/vo-54-or-blackfuse-spell-5 text line if Shockwave Missle Turret gets Overcharged. WORKS. [spoiler=Overcharged Laser Turrets:] General Mechanics: 4 •Works: 4/4 •Bugs: 0/4 + 2 Quote Deactivated Laser Turrethttp://www.db.pandawow.me?npc=71751/deactivated-laser-turret > Overcharged Laser Turrethttp://www.db.pandawow.me?npc=72773/overcharged-laser-turret - Superheatedhttp://www.db.pandawow.me?spell=143856/superheated no longer follows a player, 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). 1) Players who stand in these void zones gain a stacking DoT (Superheatedhttp://www.db.pandawow.me?spell=143856/superheated) that deals a small amount of Fire damage per second for 7 seconds. WORKS. 2) Fire that Superheatedhttp://www.db.pandawow.me?spell=143856/superheated laser beams leaves behind despawns after ~50 seconds. WORKS. 3) Superheatedhttp://www.db.pandawow.me?spell=143856/superheated no longer follows a player, but instead they now create three concentric rings of fire on the floor of the platform. WORKS. 4) Boss uses http://www.wowhead.com/sound=38467/vo-54-or-blackfuse-spell-1 text line if Laser Turret gets Overcharged. WORKS. 5)NEW BUG-1: After last fixes the 3 Disintegration Laserhttp://www.db.pandawow.me?spell=146680/disintegration-laser beams now have a correct animation, but this animation ends too fast (Disintegration Laserhttp://www.db.pandawow.me?spell=146680/disintegration-laser timer ends faster than rings are finished, which means at last seconds we again have no laser beam animations which are "drawing" these 3 rings of fire. 6)NEW BUG-2: After last fixes the 3 Disintegration Laserhttp://www.db.pandawow.me?spell=146680/disintegration-laser beams are not coming out from Overcharged Laser Turrethttp://www.db.pandawow.me?npc=72773/overcharged-laser-turret instead they are "in air". http://bildites.lv/images/4982p4yg/82810/thumbnail.jpg
fry Posted October 10, 2017 Posted October 10, 2017 Fixed shockwave missile animation; attackable state; it is used up to 3 times if overcharged, boss emote.
Developers Scorp Posted October 12, 2017 Author Developers Posted October 12, 2017 (edited) Tested 12/10/2017. Quote Fixed: •http://www.db.pandawow.me?spell=143641/shockwave-missile animation. •Overcharged Missile Turret now launches up to 3 Overcharged Shockwave Missile •Overcharged Missile Turret attackable state. •Overcharged Missile Turret boss emote. New Bugs: •On Heroic Mode Activated Missile Turret launches Overcharged Shockwave Missile (Overcharged Missile), while Activated Missile Turret should launch Shockwave Missile (Normal Missile) and only Overcharged Missile Turret should use Overcharged Shockwave Missile (Overcharged Missile). Bug Report: [spoiler=Normal Weapons:] [spoiler=Activated Electromagnets:] General Mechanics: 4 •Works: 2/4 •Bugs: 2/4 + 1 Quote Deactivated Electromagnet > Activated Electromagnet - Magnetic Crush pulls all players and sawblades (Serrated Slash) 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, causing them to damage any players or Automated Shredder in the path. 1) Magnetic Crush pulls all players and sawblades (Serrated Slash) towards the Activated Electromagnet over the course of about 10 seconds. WORKS. 2) Magnetic Crush will be applied to all players no matter where are they standing except players who are on Conveyor Belt. WORKS. 3) All the sawblades (Serrated Slash) will inevitably make their way to the Activated Electromagnet, causing them to damage any players or Automated Shredder in the path. Fix Needs Review. Sawblades almost never damage players & shredders (I tested 15 Sawblades only 2 worked) when they are pushed by the Magnet. http://bildites.lv/images/n44hqf3a/85360/thumbnail.jpg 4) Magnetic Crush does xx.xx damage on Normal Mode, and yy.yy damage on Heroic Mode. NOT WORKING. Magnetic Crush does Normal Mode damage on Heroic Mode. Normal Mode: Magnetic Crush damaged You 18190 Physical. Magnetic Crush damaged You 18190 Physical. Magnetic Crush damaged You 18190 Physical. Heroic Mode: Magnetic Crush damaged You 18190 Physical. Magnetic Crush damaged You 18190 Physical. Magnetic Crush damaged You 18190 Physical. 5) Normal Magnet now doesn't remove sawblades instead works like overcharged one and leaves them on edge of the platform. BUG. http://bildites.lv/images/c3pbe5xy/85360/thumbnail.jpg [spoiler=Crawler Mines:] General Mechanics: 4 •Works: 4/4 •Bugs: 0/4 + 1 Quote Disassembled Crawler Mines > Crawler Mine - Several Crawler Mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them. 1) Several Crawler Mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them. WORKS. 2) Break-in Period - Crawler mines are vulnerable to roots, snares and stuns for 1 min after joining the battle. WORKS. 3) Ready to Go! - After their Break-in Period expires, Crawler Mines lose their vulnerability to stuns, roots and snares, and their speed increases. WORKS. 4) Detonate! - When a Crawler Mine reaches its target it will self-destruct, inflicting xx.xx Fire damage to players within 300 yards and knocking them into the air. WORKS. 5) When raid wipes Crawler Mine doesn't despawn. BUG. [spoiler=Activated Missile Turret:] General Mechanics: 5 •Works: 5/5 •Bugs: 0/5 + 1 Quote Deactivated Missile Turret > Activated Missile Turret - Shockwave Missile 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. 1) Shockwave Missile 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. WORKS. 2)Each wave has an orange warning animation that gives players about 2-3 seconds to move out of the affected area. WORKS. 3) Players standing in an area that is affected by a wave take a very high amount of Nature damage. WORKS. 4) Shockwave Missile lands on random locations. WORKS. 5) Shockwave Missile animation. WORKS. 6)New Bug: On Heroic Mode Activated Missile Turret launches Overcharged Shockwave Missile (Overcharged Missile), while Activated Missile Turret should launch Shockwave Missile (Normal Missile) and only Overcharged Missile Turret should use Overcharged Shockwave Missile (Overcharged Missile). http://bildites.lv/images/8hkxbndm/84747/thumbnail.jpg [spoiler=Activated Laser Turret:] •Works: 3/4 •Bugs: 1/4 + 1 Quote Deactivated Laser Turret > 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. 1) Superheated is a laser beam that follows a random raid member, leaving damaging void zones at the point of impact. WORKS. 2) Players who stand in these void zones gain a stacking DoT (Superheated) that deals a small amount of Fire damage per second for 7 seconds. WORKS. 3) Fire that Superheated laser beam leaves behind despawns after ~50 seconds. WORKS. 4) Activated Laser Turret fixates on 1 target for 13 seconds, after than it chooses another target for 13 seconds and then Laser Turret despawns. NOT WORKING. Activated Laser Turret fixates on first player for ~13 seconds (everything works - fire & animations), when Laser chooses next player it is always the same player + there is no laser animation (New Bug). http://bildites.lv/images/kyf7vbj3/84253/thumbnail.jpg http://bildites.lv/images/pr26yx67/84253/thumbnail.jpg [spoiler=Overcharged Weapons:] [spoiler=Overcharged Electromagnets:] General Mechanics: 7 •Works: 4/7 •Bugs: 3/7 Quote Deactivated Electromagnet > Overcharged Electromagnet - when Overcharged, the Electromagnet (Magnetic Crush) will periodically reverse polarities, pushing both players and sawblades (Serrated Slash) in and out from the magnet, but before it despawns it will still remove all of the sawblades, as in its non-Overcharged version. 1) When Overcharged, the Electromagnet (Magnetic Crush) will periodically reverse polarities, pushing players in and out from the magnet. WORKS. 2) When Overcharged, the Electromagnet (Magnetic Crush) will periodically reverse polarities, pushing Sawblades (Serrated Slash) in and out from the magnet. Fix Needs Review. Sawblades now don't leave the platform, but they still go too far to the edges. http://bildites.lv/images/c3pbe5xy/85360/thumbnail.jpg 3) Magnetic Crush will be applied to all players no matter where are they standing except players who are on Conveyor Belt. WORKS. 4) All the sawblades (Serrated Slash) will inevitably make their way to or away from the Activated Electromagnet, causing them to damage any players or Automated Shredder in the path. Fix Needs Review. Sawblades almost never damage players & shredders (I tested 15 Sawblades only 2 worked) when they are pushed by the Magnet. http://bildites.lv/images/n44hqf3a/85360/thumbnail.jpg 5) Before Overcharged Electromagnet despawns it will still remove all of the sawblades, as in its non-Overcharged version. WORKS. 6) Boss uses http://www.wowhead.com/sound=38468/vo-54-or-blackfuse-spell-2 text line if Electromagnet gets Overcharged. WORKS. 7) Magnetic Crush does xx.xx damage on Normal Mode, and yy.yy damage on Heroic Mode. NOT WORKING. Magnetic Crush does Normal Mode damage on Heroic Mode. Normal Mode: Magnetic Crush damaged You 18190 Physical. Magnetic Crush damaged You 18190 Physical. Magnetic Crush damaged You 18190 Physical. Heroic Mode: Magnetic Crush damaged You 18190 Physical. Magnetic Crush damaged You 18190 Physical. Magnetic Crush damaged You 18190 Physical. [spoiler=Overcharged Crawler Mine:] General Mechanics: 7 •Works: 6/7 •Bugs: 1/7 + 1 Quote Disassembled Crawler Mines > Overcharged Crawler Mine - now spawn 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. 1) Several Overcharged Crawler Mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them. WORKS. 2) Break-in Period - Crawler mines are vulnerable to roots, snares and stuns for 1 min after joining the battle. WORKS. 3) Ready to Go! - After their Break-in Period expires, Crawler Mines lose their vulnerability to stuns, roots and snares, and their speed increases. WORKS. 4) Detonate! - When a Crawler Mine reaches its target it will self-destruct, inflicting xx.xx Fire damage to players within 300 yards and knocking them into the air. WORKS. 5) When Overcharged Crawler Mine dies, it splits up into two small Crawler Mines. WORKS. 6) When Overcharged Crawler Mine explodes (Detonate!), it splits up into two small Crawler Mines. WORKS. 7) Boss uses http://www.wowhead.com/sound=38469/vo-54-or-blackfuse-spell-3 / http://www.wowhead.com/sound=384 text line if Crawler Mines get Overcharged. NOT WORKING. 8) When raid wipes Overcharged Crawler Mine & Crawler Mine doesn't despawn. BUG. [spoiler=Overcharged Missile Turret:] General Mechanics: 8 •Works: 7/8 •Bugs: 1/8 + 2 Quote Deactivated Missile Turret > http://Overcharged Missile Turrethttp://www.db.pandawow.me?npc=72831/overcharged-missile-turret - now successively summon three Shockwave Missilehttp://www.db.pandawow.me?spell=143639/shockwave-missile 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. 1) Shockwave Missilehttp://www.db.pandawow.me?spell=143639/shockwave-missile 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. WORKS. 2)Each wave has an orange warning animation that gives players about 2-3 seconds to move out of the affected area. WORKS. 3) Players standing in an area that is affected by a wave take a very high amount of Nature damage. WORKS. 4) Shockwave Missilehttp://www.db.pandawow.me?spell=143639/shockwave-missile lands on random locations. WORKS. 5) Shockwave Missilehttp://www.db.pandawow.me?spell=143639/shockwave-missile animation. WORKS. 6) Now successively summon three Shockwave Missilehttp://www.db.pandawow.me?spell=143639/shockwave-missile 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. Mechanic works, but not fully. (new Missile Turrets always spawn to the right of the previous one, when looking towards the outside of the platform) - this part doesn't work, new Overcharged Missile Turrethttp://www.db.pandawow.me?npc=72831/overcharged-missile-turret spawns on same place of previous one. 7) Overcharged Missile Turrethttp://www.db.pandawow.me?npc=72831/overcharged-missile-turret successively summons three Shockwave Missilehttp://www.db.pandawow.me?spell=143639/shockwave-missile NPCs which unlike Non-Overcharged version can be killed by players. WORKS. 8) Boss uses http://www.wowhead.com/sound=38471/vo-54-or-blackfuse-spell-5 text line if Shockwave Missle Turret gets Overcharged. WORKS. 9) Overcharged Missile Turrethttp://www.db.pandawow.me?npc=72831/overcharged-missile-turret has only 407K HP which is incorrect. BUG. 10) Overcharged Missile Turrethttp://www.db.pandawow.me?npc=72831/overcharged-missile-turret doesn't despawn when boss resets. BUG. http://bildites.lv/images/z3am9mgr/85360/thumbnail.jpg [spoiler=Overcharged Laser Turrets:] General Mechanics: 4 •Works: 4/4 •Bugs: 0/4 + 2 Quote Deactivated Laser Turrethttp://www.db.pandawow.me?npc=71751/deactivated-laser-turret > Overcharged Laser Turrethttp://www.db.pandawow.me?npc=72773/overcharged-laser-turret - Superheatedhttp://www.db.pandawow.me?spell=143856/superheated no longer follows a player, 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). 1) Players who stand in these void zones gain a stacking DoT (Superheatedhttp://www.db.pandawow.me?spell=143856/superheated) that deals a small amount of Fire damage per second for 7 seconds. WORKS. 2) Fire that Superheatedhttp://www.db.pandawow.me?spell=143856/superheated laser beams leaves behind despawns after ~50 seconds. WORKS. 3) Superheatedhttp://www.db.pandawow.me?spell=143856/superheated no longer follows a player, but instead they now create three concentric rings of fire on the floor of the platform. WORKS. 4) Boss uses http://www.wowhead.com/sound=38467/vo-54-or-blackfuse-spell-1 text line if Laser Turret gets Overcharged. WORKS. 5)NEW BUG-1: After last fixes the 3 Disintegration Laserhttp://www.db.pandawow.me?spell=146680/disintegration-laser beams now have a correct animation, but this animation ends too fast (Disintegration Laserhttp://www.db.pandawow.me?spell=146680/disintegration-laser timer ends faster than rings are finished, which means at last seconds we again have no laser beam animations which are "drawing" these 3 rings of fire. 6)NEW BUG-2: After last fixes the 3 Disintegration Laserhttp://www.db.pandawow.me?spell=146680/disintegration-laser beams are not coming out from Overcharged Laser Turrethttp://www.db.pandawow.me?npc=72773/overcharged-laser-turret instead they are "in air". http://bildites.lv/images/4982p4yg/82810/thumbnail.jpg Edited October 25, 2017 by Scorpionz
Developers Scorp Posted October 17, 2017 Author Developers Posted October 17, 2017 (edited) Report After Server Update (16/10/2017). Quote Fixed: •Bug with Disintegration Laser timer - it was 2 minutes (New Bug). •Bug when Superheated was following player even after Locked On (Fixate) expired for another 40 seconds (New Bug). •Bug when all Fire created by Superheated despawned all at once. Tested 17/10/2017. - Test Server. -All Bugs Fixed. Tested 17/10/2017. - Live Server. -All Bugs Not Fixed. ??? Is it possible that last laser fix was not installed in yesterdays Server Update? Because I checked all 4 difficulties on Test Server & Live Server, but as you see the results are not the same. Edited October 17, 2017 by Scorpionz
Developers Scorp Posted October 24, 2017 Author Developers Posted October 24, 2017 25/10/2017. Updated information about Normal Electromagnet & Normal/Overcharged Crawler Mines. (Post on 12/10/2017).
Developers Heisenberg Posted October 27, 2017 Developers Posted October 27, 2017 Quote Is it possible that last laser fix was not installed in yesterdays Server Update? Because I checked all 4 difficulties on Test Server & Live Server, but as you see the results are not the same. yes it was, fixed
Developers Heisenberg Posted October 28, 2017 Developers Posted October 28, 2017 Magnetic Crush damage is fixed
Developers Scorp Posted October 31, 2017 Author Developers Posted October 31, 2017 Heisenberg said: Magnetic Crush damage is fixed Tested 31/10/2017. Fix Needs Review. Magnetic Crush still does same amount of damage on Normal & Heroic Mode. [b]Normal Mode:[/b] Magnetic Crush damaged You 18190 Physical. Magnetic Crush damaged You 18190 Physical. [b]Heroic Mode:[/b] Magnetic Crush damaged You 18190 Physical. Magnetic Crush damaged You 18190 Physical.
Developers Scorp Posted November 5, 2017 Author Developers Posted November 5, 2017 (edited) Tested 05/11/2017. Heisenberg said: Magnetic Crush damage is fixed Fixed. Remaining Bugs: [spoiler=Normal Weapons:] [spoiler=Activated Electromagnets:] General Mechanics: 5 •Works: 3/5 •Bugs: 2/5 Quote Deactivated Electromagnet > Activated Electromagnet - Magnetic Crush pulls all players and sawblades (Serrated Slash) 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, causing them to damage any players or Automated Shredder in the path. 1) Magnetic Crush pulls all players and sawblades (Serrated Slash) towards the Activated Electromagnet over the course of about 10 seconds. WORKS. 2) Magnetic Crush will be applied to all players no matter where are they standing except players who are on Conveyor Belt. WORKS. 3) All the sawblades (Serrated Slash) will inevitably make their way to the Activated Electromagnet, causing them to damage any players or Automated Shredder in the path. Fix Needs Review. Sawblades almost never damage Players & Shredders (Tested 15 Sawblades only 2 actually did damage to player) when they are pulled to Magnet. http://bildites.lv/images/n44hqf3a/85360/thumbnail.jpg 4) Magnetic Crush does 33000 damage on Normal Mode, and 55000 damage on Heroic Mode. WORKS. 5) All the sawblades (Serrated Slash) will inevitably make their way to the Activated Electromagnet. Fix Needs Review. Activated Electromagnet now doesn't remove sawblades instead works like Overcharged Electromagnet and leaves them on edge of the platform. Activated Electromagnet should should pull all sawblades off the platform to Magnet. http://bildites.lv/images/u578c4z2/88507/thumbnail.jpg [spoiler=Crawler Mines:] General Mechanics: 7 •Works: 4/7 •Bugs: 3/7 Quote Disassembled Crawler Mines > Crawler Mine - Several Crawler Mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them. 1) Several Crawler Mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them. WORKS. 2) Break-in Period - Crawler mines are vulnerable to roots, snares and stuns for 1 min after joining the battle. WORKS. 3) Ready to Go! - After their Break-in Period expires, Crawler Mines lose their vulnerability to stuns, roots and snares, and their speed increases. WORKS. 4) Detonate! - When a Crawler Mine reaches its target it will self-destruct, inflicting xx.xx Fire damage to players within 300 yards and knocking them into the air. WORKS. 5) On Assembly Line 3x Crawler Mines arrive on 10-Man, and 8x Crawler Mines on 25-Man. NOT WORKING. On Assembly Line arrive 3x Crawler Mines on 10-Man & 25-Man Difficulties. 6) If Players kill Disassembled Crawler Mines on Conveyor Belt Crawler Mines won't arrive on Assembly Line. NOT WORKING. If Players kill Disassembled Crawler Mines on Conveyor Belt Crawler Mines still arrive on Assembly Line. http://bildites.lv/images/h7uge3c2/85027/thumbnail.jpg 7) Crawler Mines can be pushed back by any abilities. NOT WORKING. Crawler Mines are immune against any kind of Pushback abilities. [spoiler=Activated Missile Turret:] General Mechanics: 5 •Works: 5/5 •Bugs: 0/5 + 1 Quote Deactivated Missile Turret > Activated Missile Turret - Shockwave Missile 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. 1) Shockwave Missile 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. WORKS. 2)Each wave has an orange warning animation that gives players about 2-3 seconds to move out of the affected area. WORKS. 3) Players standing in an area that is affected by a wave take a very high amount of Nature damage. WORKS. 4) Shockwave Missile lands on random locations. WORKS. 5) Shockwave Missile animation. WORKS. 6)New Bug: On Heroic Mode Activated Missile Turret launches Overcharged Shockwave Missile (Overcharged Missile), while Activated Missile Turret should launch Shockwave Missile (Normal Missile) and only Overcharged Missile Turret should use Overcharged Shockwave Missile (Overcharged Missile). http://bildites.lv/images/8hkxbndm/84747/thumbnail.jpg [spoiler=Activated Laser Turret:] •Works: 3/4 •Bugs: 1/4 + 2 Quote Deactivated Laser Turret > 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. 1) Superheated is a laser beam that follows a random raid member, leaving damaging void zones at the point of impact. WORKS. 2) Players who stand in these void zones gain a stacking DoT (Superheated) that deals a small amount of Fire damage per second for 7 seconds. WORKS. 3) Fire that Superheated laser beam leaves behind despawns after ~50 seconds. WORKS. 4) Activated Laser Turret fixates on 1 target for 15 seconds, after than it chooses another target for 15 seconds and then Laser Turret despawns. NOT WORKING. Activated Laser Turret fixates on first player for ~15 seconds (everything works - fire & animations), when Laser chooses next player it is always the same player + there is no laser animation. (New Bug), but player has 'Fixate' debuff and he still creates fire under him. http://bildites.lv/images/kyf7vbj3/84253/thumbnail.jpg http://bildites.lv/images/pr26yx67/84253/thumbnail.jpg 5) Players who Stand far away from Assembly Line don't see Disintegration Laser beam animation. NEW BUG. http://bildites.lv/images/batnhuea/88564/thumbnail.png [spoiler=Overcharged Weapons:] [spoiler=Overcharged Electromagnets:] General Mechanics: 7 •Works: 5/7 •Bugs: 2/7 Quote Deactivated Electromagnet > Overcharged Electromagnet - when Overcharged, the Electromagnet (Magnetic Crush) will periodically reverse polarities, pushing both players and sawblades (Serrated Slash) in and out from the magnet, but before it despawns it will still remove all of the sawblades, as in its non-Overcharged version. 1) When Overcharged, the Electromagnet (Magnetic Crush) will periodically reverse polarities, pushing players in and out from the magnet. WORKS. 2) When Overcharged, the Electromagnet (Magnetic Crush) will periodically reverse polarities, pushing Sawblades (Serrated Slash) in and out from the magnet. Fix Needs Review. 2.1) Sawblades now don't leave the platform, but they still go too far to the edges. - http://bildites.lv/images/c3pbe5xy/85360/thumbnail.jpg 2.2) Sawblade trajectory is incorrect - They All Stack on 1 point on East part of Platform and then they Split on West part of Platform while flying. - https://imgur.com/a/FVKFc & https://imgur.com/a/aGBfN How it Should work: When Magnetic Crush activates Sawblades fly to West part of Platform where they stop before the edge of platform (at the moment they fly too far) and are really close to each other (Not Stacked like it is now), when Magnet changes polarity they fly to East part of Platform and while flying they spread and stop before the edge of platform (at the moment they fly too far). Watch: 2:35 3) Magnetic Crush will be applied to all players no matter where are they standing except players who are on Conveyor Belt. WORKS. 4) All the sawblades (Serrated Slash) will inevitably make their way to or away from the Activated Electromagnet, causing them to damage any players or Automated Shredder in the path. Fix Needs Review. Sawblades almost never damage players & shredders (I tested 15 Sawblades only 2 worked) when they are pushed by the Magnet. http://bildites.lv/images/n44hqf3a/85360/thumbnail.jpg 5) Before Overcharged Electromagnet despawns it will still remove all of the sawblades, as in its non-Overcharged version. WORKS. 6) Boss uses http://www.wowhead.com/sound=38468/vo-54-or-blackfuse-spell-2 text line if Electromagnet gets Overcharged. WORKS. 7) Magnetic Crush does 55000 damage on Heroic Mode. WORKS. [spoiler=Overcharged Crawler Mine:] General Mechanics: 11 •Works: 6/11 •Bugs: 5/11 Quote Disassembled Crawler Mines > Overcharged Crawler Mine - now spawn 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. 1) Several Overcharged Crawler Mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them. WORKS. 2) Break-in Period - Crawler mines are vulnerable to roots, snares and stuns for 1 min after joining the battle. WORKS. 3) Ready to Go! - After their Break-in Period expires, Crawler Mines lose their vulnerability to stuns, roots and snares, and their speed increases. WORKS. 4) Detonate! - When a Crawler Mine reaches its target it will self-destruct, inflicting xx.xx Fire damage to players within 300 yards and knocking them into the air. WORKS. 5) When Overcharged Crawler Mine dies, it splits up into two small Crawler Mines. WORKS. 6) When Overcharged Crawler Mine explodes (Detonate!), it splits up into two small Crawler Mines. WORKS. 7) Boss uses http://www.wowhead.com/sound=38469/vo-54-or-blackfuse-spell-3 / http://www.wowhead.com/sound=384 text line if Crawler Mines get Overcharged. NOT WORKING. 8) On Assembly Line 3x Overcharged Crawler Mines arrive on 10-Man, and 8x Overcharged Crawler Mines on 25-Man. NOT WORKING. On Assembly Line arrive 3x Overcharged Crawler Mines on 10-Man & 25-Man Difficulties. 9) If Players kill Disassembled Crawler Mines on Conveyor Belt Overcharged Crawler Mines won't arrive on Assembly Line. NOT WORKING. If Players kill Disassembled Crawler Mines on Conveyor Belt Overcharged Crawler Mines still arrive on Assembly Line. http://bildites.lv/images/h7uge3c2/85027/thumbnail.jpg 10) http://bildites.lv/images/xjsmpy4u/75184/thumbnail.png NOT WORKING. Conveyor Belt NR. 6 has 2 packs of Disassembled Crawler Mines, if Siegecrafter Blackfuse decides to overcharge Disassembled Crawler Mines, then both these packs will get overcharged. 11) Overcharged Crawler Mines can be pushed back by any abilities. NOT WORKING. Overcharged Crawler Mines are immune against any kind of Pushback abilities. [spoiler=Overcharged Missile Turret:] General Mechanics: 8 •Works: 7/8 •Bugs: 1/8 + 2 Quote Deactivated Missile Turret > http://Overcharged Missile Turrethttp://www.db.pandawow.me?npc=72831/overcharged-missile-turret - now successively summon three Shockwave Missilehttp://www.db.pandawow.me?spell=143639/shockwave-missile 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. 1) Shockwave Missilehttp://www.db.pandawow.me?spell=143639/shockwave-missile 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. WORKS. 2)Each wave has an orange warning animation that gives players about 2-3 seconds to move out of the affected area. WORKS. 3) Players standing in an area that is affected by a wave take a very high amount of Nature damage. WORKS. 4) Shockwave Missilehttp://www.db.pandawow.me?spell=143639/shockwave-missile lands on random locations. WORKS. 5) Shockwave Missilehttp://www.db.pandawow.me?spell=143639/shockwave-missile animation. WORKS. 6) Now successively summon three Shockwave Missilehttp://www.db.pandawow.me?spell=143639/shockwave-missile 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. Mechanic works, but not fully. (new Missile Turrets always spawn to the right of the previous one, when looking towards the outside of the platform) - this part doesn't work, new Overcharged Missile Turrethttp://www.db.pandawow.me?npc=72831/overcharged-missile-turret spawns on same place of previous one. 7) Overcharged Missile Turrethttp://www.db.pandawow.me?npc=72831/overcharged-missile-turret successively summons three Shockwave Missilehttp://www.db.pandawow.me?spell=143639/shockwave-missile NPCs which unlike Non-Overcharged version can be killed by players. WORKS. 8) Boss uses http://www.wowhead.com/sound=38471/vo-54-or-blackfuse-spell-5 text line if Shockwave Missle Turret gets Overcharged. WORKS. 9) Overcharged Missile Turrethttp://www.db.pandawow.me?npc=72831/overcharged-missile-turret has only 407K HP which is incorrect. BUG. 10) Overcharged Missile Turrethttp://www.db.pandawow.me?npc=72831/overcharged-missile-turret doesn't despawn when boss resets. BUG. http://bildites.lv/images/z3am9mgr/85360/thumbnail.jpg [spoiler=Overcharged Laser Turrets:] General Mechanics: 4 •Works: 4/4 •Bugs: 0/4 + 3 Quote Deactivated Laser Turrethttp://www.db.pandawow.me?npc=71751/deactivated-laser-turret > Overcharged Laser Turrethttp://www.db.pandawow.me?npc=72773/overcharged-laser-turret - Superheatedhttp://www.db.pandawow.me?spell=143856/superheated no longer follows a player, 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). 1) Players who stand in these void zones gain a stacking DoT (Superheatedhttp://www.db.pandawow.me?spell=143856/superheated) that deals a small amount of Fire damage per second for 7 seconds. WORKS. 2) Fire that Superheatedhttp://www.db.pandawow.me?spell=143856/superheated laser beams leaves behind despawns after ~50 seconds. WORKS. 3) Superheatedhttp://www.db.pandawow.me?spell=143856/superheated no longer follows a player, but instead they now create three concentric rings of fire on the floor of the platform. WORKS. 4) Boss uses http://www.wowhead.com/sound=38467/vo-54-or-blackfuse-spell-1 text line if Laser Turret gets Overcharged. WORKS. 5)NEW BUG-1: After last fixes the 3 Disintegration Laserhttp://www.db.pandawow.me?spell=146680/disintegration-laser beams now have a correct animation, but this animation ends too fast (Disintegration Laserhttp://www.db.pandawow.me?spell=146680/disintegration-laser timer ends faster than rings are finished, which means at last seconds we again have no laser beam animations which are "drawing" these 3 rings of fire. 6)NEW BUG-2: After last fixes the 3 Disintegration Laserhttp://www.db.pandawow.me?spell=146680/disintegration-laser beams are not coming out from Overcharged Laser Turrethttp://www.db.pandawow.me?npc=72773/overcharged-laser-turret instead they are "in air". http://bildites.lv/images/4982p4yg/82810/thumbnail.jpg 7) Players who Stand far away from Assembly Line don't see Disintegration Laserhttp://www.db.pandawow.me?spell=146680/disintegration-laser beam animation. NEW BUG. http://bildites.lv/images/batnhuea/88564/thumbnail.png Edited November 15, 2017 by Scorpionz
Developers Scorp Posted November 15, 2017 Author Developers Posted November 15, 2017 15/11/2017. Updated post on 05/11/2017: Updated information about Crawler Mines & Electromagnet.
КИСА ПЕРЕЖРАЛА ИРИСА Posted January 23, 2018 Posted January 23, 2018 Scorpionz said: Tested 05/11/2017. Fixed. Remaining Bugs: [spoiler=Normal Weapons:] [spoiler=Activated Electromagnets:] General Mechanics: 5 •Works: 3/5 •Bugs: 2/5 1) Magnetic Crush pulls all players and sawblades (Serrated Slash) towards the Activated Electromagnet over the course of about 10 seconds. WORKS. 2) Magnetic Crush will be applied to all players no matter where are they standing except players who are on Conveyor Belt. WORKS. 3) All the sawblades (Serrated Slash) will inevitably make their way to the Activated Electromagnet, causing them to damage any players or Automated Shredder in the path. Fix Needs Review. Sawblades almost never damage Players & Shredders (Tested 15 Sawblades only 2 actually did damage to player) when they are pulled to Magnet. http://bildites.lv/images/n44hqf3a/85360/thumbnail.jpg 4) Magnetic Crush does 33000 damage on Normal Mode, and 55000 damage on Heroic Mode. WORKS. 5) All the sawblades (Serrated Slash) will inevitably make their way to the Activated Electromagnet. Fix Needs Review. Activated Electromagnet now doesn't remove sawblades instead works like Overcharged Electromagnet and leaves them on edge of the platform. Activated Electromagnet should should pull all sawblades off the platform to Magnet. http://bildites.lv/images/u578c4z2/88507/thumbnail.jpg [spoiler=Crawler Mines:] General Mechanics: 7 •Works: 4/7 •Bugs: 3/7 1) Several Crawler Mine jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them. WORKS. 2) Break-in Period - Crawler mines are vulnerable to roots, snares and stuns for 1 min after joining the battle. WORKS. 3) Ready to Go! - After their Break-in Period expires, Crawler Mines lose their vulnerability to stuns, roots and snares, and their speed increases. WORKS. 4) Detonate! - When a Crawler Mine reaches its target it will self-destruct, inflicting xx.xx Fire damage to players within 300 yards and knocking them into the air. WORKS. 5) On Assembly Line 3x Crawler Mine arrive on 10-Man, and 8x Crawler Mine on 25-Man. NOT WORKING. On Assembly Line arrive 3x Crawler Mine on 10-Man & 25-Man Difficulties. 6) If Players kill Disassembled Crawler Mines on Conveyor Belt Crawler Mine won't arrive on Assembly Line. NOT WORKING. If Players kill Disassembled Crawler Mines on Conveyor Belt Crawler Mine still arrive on Assembly Line. http://bildites.lv/images/h7uge3c2/85027/thumbnail.jpg 7) Crawler Mine can be pushed back by any abilities. NOT WORKING. Crawler Mine are immune against any kind of Pushback abilities. [spoiler=Activated Missile Turret:] General Mechanics: 5 •Works: 5/5 •Bugs: 0/5 + 1 1) Shockwave Missile 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. WORKS. 2)Each wave has an orange warning animation that gives players about 2-3 seconds to move out of the affected area. WORKS. 3) Players standing in an area that is affected by a wave take a very high amount of Nature damage. WORKS. 4) Shockwave Missile lands on random locations. WORKS. 5) Shockwave Missile animation. WORKS. 6)New Bug: On Heroic Mode Activated Missile Turret launches Overcharged Shockwave Missile (Overcharged Missile), while Activated Missile Turret should launch Shockwave Missile (Normal Missile) and only Overcharged Missile Turret should use Overcharged Shockwave Missile (Overcharged Missile). http://bildites.lv/images/8hkxbndm/84747/thumbnail.jpg [spoiler=Activated Laser Turret:] •Works: 3/4 •Bugs: 1/4 + 2 1) Superheated is a laser beam that follows a random raid member, leaving damaging void zones at the point of impact. WORKS. 2) Players who stand in these void zones gain a stacking DoT (Superheated) that deals a small amount of Fire damage per second for 7 seconds. WORKS. 3) Fire that Superheated laser beam leaves behind despawns after ~50 seconds. WORKS. 4) Activated Laser Turret fixates on 1 target for 15 seconds, after than it chooses another target for 15 seconds and then Laser Turret despawns. NOT WORKING. Activated Laser Turret fixates on first player for ~15 seconds (everything works - fire & animations), when Laser chooses next player it is always the same player + there is no laser animation. (New Bug), but player has 'Fixate' debuff and he still creates fire under him. http://bildites.lv/images/kyf7vbj3/84253/thumbnail.jpg http://bildites.lv/images/pr26yx67/84253/thumbnail.jpg 5) Players who Stand far away from Assembly Line don't see Disintegration Laser beam animation. NEW BUG. http://bildites.lv/images/batnhuea/88564/thumbnail.png [spoiler=Overcharged Weapons:] [spoiler=Overcharged Electromagnets:] General Mechanics: 7 •Works: 5/7 •Bugs: 2/7 1) When Overcharged, the Electromagnet (Magnetic Crush) will periodically reverse polarities, pushing players in and out from the magnet. WORKS. 2) When Overcharged, the Electromagnet (Magnetic Crush) will periodically reverse polarities, pushing Sawblades (Serrated Slash) in and out from the magnet. Fix Needs Review. 2.1) Sawblades now don't leave the platform, but they still go too far to the edges. - http://bildites.lv/images/c3pbe5xy/85360/thumbnail.jpg 2.2) Sawblade trajectory is incorrect - They All Stack on 1 point on East part of Platform and then they Split on West part of Platform while flying. - https://imgur.com/a/FVKFc & https://imgur.com/a/aGBfN How it Should work: When Magnetic Crush activates Sawblades fly to West part of Platform where they stop before the edge of platform (at the moment they fly too far) and are really close to each other (Not Stacked like it is now), when Magnet changes polarity they fly to East part of Platform and while flying they spread and stop before the edge of platform (at the moment they fly too far). Watch: 2:35 3) Magnetic Crush will be applied to all players no matter where are they standing except players who are on Conveyor Belt. WORKS. 4) All the sawblades (Serrated Slash) will inevitably make their way to or away from the Activated Electromagnet, causing them to damage any players or Automated Shredder in the path. Fix Needs Review. Sawblades almost never damage players & shredders (I tested 15 Sawblades only 2 worked) when they are pushed by the Magnet. http://bildites.lv/images/n44hqf3a/85360/thumbnail.jpg 5) Before Overcharged Electromagnet despawns it will still remove all of the sawblades, as in its non-Overcharged version. WORKS. 6) Boss uses http://www.wowhead.com/sound=38468/vo-54-or-blackfuse-spell-2 text line if Electromagnet gets Overcharged. WORKS. 7) Magnetic Crush does 55000 damage on Heroic Mode. WORKS. [spoiler=Overcharged Crawler Mine:] General Mechanics: 11 •Works: 6/11 •Bugs: 5/11 1) Several Overcharged Crawler Mine jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them. WORKS. 2) Break-in Period - Crawler mines are vulnerable to roots, snares and stuns for 1 min after joining the battle. WORKS. 3) Ready to Go! - After their Break-in Period expires, Crawler Mines lose their vulnerability to stuns, roots and snares, and their speed increases. WORKS. 4) Detonate! - When a Crawler Mine reaches its target it will self-destruct, inflicting xx.xx Fire damage to players within 300 yards and knocking them into the air. WORKS. 5) When Overcharged Crawler Mine dies, it splits up into two small Crawler Mine. WORKS. 6) When Overcharged Crawler Mine explodes (Detonate!), it splits up into two small Crawler Mine. WORKS. 7) Boss uses http://www.wowhead.com/sound=38469/vo-54-or-blackfuse-spell-3 / http://www.wowhead.com/sound=384 text line if Crawler Mines get Overcharged. NOT WORKING. 8) On Assembly Line 3x Overcharged Crawler Mine arrive on 10-Man, and 8x Overcharged Crawler Mine on 25-Man. NOT WORKING. On Assembly Line arrive 3x Overcharged Crawler Mine on 10-Man & 25-Man Difficulties. 9) If Players kill Disassembled Crawler Mines on Conveyor Belt Overcharged Crawler Mine won't arrive on Assembly Line. NOT WORKING. If Players kill Disassembled Crawler Mines on Conveyor Belt Overcharged Crawler Mine still arrive on Assembly Line. http://bildites.lv/images/h7uge3c2/85027/thumbnail.jpg 10) http://bildites.lv/images/xjsmpy4u/75184/thumbnail.png NOT WORKING. Conveyor Belt NR. 6 has 2 packs of Disassembled Crawler Mines, if Siegecrafter Blackfuse decides to overcharge Disassembled Crawler Mines, then both these packs will get overcharged. 11) Overcharged Crawler Mine can be pushed back by any abilities. NOT WORKING. Overcharged Crawler Mine are immune against any kind of Pushback abilities. [spoiler=Overcharged Missile Turret:] General Mechanics: 8 •Works: 7/8 •Bugs: 1/8 + 2 1) Shockwave Missile 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. WORKS. 2)Each wave has an orange warning animation that gives players about 2-3 seconds to move out of the affected area. WORKS. 3) Players standing in an area that is affected by a wave take a very high amount of Nature damage. WORKS. 4) Shockwave Missile lands on random locations. WORKS. 5) Shockwave Missile animation. WORKS. 6) Now successively summon three Shockwave Missile 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. Mechanic works, but not fully. (new Missile Turrets always spawn to the right of the previous one, when looking towards the outside of the platform) - this part doesn't work, new Overcharged Missile Turret spawns on same place of previous one. 7) Overcharged Missile Turret successively summons three Shockwave Missile NPCs which unlike Non-Overcharged version can be killed by players. WORKS. 8) Boss uses http://www.wowhead.com/sound=38471/vo-54-or-blackfuse-spell-5 text line if Shockwave Missle Turret gets Overcharged. WORKS. 9) Overcharged Missile Turret has only 407K HP which is incorrect. BUG. 10) Overcharged Missile Turret doesn't despawn when boss resets. BUG. http://bildites.lv/images/z3am9mgr/85360/thumbnail.jpg [spoiler=Overcharged Laser Turrets:] General Mechanics: 4 •Works: 4/4 •Bugs: 0/4 + 3 1) Players who stand in these void zones gain a stacking DoT (Superheated) that deals a small amount of Fire damage per second for 7 seconds. WORKS. 2) Fire that Superheated laser beams leaves behind despawns after ~50 seconds. WORKS. 3) Superheated no longer follows a player, but instead they now create three concentric rings of fire on the floor of the platform. WORKS. 4) Boss uses http://www.wowhead.com/sound=38467/vo-54-or-blackfuse-spell-1 text line if Laser Turret gets Overcharged. WORKS. 5)NEW BUG-1: After last fixes the 3 Disintegration Laser beams now have a correct animation, but this animation ends too fast (Disintegration Laser timer ends faster than rings are finished, which means at last seconds we again have no laser beam animations which are "drawing" these 3 rings of fire. 6)NEW BUG-2: After last fixes the 3 Disintegration Laser beams are not coming out from Overcharged Laser Turret instead they are "in air". http://bildites.lv/images/4982p4yg/82810/thumbnail.jpg 7) Players who Stand far away from Assembly Line don't see Disintegration Laser beam animation. NEW BUG. http://bildites.lv/images/batnhuea/88564/thumbnail.png Актуально:beee:
Developers Scorp Posted January 29, 2018 Author Developers Posted January 29, 2018 (edited) 29/01/2018. - Tested Everything Again & Updated Bug List. New Report: [spoiler=Normal Weapons:] [spoiler=Activated Electromagnets:] General Mechanics: 6. •Fixed: 4/6. •Bugs: 2/6. Quote Deactivated Electromagnet > Activated Electromagnet - Magnetic Crush pulls all players and sawblades (Serrated Slash) 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, causing them to damage any players or Automated Shredder in the path. ============================================================================================== 1) Magnetic Crush pulls all players and sawblades (Serrated Slash) towards the Activated Electromagnet over the course of about 10 seconds. Fixed. ============================================================================================== 2) Magnetic Crush will be applied to all players, except players who are on Conveyor Belt. Fixed. ============================================================================================== 3) Magnetic Crush inflicts 33'000 physical damage on Normal Mode, and 55'000 physical damage on Heroic Mode. Fixed. ============================================================================================== 4) Magnetic Crush (Pushback Effect) & Channeled Abilities. Fixed. ============================================================================================== 5) During Magnetic Crush all the sawblades (Serrated Slash) will inevitably make their way to the Activated Electromagnet, causing them to damage any players or Automated Shredders in the path. Fix Needs Review. Problem: When sawblades (Serrated Slash) fly to Activated Electromagnet they only sometimes damage players / Automated Shredders in the path. http://www.db.pandawow.me?npc=71591/automated-shredder. [Screenshot: https://imgur.com/a/ty9iZ]. How it should work: When sawblades (Serrated Slash) fly to Activated Electromagnet they should always damage players / Automated Shredders in the path. ============================================================================================== 6) During Magnetic Crush all the sawblades (Serrated Slash) will inevitably make their way to the Activated Electromagnet. Fix Needs Review. Problem: During Magnetic Crush all the sawblades (Serrated Slash) fly to edge of the room (Overcharged Magnet Position A). https://imgur.com/a/pbPRA. How it should work: During Magnetic Crush all the sawblades (Serrated Slash) should fly to Activated Electromagnet. [b][u]Correct Position:[/u][/b] [b]X:[/b] 1882,217[b] Y:[/b] -5647,162 [b]Z:[/b] -310,3269 Proof: ============================================================================================== [spoiler=Crawler Mines:] General Mechanics: 7. •Fixed: 4/7. •Bugs: 3/7. Quote Disassembled Crawler Mines > Crawler Mine - Several Crawler Mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them. ============================================================================================== 1) Several Crawler Mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them. Fixed. ============================================================================================== 2) Break-in Period - Crawler mines are vulnerable to roots, snares and stuns for 1 min after joining the battle. Fixed. ============================================================================================== 3) Ready to Go! - After their Break-in Period expires, Crawler Mines lose their vulnerability to stuns, roots and snares, and their speed increases. Fixed. ============================================================================================== 4) Detonate! - When a Crawler Mine reaches its target it will self-destruct, inflicting xx.xx Fire damage to players within 300 yards and knocking them into the air. Fixed. ============================================================================================== 5) Players face 3x Crawler Mines on 10-Man Difficulty, and 8x Crawler Mines on 25-Man Difficulty. Not Fixed. Problem: Players face 3x Crawler Mines on 10-Man Difficulty, and 3x Crawler Mines on 25-Man Difficulty. How it should work: Players should face 3x Crawler Mines on 10-Man Difficulty, and 8x Crawler Mines on 25-Man Difficulty. Proof: ============================================================================================== 6) Destroying Disassembled Crawler Mines on Conveyor Belt means, that Crawler Mines won't arrive on Assembly Line. Not Fixed. Problem: If players destroy Disassembled Crawler Mines, then Crawler Mines still arrive on Assembly Line. How it should work: If players destroy Disassembled Crawler Mines, then Crawler Mines shouldn't arrive on Assembly Line. ============================================================================================== 7) Crawler Mines can be pushed back by any abilities. Not Fixed. Problem: Crawler Mines are immune against any kind of Pushbacks. How it should work: Players should be able to pushback Crawler Mines. Proof: ============================================================================================== [spoiler=Activated Missile Turret:] General Mechanics: 6. •Fixed: 5/6. •Bugs: 1/6. Quote Deactivated Missile Turret > Activated Missile Turret - Shockwave Missile 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. ============================================================================================== 1) Shockwave Missile 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. Fixed. ============================================================================================== 2)Each wave has an orange warning animation that gives players about 2-3 seconds to move out of the affected area. Fixed. ============================================================================================== 3) Players standing in an area that is affected by a wave take a very high amount of Nature damage. Fixed. ============================================================================================== 4) Shockwave Missile lands on random locations. Fixed. ============================================================================================== 5) Shockwave Missile animation. Fixed. ============================================================================================== 6) Activated Missile Turret launches Shockwave Missile from Assembly Line. Not Fixed. Problem: On Heroic Mode Activated Missile Turret launches Overcharged Shockwave Missile How it should work: •Activated Missile Turret should launch Shockwave Missile. •Overcharged Missile Turret should launch Overcharged Shockwave Missile Screenshot: http://bildites.lv/images/8hkxbndm/84747/thumbnail.jpg ============================================================================================== [spoiler=Activated Laser Turret:] General Mechanics: 6. •Fixed: 4/6. •Bugs: 2/6. Quote Deactivated Laser Turret > 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. * Ignore Bugs (1.-5.) as Long as Bug NR 6 is not Fixed. ============================================================================================== 1) Superheated is a laser beam that follows a random raid member, leaving damaging void zones at the point of impact. Fixed. ============================================================================================== 2) Players who stand in these void zones gain a stacking DoT (Superheated) that deals a small amount of Fire damage per second for 7 seconds. Fixed. ============================================================================================== 3) Fire that Superheated laser beam leaves behind despawns after ~50 seconds. Fixed. ============================================================================================== 4) Disintegration Laser Animation-1: Players are able to see Beams from Distance. Fixed. ============================================================================================== 5) Activated Laser Turret > Superheated fixates on 1 target for 15 seconds, after than it chooses another target for 15 seconds and then Laser Turret despawns. Fix Needs Review. Problem: Superheated fixates on first player for ~15 seconds (this far everything is ok). After that Laser chooses next player (which is always first player) + there is no laser beam animation and sometimes even no fixate debuff, but player still creates fire on ground. How it should work: Superheated should fixate on first player for 15 seconds (player should have Fixate debuff, and a visual laser beam following him), after fixate expires Laser Turret should choose next player and fixate on him for 15 seconds (place debuff on player & create a visual beam which follows him). Screenshots: http://bildites.lv/images/kyf7vbj3/84253/thumbnail.jpg http://bildites.lv/images/pr26yx67/84253/thumbnail.jpg ============================================================================================== 6) Activated Laser Turret Mechanics. Bugged. Problem: Activated Laser Turret doesn't work anymore, just arrives on Assembly Line and does nothing. https://imgur.com/a/DXFPB. How it should work: 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. ============================================================================================== [spoiler=Overcharged Weapons:] [spoiler=Overcharged Electromagnets:] General Mechanics: 8. •Fixed: 6/8. •Bugs: 2/8. Quote Deactivated Electromagnet > Overcharged Electromagnet - when Overcharged, the Electromagnet (Magnetic Crush) will periodically reverse polarities, pushing both players and sawblades (Serrated Slash) in and out from the magnet, but before it despawns it will still remove all of the sawblades, as in its non-Overcharged version. ============================================================================================== 1) When Overcharged, the Electromagnet (Magnetic Crush) will periodically reverse polarities, pushing players in and out from the magnet. Fixed. ============================================================================================== 2) Magnetic Crush will be applied to all players, except players who are on Conveyor Belt. Fixed. ============================================================================================== 3) Magnetic Crush inflicts 55'000 physical damage on Heroic Mode. Fixed. ============================================================================================== 4) Before Overcharged Electromagnet despawns it will still remove all of the sawblades (Serrated Slash), as in its non-Overcharged version. Fixed. ============================================================================================== 5) Boss uses http://www.wowhead.com/sound=38468/vo-54-or-blackfuse-spell-2 voice line if Electromagnet gets Overcharged. Fixed. ============================================================================================== 6) Magnetic Crush (Pushback Effect) & Channeled Abilities. Fixed. ============================================================================================== 7) Overcharged Electromagnet will periodically reverse polarities, pushing sawblades (Serrated Slash) in and out from the magnet, causing them to damage any players or Automated Shredders in the path. Fix Needs Review. Problem: When sawblades (Serrated Slash) fly to Activated Electromagnet they only sometimes damage players / Automated Shredders in the path. http://www.db.pandawow.me?npc=71591/automated-shredder. [Screenshot: https://imgur.com/a/ty9iZ]. How it should work: When sawblades (Serrated Slash) fly to Activated Electromagnet they should always damage players / Automated Shredders in the path. ============================================================================================== 8) When Overcharged, the Electromagnet (Magnetic Crush) will periodically reverse polarities, pushing Sawblades (Serrated Slash) in and out from the magnet. Fix Needs Review. Problem: During Overcharged Electromagnet, the Sawblades (Serrated Slash) are traveling incorrectly across the room (https://imgur.com/a/FVKFc): •On East Side they all stack on 1 point >>> https://imgur.com/a/aGBfN. •On West Side they spread, but fly too far to edge of the room >>> https://imgur.com/a/Kubag. How it should work: Video for better understanding - On East side sawblades should stack very close to each other, and you can see on Video how far they should fly on West side. ============================================================================================== [spoiler=Overcharged Crawler Mine:] General Mechanics: 11. •Fixed: 6/11. •Bugs: 5/11. Quote Disassembled Crawler Mines > Overcharged Crawler Mine - now spawn 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. ============================================================================================== 1) Several Crawler Mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them. Fixed. ============================================================================================== 2) Break-in Period - Crawler mines are vulnerable to roots, snares and stuns for 1 min after joining the battle. Fixed. ============================================================================================== 3) Ready to Go! - After their Break-in Period expires, Crawler Mines lose their vulnerability to stuns, roots and snares, and their speed increases. Fixed. ============================================================================================== 4) Detonate! - When a Crawler Mine reaches its target it will self-destruct, inflicting xx.xx Fire damage to players within 300 yards and knocking them into the air. Fixed. ============================================================================================== 5) When Overcharged Crawler Mine explodes (Detonate!), it splits up into two small Crawler Mines. Fixed. ============================================================================================== 6) When Overcharged Crawler Mine dies, it splits up into two small Crawler Mines. Fixed. ============================================================================================== 7) Boss uses http://www.wowhead.com/sound=38469/vo-54-or-blackfuse-spell-3 / http://www.wowhead.com/sound=384 voice line if Crawler Mines get Overcharged. Not Fixed. Problem: Boss doesn't use http://www.wowhead.com/sound=38469/vo-54-or-blackfuse-spell-3 / http://www.wowhead.com/sound=384 voice line if he Overcharges Crawler Mines. How it should work: Boss should use http://www.wowhead.com/sound=38469/vo-54-or-blackfuse-spell-3 / http://www.wowhead.com/sound=384 (one random) voice line if he Overcharges Crawler Mines. ============================================================================================== 8) Players face 3x Overcharged Crawler Mines on 10-Man Difficulty, and 8x Overcharged Crawler Mines on 25-Man Difficulty. Not Fixed. Problem: Players face 3x Overcharged Crawler Mines on 10-Man Difficulty, and 3x Overcharged Crawler Mines on 25-Man Difficulty. How it should work: Players should face 3x Overcharged Crawler Mines on 10-Man Difficulty, and 8x Overcharged Crawler Mines on 25-Man Difficulty. Proof: ============================================================================================== 9) Destroying Disassembled Crawler Mines on Conveyor Belt means, that Overcharged Crawler Mines won't arrive on Assembly Line. Not Fixed. Problem: If players destroy Disassembled Crawler Mines, then Overcharged Crawler Mines still arrive on Assembly Line. How it should work: If players destroy Disassembled Crawler Mines, then Overcharged Crawler Mines shouldn't arrive on Assembly Line. ============================================================================================== 10) Overcharged Crawler Mines can be pushed back by any abilities. Not Fixed. Problem: Overcharged Crawler Mines are immune against any kind of Pushbacks. How it should work: Players should be able to pushback Overcharged Crawler Mines. Proof: ============================================================================================== 11) http://bildites.lv/images/xjsmpy4u/75184/thumbnail.png Not Fixed. Problem: Boss overcharges more than 1 Disassembled Crawler Mines. How it should work: Boss should overcharged only 1 Disassembled Crawler Mines. ============================================================================================== [spoiler=Overcharged Missile Turret:] General Mechanics: 11. •Fixed: 8/11. •Bugs: 3/11. Quote Deactivated Missile Turret > Overcharged Missile Turret - now successively summon three Shockwave Missile 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. ============================================================================================== 1) Overcharged 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. Fixed. ============================================================================================== 2)Each wave has an orange warning animation that gives players about 2-3 seconds to move out of the affected area. Fixed. ============================================================================================== 3) Players standing in an area that is affected by a wave take a very high amount of Nature damage. Fixed. ============================================================================================== 4) Overcharged Missile Turret lands on random locations. Fixed. ============================================================================================== 5) Overcharged Missile Turret animation. Fixed. ============================================================================================== 6) Overcharged Missile Turret successively summons three Shockwave Missile NPCs which unlike Non-Overcharged version can be killed by players. Fixed. ============================================================================================== 7) Boss uses http://www.wowhead.com/sound=38471/vo-54-or-blackfuse-spell-5 voice line if Shockwave Missle Turret gets Overcharged. Fixed. ============================================================================================== 9) Overcharged Missile Turret HP. Not Fixed. Problem: http://forum.pandawow.ru/showthread.php?t=224387&page=2. ============================================================================================== 10) Overcharged Missile Turret despawns after boss dies/resets. Not Fixed. Problem: Overcharged Missile Turret doesn't despawn after boss dies/resets. https://imgur.com/a/hxuK9. How it should work: Overcharged Missile Turret should despawn after boss dies/resets. ============================================================================================== 11) Now successively summon three Overcharged 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. Fix Needs Review. Problem: Every Next Overcharged Missile Turret spawns on same place of previous one or random. How it should work: Every Next Overcharged Missile Turret should spawn to the right of the previous one, when looking towards the outside of the platform. ============================================================================================== [spoiler=Overcharged Laser Turrets:] General Mechanics: 7. •Fixed: 5/7. •Bugs: 2/7. Quote Deactivated Laser Turret > Overcharged Laser Turret - Superheated no longer follows a player, 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). ============================================================================================== 1) Players who stand in these void zones gain a stacking DoT (Superheated) that deals a small amount of Fire damage per second for 7 seconds. Fixed. ============================================================================================== 2) Fire that Superheated laser beams leaves behind despawns after ~50 seconds. Fixed. ============================================================================================== 3) Superheated no longer follows a player, but instead they now create three concentric rings of fire on the floor of the platform. Fixed. ============================================================================================== 4) Boss uses http://www.wowhead.com/sound=38467/vo-54-or-blackfuse-spell-1 text line if Laser Turret gets Overcharged. Fixed. ============================================================================================== 5) Disintegration Laser Animation-1: Players are able to see Beams from Distance. Fixed. ============================================================================================== 6) Disintegration Laser Animation-2: Source NPC. Not Fixed. Problem: Disintegration Laser beams are not "coming out" from Overcharged Laser Turret, instead beams are "in air" https://imgur.com/a/c7oiI. How it should Work: Disintegration Laser beams should "come out" from Overcharged Laser Turret. ============================================================================================== 7) Disintegration Laser Animation-3: Duration Timer. Not Fixed. Problem: Disintegration Laser beams animation ends faster than should. (Rings are not finished but animation ends). https://imgur.com/a/WVLiP. How it should Work: Disintegration Laser beams animation should last like ~20 seconds more than current time. ============================================================================================== Edited March 8, 2018 by Scorpionz 2
Developers Heisenberg Posted August 27, 2018 Developers Posted August 27, 2018 made some changes to crawler mines (both normal and overcharged) and magnets (only normal) 2
Developers Heisenberg Posted September 4, 2018 Developers Posted September 4, 2018 Quote Problem: Disintegration Laser beams animation ends faster than should. (Rings are not finished but animation ends). it should be a complete circle without any gap?
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