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Siege of Orgrimmar - Siegecrafter Blackfuse - Activated & Overcharged Weapons


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  • Developers
Posted (edited)

1. http://www.db.pandawow.me?npc=71504/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 by Scorpionz
  • Like 1
Posted

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.

Posted (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 by Cogman
RE-Tested
  • Developers
Posted (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:]

http://www.db.pandawow.me?npc=71694/deactivated-electromagnet > http://www.db.pandawow.me?npc=71696/activated-electromagnet - Magnetic Crush pulls all players and sawblades towards the Activated Electromagnet over the course of about 10 seconds. Players can resist this effect by running in the opposite direction, but all the sawblades will inevitably make their way to the Activated Electromagnet, being removed from the fight.

 

Bugs:

1)Magnet works only for ~half of the room (http://imgur.com/a/pBoX3) - damage + pushing (players). Should work for whole room (http://imgur.com/a/Yfo6U).

 

 

 

[spoiler=Crawler Mines:]

http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines > http://www.db.pandawow.me?npc=74009/crawler-mine - Several Crawler Mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them.

 

Works.

 

 

 

[spoiler=Activated Missile Turret:]

http://www.db.pandawow.me?npc=71606/deactivated-missile-turret > http://www.db.pandawow.me?npc=71638/activated-missile-turret - creates damaging waves of "seismic energy". The first wave strikes a small area around it, with subsequent waves, each about 15 yards wide, striking farther and farther out, until the edges of the platform are reached. Each wave has an orange warning animation that gives players about 2-3 seconds to move out of the affected area. Players standing in an area that is affected by a wave take a very high amount of Nature damage.

 

Works.

 

 

 

[spoiler=Activated Laser Turret:]

http://www.db.pandawow.me?npc=71751/deactivated-laser-turret > http://www.db.pandawow.me?npc=71752/activated-laser-turret - Superheated is a laser beam that follows a random raid member, leaving damaging void zones at the point of impact. Players who stand in these void zones gain a stacking DoT that deals a small amount of Fire damage per second for 7 seconds.

 

Bugs:

1)Fire that this beam leaves behind despawns right after the fixate is over.

1:00. Here you can see that fire despawns after ~50seconds.

2)The Laser which is on the Assembly Line fixates only 1 time and on 1 player, after that it despawns.

1:00. The Laster fixates on 1 player, after that it chooses another player. So it should fixate 2 times and only then despawn.

 

 

____________________________________________

 

[spoiler=Overcharged Electromagnets:]

http://www.db.pandawow.me?npc=71694/deactivated-electromagnet > http://www.db.pandawow.me?npc=73387/overcharged-electromagnet - now alternate pulling and pushing players and sawblades, instead of simply pulling them to the magnet. This back-and-forth continues while the Electromagnet is active, but before it despawns it will still remove all of the sawblades, as in its non-Overcharged version.

 

Bugs:

1)Magnet works only on ~half of the room (http://imgur.com/a/pBoX3) - damage + alternate pulling and pushing (players). Should work for whole room (http://imgur.com/a/Yfo6U).

2)When activated the sawblades fly off the platform, which means every time magnet changes polarities they fly to Red Lines - http://imgur.com/a/1tEVz. Sawblades should stop here, not outside the map - http://imgur.com/a/UtMUj (red lines). Proof -

2:28.

 

-Add http://www.wowhead.com/sound=38468/vo-54-or-blackfuse-spell-2 if you can - if boss chooses to overcharge this weapon, just so it's easier to know which weapon got overcharged. I mean players can just target the weapons on belt but this will make it more simple.

 

 

 

[spoiler=Overcharged Crawler Mine:]

http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines > http://www.db.pandawow.me?npc=72668/overcharged-crawler-mine - now spawn two larger Crawler Mines in addition to some regular, small ones. The large Crawler Mines act exactly like the smaller ones, except that when they die, they split up into two small Crawler Mines each.

 

Bugs:

1)Once you kill the big mine and small ones spawn, small mines cannot be attacked. (http://forum.pandawow.ru/showthread.php?t=222777 was fixed, just can't test it at the moment (SoO not opened on PTR)).

2)If the big mine explodes (http://www.db.pandawow.me?spell=149146/detonate), small mines don't spawn.

 

-Add http://www.wowhead.com/sound=38469/vo-54-or-blackfuse-spell-3 / http://www.wowhead.com/sound=38470/vo-54-or-blackfuse-spell-4 if you can - if boss chooses to overcharge this weapon, just so it's easier to know which weapon got overcharged. I mean players can just target the weapons on belt but this will make it more simple.

 

 

 

[spoiler=Overcharged Missile Turret:]

http://www.db.pandawow.me?npc=71606/deactivated-missile-turret > http://www.db.pandawow.me?npc=72831/overcharged-missile-turret - now successively summon three Missile Turret NPCs on the platform, instead of casting Shockwave Missile. Each of these NPCs will cast Shockwave Missile continuously until it is killed. When one Missile Turret is killed, the next one spawns (new Missile Turrets always spawn to the right of the previous one, when looking towards the outside of the platform), until you have killed all 3 turrets.

 

Bugs:

1)Only 1 Missile Turret spawns (I'm pretty sure it's the normal missile turret / overcharged mechanic is not scripted or bugged).

2)Overcharged Missile Turret can be targeted, but cannot be attacked.

 

-Add http://www.wowhead.com/sound=38471/vo-54-or-blackfuse-spell-5 if you can - if boss chooses to overcharge this weapon, just so it's easier to know which weapon got overcharged. I mean players can just target the weapons on belt but this will make it more simple.

 

 

 

[spoiler=Overcharged Laser Turrets:]

http://www.db.pandawow.me?npc=71751/deactivated-laser-turret > http://www.db.pandawow.me?npc=72773/overcharged-laser-turret - no longer follows a player with a laser beam, but instead they now create three concentric rings of fire on the floor of the platform. These rings of fire do not touch, however, leaving several safe areas for raid members (the very center of the platform, the outer edge, as well as another safe ring around half-way between the center and the edge).

 

Bugs:

1)We have only 1 out of 3 laser beam animations, that means - 3 rings of fire are being created, but we see only 1 laser beam which is "drawing" the ring. This is a problem because we can't see where fire is going to spawn next to avoid getting stacks of http://www.db.pandawow.me?spell=143856/superheated (http://i.imgur.com/QWNUb6n.jpg). How it should look like:

6:30

2)The fire which is created by laser despawns after ~20 seconds. If you check videos on youtube for example

you can see the ring which was created on 6:34 starts to slowly despawn only at 7:24 (which is ~50 seconds).

3)Animation & Fire - even the 1 laser beam which works is bugged, it "draws" the ring but fire spawns totally somewhere else. Should be like this - laser draws the ring & fire spawns there.

4)The 3 rings seem to be missing parts of it (http://bildites.lv/a/y8h2pdvk#pk3d4y6x - in this SS you can see that on outside ring), should look like this http://imgur.com/a/kfUM9

 

-Add http://www.wowhead.com/sound=38467/vo-54-or-blackfuse-spell-1 if you can - if boss chooses to overcharge this weapon, just so it's easier to know which weapon got overcharged. I mean players can just target the weapons on belt but this will make it more simple.

 

 

Edited by Scorpionz
  • Developers
Posted (edited)

Updated post above (after fixes) - Added information about Electromagnet.

Special thanks to Cogman for helping me test this.

Edited by Scorpionz
  • Like 1
  • 1 month later...
  • Developers
Posted

Tested 22/09/2017.

Updated Report.

 

[spoiler=Normal Weapons:]

[spoiler=Activated Electromagnets:]

http://www.db.pandawow.me?npc=71694/deactivated-electromagnet > http://www.db.pandawow.me?npc=71696/activated-electromagnet - Magnetic Crush pulls all players and sawblades towards the Activated Electromagnet over the course of about 10 seconds. Players can resist this effect by running in the opposite direction, but all the sawblades will inevitably make their way to the Activated Electromagnet, being removed from the fight.

 

Bugs:

1)Magnet works only 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:]

http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines > http://www.db.pandawow.me?npc=74009/crawler-mine - Several Crawler Mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them.

 

Works.

 

 

[spoiler=Activated Missile Turret:]

http://www.db.pandawow.me?npc=71606/deactivated-missile-turret > http://www.db.pandawow.me?npc=71638/activated-missile-turret - creates damaging waves of "seismic energy". The first wave strikes a small area around it, with subsequent waves, each about 15 yards wide, striking farther and farther out, until the edges of the platform are reached. Each wave has an orange warning animation that gives players about 2-3 seconds to move out of the affected area. Players standing in an area that is affected by a wave take a very high amount of Nature damage.

 

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:]

http://www.db.pandawow.me?npc=71751/deactivated-laser-turret > http://www.db.pandawow.me?npc=71752/activated-laser-turret - Superheated is a laser beam that follows a random raid member, leaving damaging void zones at the point of impact. Players who stand in these void zones gain a stacking DoT that deals a small amount of Fire damage per second for 7 seconds.

 

Bugs:

1)Fire that this beam leaves behind despawns right after the fixate is over.

1:00. Here you can see that fire despawns after ~50seconds.

2)The Laser which is on the Assembly Line fixates only 1 time and on 1 player, after that it despawns.

1:00. The Laster fixates on 1 player, after that it chooses another player. So it should fixate 2 times and only then despawn.

 

 

 

 

[spoiler=Overcharged Weapons:]

[spoiler=Overcharged Electromagnets:]

http://www.db.pandawow.me?npc=71694/deactivated-electromagnet > http://www.db.pandawow.me?npc=73387/overcharged-electromagnet - now alternate pulling and pushing players and sawblades, instead of simply pulling them to the magnet. This back-and-forth continues while the Electromagnet is active, but before it despawns it will still remove all of the sawblades, as in its non-Overcharged version.

 

Bugs:

1)Magnet works only on ~half of the room (http://imgur.com/a/pBoX3) - damage + alternate pulling and pushing (players). Should work for whole room (http://imgur.com/a/Yfo6U).

2)When activated the sawblades fly off the platform, which means every time magnet changes polarities they fly to Red Lines - http://imgur.com/a/1tEVz. Sawblades should stop here, not outside the map - http://imgur.com/a/UtMUj (red lines). Proof -

2:28.

 

-Add http://www.wowhead.com/sound=38468/vo-54-or-blackfuse-spell-2 if you can - if boss chooses to overcharge this weapon, just so it's easier to know which weapon got overcharged. I mean players can just target the weapons on belt but this will make it more simple.

 

 

[spoiler=Overcharged Crawler Mine:]

http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines > http://www.db.pandawow.me?npc=72668/overcharged-crawler-mine - now spawn two larger Crawler Mines in addition to some regular, small ones. The large Crawler Mines act exactly like the smaller ones, except that when they die, they split up into two small Crawler Mines each.

 

Bugs:

1)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:]

http://www.db.pandawow.me?npc=71606/deactivated-missile-turret > http://www.db.pandawow.me?npc=72831/overcharged-missile-turret - now successively summon three Missile Turret NPCs on the platform, instead of casting Shockwave Missile. Each of these NPCs will cast Shockwave Missile continuously until it is killed. When one Missile Turret is killed, the next one spawns (new Missile Turrets always spawn to the right of the previous one, when looking towards the outside of the platform), until you have killed all 3 turrets.

 

Bugs:

1)Only 1 Missile Turret spawns (I'm pretty sure it's the normal missile turret / overcharged mechanic is not scripted or bugged).

2)Overcharged Missile Turret can be targeted, but cannot be attacked.

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:]

http://www.db.pandawow.me?npc=71751/deactivated-laser-turret > http://www.db.pandawow.me?npc=72773/overcharged-laser-turret - no longer follows a player with a laser beam, but instead they now create three concentric rings of fire on the floor of the platform. These rings of fire do not touch, however, leaving several safe areas for raid members (the very center of the platform, the outer edge, as well as another safe ring around half-way between the center and the edge).

 

Bugs:

1)We have only 1 out of 3 laser beam animations, that means - 3 rings of fire are being created, but we see only 1 laser beam which is "drawing" the ring. This is a problem because we can't see where fire is going to spawn next to avoid getting stacks of http://www.db.pandawow.me?spell=143856/superheated (http://i.imgur.com/QWNUb6n.jpg). How it should look like:

6:30

2)The fire which is created by laser despawns after ~20 seconds. If you check videos on youtube for example

you can see the ring which was created on 6:34 starts to slowly despawn only at 7:24 (which is ~50 seconds).

3)Animation & Fire - even the 1 laser beam which works is bugged, it "draws" the ring but fire spawns totally somewhere else. Should be like this - laser draws the ring & fire spawns there.

4)The 3 rings seem to be missing parts of it (http://bildites.lv/a/y8h2pdvk#pk3d4y6x - in this SS you can see that on outside ring), should look like this http://imgur.com/a/kfUM9

 

-Add http://www.wowhead.com/sound=38467/vo-54-or-blackfuse-spell-1 if you can - if boss chooses to overcharge this weapon, just so it's easier to know which weapon got overcharged. I mean players can just target the weapons on belt but this will make it more simple.

 

 

 

 

Posted

Fixed laser animations and 'Superheated' duration.

Fixed electromagnet area size.

Overcharged missile turret is now attackable.

  • Developers
Posted (edited)

Tested 29/09/2017.

 

Fixed laser animations.

Fixed, but needs review + new bugs appeared after this fix.

 

Fixed 'Superheated' duration.

Fixed.

 

Fixed electromagnet area size.

Fixed, but needs review + new bugs appeared after this fix.

 

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

http://www.db.pandawow.me?npc=71694/deactivated-electromagnet > http://www.db.pandawow.me?npc=71696/activated-electromagnet - http://www.db.pandawow.me?spell=144466/magnetic-crush pulls all players and sawblades (http://www.db.pandawow.me?spell=143327/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 http://www.db.pandawow.me?npc=71591/automated-shredder in the path.

 

1) http://www.db.pandawow.me?spell=144466/magnetic-crush pulls all players and sawblades (http://www.db.pandawow.me?spell=143327/serrated-slash) towards the Activated Electromagnet over the course of about 10 seconds.

WORKS.

 

2) http://www.db.pandawow.me?spell=144466/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 (http://www.db.pandawow.me?spell=143327/serrated-slash) will inevitably make their way to the Activated Electromagnet, causing them to damage any players or http://www.db.pandawow.me?npc=71591/automated-shredder in the path.

WORKS.

 

4)NEW BUG:

After last fixes Electromagnet just simply doesn't work 99% of times (http://www.db.pandawow.me?spell=144466/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

http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines > http://www.db.pandawow.me?npc=74009/crawler-mine - Several Crawler Mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them.

 

1) Several http://www.db.pandawow.me?npc=74009/crawler-mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them.

WORKS.

 

2) http://www.db.pandawow.me?spell=145269/break-in-period - Crawler mines are vulnerable to roots, snares and stuns for 1 min after joining the battle.

WORKS.

 

3) http://www.db.pandawow.me?spell=145580/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) http://www.db.pandawow.me?spell=143002/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

http://www.db.pandawow.me?npc=71606/deactivated-missile-turret > http://www.db.pandawow.me?npc=71638/activated-missile-turret - http://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. 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) http://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) http://www.db.pandawow.me?spell=143639/shockwave-missile lands on random locations.

WORKS.

 

4) http://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.

 

 

[spoiler=Activated Laser Turret:]

Works: 3/4

Bugs: 1/4 + 2

http://www.db.pandawow.me?npc=71751/deactivated-laser-turret > http://www.db.pandawow.me?npc=71752/activated-laser-turret - http://www.db.pandawow.me?spell=143856/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) http://www.db.pandawow.me?spell=143856/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 (http://www.db.pandawow.me?spell=143856/superheated) that deals a small amount of Fire damage per second for 7 seconds.

WORKS.

 

3) Fire that http://www.db.pandawow.me?spell=143856/superheated laser beam leaves behind despawns after ~50 seconds.

WORKS.

 

4) http://www.db.pandawow.me?npc=71752/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.

http://www.db.pandawow.me?npc=71752/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 http://www.db.pandawow.me?spell=143856/superheated & http://www.db.pandawow.me?spell=146680/disintegration-laser were 13 seconds - the amount of time for how long was 1 Laser beam chasing a player.

After last fixes http://www.db.pandawow.me?spell=143856/superheated is still 13 seconds which is fine, but http://www.db.pandawow.me?spell=146680/disintegration-laser bugged out it's now like 40 seconds.

So now when Fixate from http://www.db.pandawow.me?spell=143856/superheated ends the http://www.db.pandawow.me?spell=146680/disintegration-laser still follows the player and creates a zone of fire.

 

[03/10/2017]Update: http://www.db.pandawow.me?spell=146680/disintegration-laser animation timer reduced, but now it's too short (needs ~extra 2 seconds). About the bug: When http://www.db.pandawow.me?spell=143828/locked-on (Fixate) ends the fire which laser creates (http://www.db.pandawow.me?spell=143856/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 http://www.db.pandawow.me?spell=146680/disintegration-laser is not coming out from http://www.db.pandawow.me?npc=71752/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

http://www.db.pandawow.me?npc=71694/deactivated-electromagnet > http://www.db.pandawow.me?npc=73387/overcharged-electromagnet - when Overcharged, the Electromagnet (http://www.db.pandawow.me?spell=144466/magnetic-crush) will periodically reverse polarities, pushing both players and sawblades (http://www.db.pandawow.me?spell=143327/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 (http://www.db.pandawow.me?spell=144466/magnetic-crush) will periodically reverse polarities, pushing players in and out from the magnet.

WORKS.

 

2) When Overcharged, the Electromagnet (http://www.db.pandawow.me?spell=144466/magnetic-crush) will periodically reverse polarities, pushing Sawblades (http://www.db.pandawow.me?spell=143327/serrated-slash) in and out from the magnet.

NOT WORKING.

When http://www.db.pandawow.me?spell=144466/magnetic-crush activates the sawblades (http://www.db.pandawow.me?spell=143327/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) http://www.db.pandawow.me?spell=144466/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 (http://www.db.pandawow.me?spell=143327/serrated-slash) will inevitably make their way to or away from the Activated Electromagnet, causing them to damage any players or http://www.db.pandawow.me?npc=71591/automated-shredder in the path.

WORKS.

 

5) Before http://www.db.pandawow.me?npc=73387/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 (http://www.db.pandawow.me?spell=144466/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

http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines > http://www.db.pandawow.me?npc=72668/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 http://www.db.pandawow.me?npc=72668/overcharged-crawler-mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them.

WORKS.

 

2) http://www.db.pandawow.me?spell=145269/break-in-period - Crawler mines are vulnerable to roots, snares and stuns for 1 min after joining the battle.

WORKS.

 

3) http://www.db.pandawow.me?spell=145580/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) http://www.db.pandawow.me?spell=143002/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 http://www.db.pandawow.me?npc=72668/overcharged-crawler-mine dies, it splits up into two small http://www.db.pandawow.me?npc=74009/crawler-mines.

WORKS.

 

6) When http://www.db.pandawow.me?npc=72668/overcharged-crawler-mine explodes (http://www.db.pandawow.me?spell=143002/detonate), it splits up into two small http://www.db.pandawow.me?npc=74009/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

 

1) http://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) http://www.db.pandawow.me?spell=143639/shockwave-missile lands on random locations.

WORKS.

 

4) http://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 http://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) http://www.db.pandawow.me?npc=72831/overcharged-missile-turret successively summons three http://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 http://www.db.pandawow.me?spell=143639/shockwave-missile NPCs created by http://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

 

1) Players who stand in these void zones gain a stacking DoT (http://www.db.pandawow.me?spell=143856/superheated) that deals a small amount of Fire damage per second for 7 seconds.

WORKS.

 

2) Fire that http://www.db.pandawow.me?spell=143856/superheated laser beams leaves behind despawns after ~50 seconds.

WORKS.

 

3) http://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 http://www.db.pandawow.me?spell=146680/disintegration-laser beams now have a correct animation, but this animation ends too fast (http://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 http://www.db.pandawow.me?spell=146680/disintegration-laser beams are not coming out from http://www.db.pandawow.me?npc=72773/overcharged-laser-turret instead they are "in air".

http://bildites.lv/images/4982p4yg/82810/thumbnail.jpg

 

 

 

 

Edited by Scorpionz
Updated
  • Developers
Posted

Tested 08/10/2017.

Fixed:

•Problem when Electromagnet didn't work at all (New Bug).

•Bug when http://www.db.pandawow.me?spell=146680/disintegration-laser was in "Air" instead of coming out from http://www.db.pandawow.me?npc=71752/activated-laser-turret (New Bug).

•Bug with http://www.db.pandawow.me?spell=146680/disintegration-laser timer - it was 2 minutes (New Bug).

•Bug when http://www.db.pandawow.me?spell=143856/superheated was following player even after http://www.db.pandawow.me?spell=143828/locked-on (Fixate) expired for another 40 seconds (New Bug).

•Bug when all Fire created by http://www.db.pandawow.me?spell=143856/superheated despawned all at once.

 

New Bugs:

•When http://www.db.pandawow.me?npc=71752/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

http://www.db.pandawow.me?npc=71694/deactivated-electromagnet > http://www.db.pandawow.me?npc=71696/activated-electromagnet - http://www.db.pandawow.me?spell=144466/magnetic-crush pulls all players and sawblades (http://www.db.pandawow.me?spell=143327/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 http://www.db.pandawow.me?npc=71591/automated-shredder in the path.

 

1) http://www.db.pandawow.me?spell=144466/magnetic-crush pulls all players and sawblades (http://www.db.pandawow.me?spell=143327/serrated-slash) towards the Activated Electromagnet over the course of about 10 seconds.

WORKS.

 

2) http://www.db.pandawow.me?spell=144466/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 (http://www.db.pandawow.me?spell=143327/serrated-slash) will inevitably make their way to the Activated Electromagnet, causing them to damage any players or http://www.db.pandawow.me?npc=71591/automated-shredder in the path.

WORKS.

 

4) http://www.db.pandawow.me?spell=144466/magnetic-crush does xx.xx damage on Normal Mode, and yy.yy damage on Heroic Mode.

NOT WORKING.

http://www.db.pandawow.me?spell=144466/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

http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines > http://www.db.pandawow.me?npc=74009/crawler-mine - Several Crawler Mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them.

 

1) Several http://www.db.pandawow.me?npc=74009/crawler-mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them.

WORKS.

 

2) http://www.db.pandawow.me?spell=145269/break-in-period - Crawler mines are vulnerable to roots, snares and stuns for 1 min after joining the battle.

WORKS.

 

3) http://www.db.pandawow.me?spell=145580/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) http://www.db.pandawow.me?spell=143002/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

http://www.db.pandawow.me?npc=71606/deactivated-missile-turret > http://www.db.pandawow.me?npc=71638/activated-missile-turret - http://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. 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) http://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) http://www.db.pandawow.me?spell=143639/shockwave-missile lands on random locations.

WORKS.

 

5) http://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)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

http://www.db.pandawow.me?npc=71751/deactivated-laser-turret > http://www.db.pandawow.me?npc=71752/activated-laser-turret - http://www.db.pandawow.me?spell=143856/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) http://www.db.pandawow.me?spell=143856/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 (http://www.db.pandawow.me?spell=143856/superheated) that deals a small amount of Fire damage per second for 7 seconds.

WORKS.

 

3) Fire that http://www.db.pandawow.me?spell=143856/superheated laser beam leaves behind despawns after ~50 seconds.

WORKS.

 

4) http://www.db.pandawow.me?npc=71752/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.

http://www.db.pandawow.me?npc=71752/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

http://www.db.pandawow.me?npc=71694/deactivated-electromagnet > http://www.db.pandawow.me?npc=73387/overcharged-electromagnet - when Overcharged, the Electromagnet (http://www.db.pandawow.me?spell=144466/magnetic-crush) will periodically reverse polarities, pushing both players and sawblades (http://www.db.pandawow.me?spell=143327/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 (http://www.db.pandawow.me?spell=144466/magnetic-crush) will periodically reverse polarities, pushing players in and out from the magnet.

WORKS.

 

2) When Overcharged, the Electromagnet (http://www.db.pandawow.me?spell=144466/magnetic-crush) will periodically reverse polarities, pushing Sawblades (http://www.db.pandawow.me?spell=143327/serrated-slash) in and out from the magnet.

NOT WORKING.

When http://www.db.pandawow.me?spell=144466/magnetic-crush activates the sawblades (http://www.db.pandawow.me?spell=143327/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) http://www.db.pandawow.me?spell=144466/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 (http://www.db.pandawow.me?spell=143327/serrated-slash) will inevitably make their way to or away from the Activated Electromagnet, causing them to damage any players or http://www.db.pandawow.me?npc=71591/automated-shredder in the path.

WORKS.

 

5) Before http://www.db.pandawow.me?npc=73387/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) http://www.db.pandawow.me?spell=144466/magnetic-crush does xx.xx damage on Normal Mode, and yy.yy damage on Heroic Mode.

NOT WORKING.

http://www.db.pandawow.me?spell=144466/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

http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines > http://www.db.pandawow.me?npc=72668/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 http://www.db.pandawow.me?npc=72668/overcharged-crawler-mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them.

WORKS.

 

2) http://www.db.pandawow.me?spell=145269/break-in-period - Crawler mines are vulnerable to roots, snares and stuns for 1 min after joining the battle.

WORKS.

 

3) http://www.db.pandawow.me?spell=145580/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) http://www.db.pandawow.me?spell=143002/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 http://www.db.pandawow.me?npc=72668/overcharged-crawler-mine dies, it splits up into two small http://www.db.pandawow.me?npc=74009/crawler-mines.

WORKS.

 

6) When http://www.db.pandawow.me?npc=72668/overcharged-crawler-mine explodes (http://www.db.pandawow.me?spell=143002/detonate), it splits up into two small http://www.db.pandawow.me?npc=74009/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

 

1) http://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) http://www.db.pandawow.me?spell=143639/shockwave-missile lands on random locations.

WORKS.

 

5) http://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 http://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) http://www.db.pandawow.me?npc=72831/overcharged-missile-turret successively summons three http://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 http://www.db.pandawow.me?spell=143639/shockwave-missile NPCs created by http://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

 

1) Players who stand in these void zones gain a stacking DoT (http://www.db.pandawow.me?spell=143856/superheated) that deals a small amount of Fire damage per second for 7 seconds.

WORKS.

 

2) Fire that http://www.db.pandawow.me?spell=143856/superheated laser beams leaves behind despawns after ~50 seconds.

WORKS.

 

3) http://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 http://www.db.pandawow.me?spell=146680/disintegration-laser beams now have a correct animation, but this animation ends too fast (http://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 http://www.db.pandawow.me?spell=146680/disintegration-laser beams are not coming out from http://www.db.pandawow.me?npc=72773/overcharged-laser-turret instead they are "in air".

http://bildites.lv/images/4982p4yg/82810/thumbnail.jpg

 

 

 

 

  • Developers
Posted (edited)

Tested 12/10/2017.

Fixed:

•http://www.db.pandawow.me?spell=143641/shockwave-missile animation.

http://www.db.pandawow.me?npc=72831/overcharged-missile-turret now launches up to 3 http://www.db.pandawow.me?npc=72832/overcharged-shockwave-missile.

http://www.db.pandawow.me?npc=72831/overcharged-missile-turret attackable state.

http://www.db.pandawow.me?npc=72831/overcharged-missile-turret boss emote.

 

New Bugs:

•On Heroic Mode http://www.db.pandawow.me?npc=71638/activated-missile-turret launches http://www.db.pandawow.me?npc=72832/overcharged-shockwave-missile (Overcharged Missile), while http://www.db.pandawow.me?npc=71638/activated-missile-turret should launch http://www.db.pandawow.me?npc=72052/shockwave-missile (Normal Missile) and only http://www.db.pandawow.me?npc=72831/overcharged-missile-turret should use http://www.db.pandawow.me?npc=72832/overcharged-shockwave-missile (Overcharged Missile).

 

Bug Report:

 

[spoiler=Normal Weapons:]

[spoiler=Activated Electromagnets:]

General Mechanics: 4

Works: 2/4

Bugs: 2/4 + 1

http://www.db.pandawow.me?npc=71694/deactivated-electromagnet > http://www.db.pandawow.me?npc=71696/activated-electromagnet - http://www.db.pandawow.me?spell=144466/magnetic-crush pulls all players and sawblades (http://www.db.pandawow.me?spell=143327/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 http://www.db.pandawow.me?npc=71591/automated-shredder in the path.

 

1) http://www.db.pandawow.me?spell=144466/magnetic-crush pulls all players and sawblades (http://www.db.pandawow.me?spell=143327/serrated-slash) towards the Activated Electromagnet over the course of about 10 seconds.

WORKS.

 

2) http://www.db.pandawow.me?spell=144466/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 (http://www.db.pandawow.me?spell=143327/serrated-slash) will inevitably make their way to the Activated Electromagnet, causing them to damage any players or http://www.db.pandawow.me?npc=71591/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) http://www.db.pandawow.me?spell=144466/magnetic-crush does xx.xx damage on Normal Mode, and yy.yy damage on Heroic Mode.

NOT WORKING.

http://www.db.pandawow.me?spell=144466/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

http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines > http://www.db.pandawow.me?npc=74009/crawler-mine - Several Crawler Mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them.

 

1) Several http://www.db.pandawow.me?npc=74009/crawler-mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them.

WORKS.

 

2) http://www.db.pandawow.me?spell=145269/break-in-period - Crawler mines are vulnerable to roots, snares and stuns for 1 min after joining the battle.

WORKS.

 

3) http://www.db.pandawow.me?spell=145580/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) http://www.db.pandawow.me?spell=143002/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 http://www.db.pandawow.me?npc=74009/crawler-mine doesn't despawn.

BUG.

 

 

[spoiler=Activated Missile Turret:]

General Mechanics: 5

Works: 5/5

Bugs: 0/5 + 1

http://www.db.pandawow.me?npc=71606/deactivated-missile-turret > http://www.db.pandawow.me?npc=71638/activated-missile-turret - http://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. 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) http://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) http://www.db.pandawow.me?spell=143639/shockwave-missile lands on random locations.

WORKS.

 

5) http://www.db.pandawow.me?spell=143639/shockwave-missile animation.

WORKS.

 

6)New Bug: On Heroic Mode http://www.db.pandawow.me?npc=71638/activated-missile-turret launches http://www.db.pandawow.me?npc=72832/overcharged-shockwave-missile (Overcharged Missile), while http://www.db.pandawow.me?npc=71638/activated-missile-turret should launch http://www.db.pandawow.me?npc=72052/shockwave-missile (Normal Missile) and only http://www.db.pandawow.me?npc=72831/overcharged-missile-turret should use http://www.db.pandawow.me?npc=72832/overcharged-shockwave-missile (Overcharged Missile).

 

http://bildites.lv/images/8hkxbndm/84747/thumbnail.jpg

 

 

[spoiler=Activated Laser Turret:]

Works: 3/4

Bugs: 1/4 + 1

http://www.db.pandawow.me?npc=71751/deactivated-laser-turret > http://www.db.pandawow.me?npc=71752/activated-laser-turret - http://www.db.pandawow.me?spell=143856/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) http://www.db.pandawow.me?spell=143856/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 (http://www.db.pandawow.me?spell=143856/superheated) that deals a small amount of Fire damage per second for 7 seconds.

WORKS.

 

3) Fire that http://www.db.pandawow.me?spell=143856/superheated laser beam leaves behind despawns after ~50 seconds.

WORKS.

 

4) http://www.db.pandawow.me?npc=71752/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.

http://www.db.pandawow.me?npc=71752/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

http://www.db.pandawow.me?npc=71694/deactivated-electromagnet > http://www.db.pandawow.me?npc=73387/overcharged-electromagnet - when Overcharged, the Electromagnet (http://www.db.pandawow.me?spell=144466/magnetic-crush) will periodically reverse polarities, pushing both players and sawblades (http://www.db.pandawow.me?spell=143327/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 (http://www.db.pandawow.me?spell=144466/magnetic-crush) will periodically reverse polarities, pushing players in and out from the magnet.

WORKS.

 

2) When Overcharged, the Electromagnet (http://www.db.pandawow.me?spell=144466/magnetic-crush) will periodically reverse polarities, pushing Sawblades (http://www.db.pandawow.me?spell=143327/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) http://www.db.pandawow.me?spell=144466/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 (http://www.db.pandawow.me?spell=143327/serrated-slash) will inevitably make their way to or away from the Activated Electromagnet, causing them to damage any players or http://www.db.pandawow.me?npc=71591/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 http://www.db.pandawow.me?npc=73387/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) http://www.db.pandawow.me?spell=144466/magnetic-crush does xx.xx damage on Normal Mode, and yy.yy damage on Heroic Mode.

NOT WORKING.

http://www.db.pandawow.me?spell=144466/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

http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines > http://www.db.pandawow.me?npc=72668/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 http://www.db.pandawow.me?npc=72668/overcharged-crawler-mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them.

WORKS.

 

2) http://www.db.pandawow.me?spell=145269/break-in-period - Crawler mines are vulnerable to roots, snares and stuns for 1 min after joining the battle.

WORKS.

 

3) http://www.db.pandawow.me?spell=145580/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) http://www.db.pandawow.me?spell=143002/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 http://www.db.pandawow.me?npc=72668/overcharged-crawler-mine dies, it splits up into two small http://www.db.pandawow.me?npc=74009/crawler-mines.

WORKS.

 

6) When http://www.db.pandawow.me?npc=72668/overcharged-crawler-mine explodes (http://www.db.pandawow.me?spell=143002/detonate), it splits up into two small http://www.db.pandawow.me?npc=74009/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 http://www.db.pandawow.me?npc=72668/overcharged-crawler-mine & http://www.db.pandawow.me?npc=74009/crawler-mine doesn't despawn.

BUG.

 

 

[spoiler=Overcharged Missile Turret:]

General Mechanics: 8

Works: 7/8

Bugs: 1/8 + 2

 

1) http://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) http://www.db.pandawow.me?spell=143639/shockwave-missile lands on random locations.

WORKS.

 

5) http://www.db.pandawow.me?spell=143639/shockwave-missile animation.

WORKS.

 

6) Now successively summon three http://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 http://www.db.pandawow.me?npc=72831/overcharged-missile-turret spawns on same place of previous one.

 

7) http://www.db.pandawow.me?npc=72831/overcharged-missile-turret successively summons three http://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) http://www.db.pandawow.me?npc=72831/overcharged-missile-turret has only 407K HP which is incorrect.

BUG.

 

10) http://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

 

1) Players who stand in these void zones gain a stacking DoT (http://www.db.pandawow.me?spell=143856/superheated) that deals a small amount of Fire damage per second for 7 seconds.

WORKS.

 

2) Fire that http://www.db.pandawow.me?spell=143856/superheated laser beams leaves behind despawns after ~50 seconds.

WORKS.

 

3) http://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 http://www.db.pandawow.me?spell=146680/disintegration-laser beams now have a correct animation, but this animation ends too fast (http://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 http://www.db.pandawow.me?spell=146680/disintegration-laser beams are not coming out from http://www.db.pandawow.me?npc=72773/overcharged-laser-turret instead they are "in air".

http://bildites.lv/images/4982p4yg/82810/thumbnail.jpg

 

 

 

 

Edited by Scorpionz
  • Developers
Posted (edited)

Report After Server Update (16/10/2017).

Fixed:

•Bug with http://www.db.pandawow.me?spell=146680/disintegration-laser timer - it was 2 minutes (New Bug).

•Bug when http://www.db.pandawow.me?spell=143856/superheated was following player even after http://www.db.pandawow.me?spell=143828/locked-on (Fixate) expired for another 40 seconds (New Bug).

•Bug when all Fire created by http://www.db.pandawow.me?spell=143856/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 by Scorpionz
  • Developers
Posted

25/10/2017.

Updated information about Normal Electromagnet & Normal/Overcharged Crawler Mines. (Post on 12/10/2017).

  • Developers
Posted
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
Posted
Magnetic Crush damage is fixed

Tested 31/10/2017.

Fix Needs Review.

 

http://www.db.pandawow.me?spell=144466/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
Posted (edited)

Tested 05/11/2017.

Magnetic Crush damage is fixed

Fixed.

 

 

Remaining Bugs:

 

[spoiler=Normal Weapons:]

[spoiler=Activated Electromagnets:]

General Mechanics: 5

Works: 3/5

Bugs: 2/5

http://www.db.pandawow.me?npc=71694/deactivated-electromagnet > http://www.db.pandawow.me?npc=71696/activated-electromagnet - http://www.db.pandawow.me?spell=144466/magnetic-crush pulls all players and sawblades (http://www.db.pandawow.me?spell=143327/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 http://www.db.pandawow.me?npc=71591/automated-shredder in the path.

 

1) http://www.db.pandawow.me?spell=144466/magnetic-crush pulls all players and sawblades (http://www.db.pandawow.me?spell=143327/serrated-slash) towards the Activated Electromagnet over the course of about 10 seconds.

WORKS.

 

2) http://www.db.pandawow.me?spell=144466/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 (http://www.db.pandawow.me?spell=143327/serrated-slash) will inevitably make their way to the Activated Electromagnet, causing them to damage any players or http://www.db.pandawow.me?npc=71591/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) http://www.db.pandawow.me?spell=144466/magnetic-crush does 33000 damage on Normal Mode, and 55000 damage on Heroic Mode.

WORKS.

 

5) All the sawblades (http://www.db.pandawow.me?spell=143327/serrated-slash) will inevitably make their way to the Activated Electromagnet.

Fix Needs Review.

http://www.db.pandawow.me?npc=71696/activated-electromagnet now doesn't remove sawblades instead works like http://www.db.pandawow.me?npc=73387/overcharged-electromagnet and leaves them on edge of the platform. http://www.db.pandawow.me?npc=71696/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

http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines > http://www.db.pandawow.me?npc=74009/crawler-mine - Several Crawler Mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them.

 

1) Several http://www.db.pandawow.me?npc=74009/crawler-mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them.

WORKS.

 

2) http://www.db.pandawow.me?spell=145269/break-in-period - Crawler mines are vulnerable to roots, snares and stuns for 1 min after joining the battle.

WORKS.

 

3) http://www.db.pandawow.me?spell=145580/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) http://www.db.pandawow.me?spell=143002/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 http://www.db.pandawow.me?npc=74009/crawler-mines arrive on 10-Man, and 8x http://www.db.pandawow.me?npc=74009/crawler-mines on 25-Man.

NOT WORKING.

On Assembly Line arrive 3x http://www.db.pandawow.me?npc=74009/crawler-mines on 10-Man & 25-Man Difficulties.

 

6) If Players kill http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines on Conveyor Belt http://www.db.pandawow.me?npc=74009/crawler-mines won't arrive on Assembly Line.

NOT WORKING.

If Players kill http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines on Conveyor Belt http://www.db.pandawow.me?npc=74009/crawler-mines still arrive on Assembly Line.

http://bildites.lv/images/h7uge3c2/85027/thumbnail.jpg

 

7) http://www.db.pandawow.me?npc=74009/crawler-mines can be pushed back by any abilities.

NOT WORKING.

http://www.db.pandawow.me?npc=74009/crawler-mines are immune against any kind of Pushback abilities.

 

 

[spoiler=Activated Missile Turret:]

General Mechanics: 5

Works: 5/5

Bugs: 0/5 + 1

http://www.db.pandawow.me?npc=71606/deactivated-missile-turret > http://www.db.pandawow.me?npc=71638/activated-missile-turret - http://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. 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) http://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) http://www.db.pandawow.me?spell=143639/shockwave-missile lands on random locations.

WORKS.

 

5) http://www.db.pandawow.me?spell=143639/shockwave-missile animation.

WORKS.

 

6)New Bug: On Heroic Mode http://www.db.pandawow.me?npc=71638/activated-missile-turret launches http://www.db.pandawow.me?npc=72832/overcharged-shockwave-missile (Overcharged Missile), while http://www.db.pandawow.me?npc=71638/activated-missile-turret should launch http://www.db.pandawow.me?npc=72052/shockwave-missile (Normal Missile) and only http://www.db.pandawow.me?npc=72831/overcharged-missile-turret should use http://www.db.pandawow.me?npc=72832/overcharged-shockwave-missile (Overcharged Missile).

 

http://bildites.lv/images/8hkxbndm/84747/thumbnail.jpg

 

 

[spoiler=Activated Laser Turret:]

Works: 3/4

Bugs: 1/4 + 2

http://www.db.pandawow.me?npc=71751/deactivated-laser-turret > http://www.db.pandawow.me?npc=71752/activated-laser-turret - http://www.db.pandawow.me?spell=143856/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) http://www.db.pandawow.me?spell=143856/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 (http://www.db.pandawow.me?spell=143856/superheated) that deals a small amount of Fire damage per second for 7 seconds.

WORKS.

 

3) Fire that http://www.db.pandawow.me?spell=143856/superheated laser beam leaves behind despawns after ~50 seconds.

WORKS.

 

4) http://www.db.pandawow.me?npc=71752/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.

http://www.db.pandawow.me?npc=71752/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 http://www.db.pandawow.me?spell=146680/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

http://www.db.pandawow.me?npc=71694/deactivated-electromagnet > http://www.db.pandawow.me?npc=73387/overcharged-electromagnet - when Overcharged, the Electromagnet (http://www.db.pandawow.me?spell=144466/magnetic-crush) will periodically reverse polarities, pushing both players and sawblades (http://www.db.pandawow.me?spell=143327/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 (http://www.db.pandawow.me?spell=144466/magnetic-crush) will periodically reverse polarities, pushing players in and out from the magnet.

WORKS.

 

2) When Overcharged, the Electromagnet (http://www.db.pandawow.me?spell=144466/magnetic-crush) will periodically reverse polarities, pushing Sawblades (http://www.db.pandawow.me?spell=143327/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 http://www.db.pandawow.me?spell=144466/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) http://www.db.pandawow.me?spell=144466/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 (http://www.db.pandawow.me?spell=143327/serrated-slash) will inevitably make their way to or away from the Activated Electromagnet, causing them to damage any players or http://www.db.pandawow.me?npc=71591/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 http://www.db.pandawow.me?npc=73387/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) http://www.db.pandawow.me?spell=144466/magnetic-crush does 55000 damage on Heroic Mode.

WORKS.

 

 

[spoiler=Overcharged Crawler Mine:]

General Mechanics: 11

Works: 6/11

Bugs: 5/11

http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines > http://www.db.pandawow.me?npc=72668/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 http://www.db.pandawow.me?npc=72668/overcharged-crawler-mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them.

WORKS.

 

2) http://www.db.pandawow.me?spell=145269/break-in-period - Crawler mines are vulnerable to roots, snares and stuns for 1 min after joining the battle.

WORKS.

 

3) http://www.db.pandawow.me?spell=145580/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) http://www.db.pandawow.me?spell=143002/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 http://www.db.pandawow.me?npc=72668/overcharged-crawler-mine dies, it splits up into two small http://www.db.pandawow.me?npc=74009/crawler-mines.

WORKS.

 

6) When http://www.db.pandawow.me?npc=72668/overcharged-crawler-mine explodes (http://www.db.pandawow.me?spell=143002/detonate), it splits up into two small http://www.db.pandawow.me?npc=74009/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 http://www.db.pandawow.me?npc=72668/overcharged-crawler-mines arrive on 10-Man, and 8x http://www.db.pandawow.me?npc=72668/overcharged-crawler-mines on 25-Man.

NOT WORKING.

On Assembly Line arrive 3x http://www.db.pandawow.me?npc=72668/overcharged-crawler-mines on 10-Man & 25-Man Difficulties.

 

9) If Players kill http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines on Conveyor Belt http://www.db.pandawow.me?npc=72668/overcharged-crawler-mines won't arrive on Assembly Line.

NOT WORKING.

If Players kill http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines on Conveyor Belt http://www.db.pandawow.me?npc=72668/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 http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines, if Siegecrafter Blackfuse decides to overcharge http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines, then both these packs will get overcharged.

 

11) http://www.db.pandawow.me?npc=72668/overcharged-crawler-mines can be pushed back by any abilities.

NOT WORKING.

http://www.db.pandawow.me?npc=72668/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

 

1) http://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) http://www.db.pandawow.me?spell=143639/shockwave-missile lands on random locations.

WORKS.

 

5) http://www.db.pandawow.me?spell=143639/shockwave-missile animation.

WORKS.

 

6) Now successively summon three http://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 http://www.db.pandawow.me?npc=72831/overcharged-missile-turret spawns on same place of previous one.

 

7) http://www.db.pandawow.me?npc=72831/overcharged-missile-turret successively summons three http://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) http://www.db.pandawow.me?npc=72831/overcharged-missile-turret has only 407K HP which is incorrect.

BUG.

 

10) http://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

 

1) Players who stand in these void zones gain a stacking DoT (http://www.db.pandawow.me?spell=143856/superheated) that deals a small amount of Fire damage per second for 7 seconds.

WORKS.

 

2) Fire that http://www.db.pandawow.me?spell=143856/superheated laser beams leaves behind despawns after ~50 seconds.

WORKS.

 

3) http://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 http://www.db.pandawow.me?spell=146680/disintegration-laser beams now have a correct animation, but this animation ends too fast (http://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 http://www.db.pandawow.me?spell=146680/disintegration-laser beams are not coming out from http://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 http://www.db.pandawow.me?spell=146680/disintegration-laser beam animation.

NEW BUG.

http://bildites.lv/images/batnhuea/88564/thumbnail.png

 

 

 

 

Edited by Scorpionz
  • 2 weeks later...
  • 2 months later...
Posted
Tested 05/11/2017.

 

Fixed.

 

 

Remaining Bugs:

 

[spoiler=Normal Weapons:]

[spoiler=Activated Electromagnets:]

General Mechanics: 5

Works: 3/5

Bugs: 2/5

 

 

1) http://www.db.pandawow.me?spell=144466/magnetic-crush pulls all players and sawblades (http://www.db.pandawow.me?spell=143327/serrated-slash) towards the Activated Electromagnet over the course of about 10 seconds.

WORKS.

 

2) http://www.db.pandawow.me?spell=144466/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 (http://www.db.pandawow.me?spell=143327/serrated-slash) will inevitably make their way to the Activated Electromagnet, causing them to damage any players or http://www.db.pandawow.me?npc=71591/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) http://www.db.pandawow.me?spell=144466/magnetic-crush does 33000 damage on Normal Mode, and 55000 damage on Heroic Mode.

WORKS.

 

5) All the sawblades (http://www.db.pandawow.me?spell=143327/serrated-slash) will inevitably make their way to the Activated Electromagnet.

Fix Needs Review.

http://www.db.pandawow.me?npc=71696/activated-electromagnet now doesn't remove sawblades instead works like http://www.db.pandawow.me?npc=73387/overcharged-electromagnet and leaves them on edge of the platform. http://www.db.pandawow.me?npc=71696/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 http://www.db.pandawow.me?npc=74009/crawler-mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them.

WORKS.

 

2) http://www.db.pandawow.me?spell=145269/break-in-period - Crawler mines are vulnerable to roots, snares and stuns for 1 min after joining the battle.

WORKS.

 

3) http://www.db.pandawow.me?spell=145580/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) http://www.db.pandawow.me?spell=143002/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 http://www.db.pandawow.me?npc=74009/crawler-mines arrive on 10-Man, and 8x http://www.db.pandawow.me?npc=74009/crawler-mines on 25-Man.

NOT WORKING.

On Assembly Line arrive 3x http://www.db.pandawow.me?npc=74009/crawler-mines on 10-Man & 25-Man Difficulties.

 

6) If Players kill http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines on Conveyor Belt http://www.db.pandawow.me?npc=74009/crawler-mines won't arrive on Assembly Line.

NOT WORKING.

If Players kill http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines on Conveyor Belt http://www.db.pandawow.me?npc=74009/crawler-mines still arrive on Assembly Line.

http://bildites.lv/images/h7uge3c2/85027/thumbnail.jpg

 

7) http://www.db.pandawow.me?npc=74009/crawler-mines can be pushed back by any abilities.

NOT WORKING.

http://www.db.pandawow.me?npc=74009/crawler-mines are immune against any kind of Pushback abilities.

 

 

[spoiler=Activated Missile Turret:]

General Mechanics: 5

Works: 5/5

Bugs: 0/5 + 1

 

 

1) http://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) http://www.db.pandawow.me?spell=143639/shockwave-missile lands on random locations.

WORKS.

 

5) http://www.db.pandawow.me?spell=143639/shockwave-missile animation.

WORKS.

 

6)New Bug: On Heroic Mode http://www.db.pandawow.me?npc=71638/activated-missile-turret launches http://www.db.pandawow.me?npc=72832/overcharged-shockwave-missile (Overcharged Missile), while http://www.db.pandawow.me?npc=71638/activated-missile-turret should launch http://www.db.pandawow.me?npc=72052/shockwave-missile (Normal Missile) and only http://www.db.pandawow.me?npc=72831/overcharged-missile-turret should use http://www.db.pandawow.me?npc=72832/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) http://www.db.pandawow.me?spell=143856/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 (http://www.db.pandawow.me?spell=143856/superheated) that deals a small amount of Fire damage per second for 7 seconds.

WORKS.

 

3) Fire that http://www.db.pandawow.me?spell=143856/superheated laser beam leaves behind despawns after ~50 seconds.

WORKS.

 

4) http://www.db.pandawow.me?npc=71752/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.

http://www.db.pandawow.me?npc=71752/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 http://www.db.pandawow.me?spell=146680/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 (http://www.db.pandawow.me?spell=144466/magnetic-crush) will periodically reverse polarities, pushing players in and out from the magnet.

WORKS.

 

2) When Overcharged, the Electromagnet (http://www.db.pandawow.me?spell=144466/magnetic-crush) will periodically reverse polarities, pushing Sawblades (http://www.db.pandawow.me?spell=143327/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 http://www.db.pandawow.me?spell=144466/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) http://www.db.pandawow.me?spell=144466/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 (http://www.db.pandawow.me?spell=143327/serrated-slash) will inevitably make their way to or away from the Activated Electromagnet, causing them to damage any players or http://www.db.pandawow.me?npc=71591/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 http://www.db.pandawow.me?npc=73387/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) http://www.db.pandawow.me?spell=144466/magnetic-crush does 55000 damage on Heroic Mode.

WORKS.

 

 

[spoiler=Overcharged Crawler Mine:]

General Mechanics: 11

Works: 6/11

Bugs: 5/11

 

 

1) Several http://www.db.pandawow.me?npc=72668/overcharged-crawler-mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them.

WORKS.

 

2) http://www.db.pandawow.me?spell=145269/break-in-period - Crawler mines are vulnerable to roots, snares and stuns for 1 min after joining the battle.

WORKS.

 

3) http://www.db.pandawow.me?spell=145580/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) http://www.db.pandawow.me?spell=143002/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 http://www.db.pandawow.me?npc=72668/overcharged-crawler-mine dies, it splits up into two small http://www.db.pandawow.me?npc=74009/crawler-mines.

WORKS.

 

6) When http://www.db.pandawow.me?npc=72668/overcharged-crawler-mine explodes (http://www.db.pandawow.me?spell=143002/detonate), it splits up into two small http://www.db.pandawow.me?npc=74009/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 http://www.db.pandawow.me?npc=72668/overcharged-crawler-mines arrive on 10-Man, and 8x http://www.db.pandawow.me?npc=72668/overcharged-crawler-mines on 25-Man.

NOT WORKING.

On Assembly Line arrive 3x http://www.db.pandawow.me?npc=72668/overcharged-crawler-mines on 10-Man & 25-Man Difficulties.

 

9) If Players kill http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines on Conveyor Belt http://www.db.pandawow.me?npc=72668/overcharged-crawler-mines won't arrive on Assembly Line.

NOT WORKING.

If Players kill http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines on Conveyor Belt http://www.db.pandawow.me?npc=72668/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 http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines, if Siegecrafter Blackfuse decides to overcharge http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines, then both these packs will get overcharged.

 

11) http://www.db.pandawow.me?npc=72668/overcharged-crawler-mines can be pushed back by any abilities.

NOT WORKING.

http://www.db.pandawow.me?npc=72668/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

 

 

1) http://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) http://www.db.pandawow.me?spell=143639/shockwave-missile lands on random locations.

WORKS.

 

5) http://www.db.pandawow.me?spell=143639/shockwave-missile animation.

WORKS.

 

6) Now successively summon three http://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 http://www.db.pandawow.me?npc=72831/overcharged-missile-turret spawns on same place of previous one.

 

7) http://www.db.pandawow.me?npc=72831/overcharged-missile-turret successively summons three http://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) http://www.db.pandawow.me?npc=72831/overcharged-missile-turret has only 407K HP which is incorrect.

BUG.

 

10) http://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

 

 

1) Players who stand in these void zones gain a stacking DoT (http://www.db.pandawow.me?spell=143856/superheated) that deals a small amount of Fire damage per second for 7 seconds.

WORKS.

 

2) Fire that http://www.db.pandawow.me?spell=143856/superheated laser beams leaves behind despawns after ~50 seconds.

WORKS.

 

3) http://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 http://www.db.pandawow.me?spell=146680/disintegration-laser beams now have a correct animation, but this animation ends too fast (http://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 http://www.db.pandawow.me?spell=146680/disintegration-laser beams are not coming out from http://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 http://www.db.pandawow.me?spell=146680/disintegration-laser beam animation.

NEW BUG.

http://bildites.lv/images/batnhuea/88564/thumbnail.png

 

 

 

 

Актуально:beee:

  • Developers
Posted (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.

http://www.db.pandawow.me?npc=71694/deactivated-electromagnet > http://www.db.pandawow.me?npc=71696/activated-electromagnet - http://www.db.pandawow.me?spell=144466/magnetic-crush pulls all players and sawblades (http://www.db.pandawow.me?spell=143327/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 http://www.db.pandawow.me?npc=71591/automated-shredder in the path.

 

==============================================================================================

1) http://www.db.pandawow.me?spell=144466/magnetic-crush pulls all players and sawblades (http://www.db.pandawow.me?spell=143327/serrated-slash) towards the http://www.db.pandawow.me?npc=71696/activated-electromagnet over the course of about 10 seconds.

Fixed.

==============================================================================================

2) http://www.db.pandawow.me?spell=144466/magnetic-crush will be applied to all players, except players who are on Conveyor Belt.

Fixed.

==============================================================================================

3) http://www.db.pandawow.me?spell=144466/magnetic-crush inflicts 33'000 physical damage on Normal Mode, and 55'000 physical damage on Heroic Mode.

Fixed.

==============================================================================================

4) http://www.db.pandawow.me?spell=144466/magnetic-crush (Pushback Effect) & Channeled Abilities.

Fixed.

==============================================================================================

5) During http://www.db.pandawow.me?spell=144466/magnetic-crush all the sawblades (http://www.db.pandawow.me?spell=143327/serrated-slash) will inevitably make their way to the http://www.db.pandawow.me?npc=71696/activated-electromagnet, causing them to damage any players or http://www.db.pandawow.me?npc=71591/automated-shredders in the path.

Fix Needs Review.

 

Problem: When sawblades (http://www.db.pandawow.me?spell=143327/serrated-slash) fly to http://www.db.pandawow.me?npc=71696/activated-electromagnet they only sometimes damage players / http://www.db.pandawow.me?npc=71591/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 (http://www.db.pandawow.me?spell=143327/serrated-slash) fly to http://www.db.pandawow.me?npc=71696/activated-electromagnet they should always damage players / http://www.db.pandawow.me?npc=71591/automated-shredders in the path.

==============================================================================================

6) During http://www.db.pandawow.me?spell=144466/magnetic-crush all the sawblades (http://www.db.pandawow.me?spell=143327/serrated-slash) will inevitably make their way to the http://www.db.pandawow.me?npc=71696/activated-electromagnet.

Fix Needs Review.

 

Problem: During http://www.db.pandawow.me?spell=144466/magnetic-crush all the sawblades (http://www.db.pandawow.me?spell=143327/serrated-slash) fly to edge of the room (Overcharged Magnet Position A). https://imgur.com/a/pbPRA.

 

How it should work: During http://www.db.pandawow.me?spell=144466/magnetic-crush all the sawblades (http://www.db.pandawow.me?spell=143327/serrated-slash) should fly to http://www.db.pandawow.me?npc=71696/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.

http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines > http://www.db.pandawow.me?npc=74009/crawler-mine - Several Crawler Mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them.

 

==============================================================================================

1) Several http://www.db.pandawow.me?npc=74009/crawler-mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them.

Fixed.

==============================================================================================

2) http://www.db.pandawow.me?spell=145269/break-in-period - Crawler mines are vulnerable to roots, snares and stuns for 1 min after joining the battle.

Fixed.

==============================================================================================

3) http://www.db.pandawow.me?spell=145580/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) http://www.db.pandawow.me?spell=143002/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 http://www.db.pandawow.me?npc=74009/crawler-mines on 10-Man Difficulty, and 8x http://www.db.pandawow.me?npc=74009/crawler-mines on 25-Man Difficulty.

Not Fixed.

 

Problem: Players face 3x http://www.db.pandawow.me?npc=74009/crawler-mines on 10-Man Difficulty, and 3x http://www.db.pandawow.me?npc=74009/crawler-mines on 25-Man Difficulty.

 

How it should work: Players should face 3x http://www.db.pandawow.me?npc=74009/crawler-mines on 10-Man Difficulty, and 8x http://www.db.pandawow.me?npc=74009/crawler-mines on 25-Man Difficulty.

 

Proof:

==============================================================================================

6) Destroying http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines on Conveyor Belt means, that http://www.db.pandawow.me?npc=74009/crawler-mines won't arrive on Assembly Line.

Not Fixed.

 

Problem: If players destroy http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines, then http://www.db.pandawow.me?npc=74009/crawler-mines still arrive on Assembly Line.

 

How it should work: If players destroy http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines, then http://www.db.pandawow.me?npc=74009/crawler-mines shouldn't arrive on Assembly Line.

==============================================================================================

7) http://www.db.pandawow.me?npc=74009/crawler-mines can be pushed back by any abilities.

Not Fixed.

 

Problem: http://www.db.pandawow.me?npc=74009/crawler-mines are immune against any kind of Pushbacks.

 

How it should work: Players should be able to pushback http://www.db.pandawow.me?npc=74009/crawler-mines.

 

Proof:

==============================================================================================

 

 

[spoiler=Activated Missile Turret:]

General Mechanics: 6.

Fixed: 5/6.

Bugs: 1/6.

http://www.db.pandawow.me?npc=71606/deactivated-missile-turret > http://www.db.pandawow.me?npc=71638/activated-missile-turret - http://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. 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) http://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.

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) http://www.db.pandawow.me?spell=143639/shockwave-missile lands on random locations.

Fixed.

==============================================================================================

5) http://www.db.pandawow.me?spell=143639/shockwave-missile animation.

Fixed.

==============================================================================================

6) http://www.db.pandawow.me?npc=71638/activated-missile-turret launches http://www.db.pandawow.me?npc=72052/shockwave-missile from Assembly Line.

Not Fixed.

 

Problem: On Heroic Mode http://www.db.pandawow.me?npc=71638/activated-missile-turret launches http://www.db.pandawow.me?npc=72832/overcharged-shockwave-missile.

 

How it should work:

http://www.db.pandawow.me?npc=71638/activated-missile-turret should launch http://www.db.pandawow.me?npc=72052/shockwave-missile.

http://www.db.pandawow.me?npc=72831/overcharged-missile-turret should launch http://www.db.pandawow.me?npc=72832/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.

http://www.db.pandawow.me?npc=71751/deactivated-laser-turret > http://www.db.pandawow.me?npc=71752/activated-laser-turret - http://www.db.pandawow.me?spell=143856/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) http://www.db.pandawow.me?spell=143856/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 (http://www.db.pandawow.me?spell=143856/superheated) that deals a small amount of Fire damage per second for 7 seconds.

Fixed.

==============================================================================================

3) Fire that http://www.db.pandawow.me?spell=143856/superheated laser beam leaves behind despawns after ~50 seconds.

Fixed.

==============================================================================================

4) http://www.db.pandawow.me?spell=146680/disintegration-laser Animation-1: Players are able to see Beams from Distance.

Fixed.

==============================================================================================

5) http://www.db.pandawow.me?npc=71752/activated-laser-turret > http://www.db.pandawow.me?spell=143856/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: http://www.db.pandawow.me?spell=143856/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: http://www.db.pandawow.me?spell=143856/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) http://www.db.pandawow.me?npc=71752/activated-laser-turret Mechanics.

Bugged.

 

Problem: http://www.db.pandawow.me?npc=71752/activated-laser-turret doesn't work anymore, just arrives on Assembly Line and does nothing. https://imgur.com/a/DXFPB.

 

How it should work: http://www.db.pandawow.me?npc=71752/activated-laser-turret > http://www.db.pandawow.me?spell=143856/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.

http://www.db.pandawow.me?npc=71694/deactivated-electromagnet > http://www.db.pandawow.me?npc=73387/overcharged-electromagnet - when Overcharged, the Electromagnet (http://www.db.pandawow.me?spell=144466/magnetic-crush) will periodically reverse polarities, pushing both players and sawblades (http://www.db.pandawow.me?spell=143327/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 (http://www.db.pandawow.me?spell=144466/magnetic-crush) will periodically reverse polarities, pushing players in and out from the magnet.

Fixed.

==============================================================================================

2) http://www.db.pandawow.me?spell=144466/magnetic-crush will be applied to all players, except players who are on Conveyor Belt.

Fixed.

==============================================================================================

3) http://www.db.pandawow.me?spell=144466/magnetic-crush inflicts 55'000 physical damage on Heroic Mode.

Fixed.

==============================================================================================

4) Before http://www.db.pandawow.me?npc=73387/overcharged-electromagnet despawns it will still remove all of the sawblades (http://www.db.pandawow.me?spell=143327/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) http://www.db.pandawow.me?spell=144466/magnetic-crush (Pushback Effect) & Channeled Abilities.

Fixed.

==============================================================================================

7) http://www.db.pandawow.me?npc=73387/overcharged-electromagnet will periodically reverse polarities, pushing sawblades (http://www.db.pandawow.me?spell=143327/serrated-slash) in and out from the magnet, causing them to damage any players or http://www.db.pandawow.me?npc=71591/automated-shredders in the path.

Fix Needs Review.

 

Problem: When sawblades (http://www.db.pandawow.me?spell=143327/serrated-slash) fly to http://www.db.pandawow.me?npc=71696/activated-electromagnet they only sometimes damage players / http://www.db.pandawow.me?npc=71591/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 (http://www.db.pandawow.me?spell=143327/serrated-slash) fly to http://www.db.pandawow.me?npc=71696/activated-electromagnet they should always damage players / http://www.db.pandawow.me?npc=71591/automated-shredders in the path.

==============================================================================================

8) When Overcharged, the Electromagnet (http://www.db.pandawow.me?spell=144466/magnetic-crush) will periodically reverse polarities, pushing Sawblades (http://www.db.pandawow.me?spell=143327/serrated-slash) in and out from the magnet.

Fix Needs Review.

 

Problem: During Overcharged Electromagnet, the Sawblades (http://www.db.pandawow.me?spell=143327/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.

http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines > http://www.db.pandawow.me?npc=72668/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 http://www.db.pandawow.me?npc=74009/crawler-mines jump down from the north-eastern conveyor belt, fixating on random raid members and moving towards them.

Fixed.

==============================================================================================

2) http://www.db.pandawow.me?spell=145269/break-in-period - Crawler mines are vulnerable to roots, snares and stuns for 1 min after joining the battle.

Fixed.

==============================================================================================

3) http://www.db.pandawow.me?spell=145580/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) http://www.db.pandawow.me?spell=143002/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 http://www.db.pandawow.me?npc=72668/overcharged-crawler-mine explodes (http://www.db.pandawow.me?spell=143002/detonate), it splits up into two small http://www.db.pandawow.me?npc=74009/crawler-mines.

Fixed.

==============================================================================================

6) When http://www.db.pandawow.me?npc=72668/overcharged-crawler-mine dies, it splits up into two small http://www.db.pandawow.me?npc=74009/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 http://www.db.pandawow.me?npc=72668/overcharged-crawler-mines on 10-Man Difficulty, and 8x http://www.db.pandawow.me?npc=72668/overcharged-crawler-mines on 25-Man Difficulty.

Not Fixed.

 

Problem: Players face 3x http://www.db.pandawow.me?npc=72668/overcharged-crawler-mines on 10-Man Difficulty, and 3x http://www.db.pandawow.me?npc=72668/overcharged-crawler-mines on 25-Man Difficulty.

 

How it should work: Players should face 3x http://www.db.pandawow.me?npc=72668/overcharged-crawler-mines on 10-Man Difficulty, and 8x http://www.db.pandawow.me?npc=72668/overcharged-crawler-mines on 25-Man Difficulty.

 

Proof:

==============================================================================================

9) Destroying http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines on Conveyor Belt means, that http://www.db.pandawow.me?npc=72668/overcharged-crawler-mines won't arrive on Assembly Line.

Not Fixed.

 

Problem: If players destroy http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines, then http://www.db.pandawow.me?npc=72668/overcharged-crawler-mines still arrive on Assembly Line.

 

How it should work: If players destroy http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines, then http://www.db.pandawow.me?npc=72668/overcharged-crawler-mines shouldn't arrive on Assembly Line.

==============================================================================================

10) http://www.db.pandawow.me?npc=72668/overcharged-crawler-mines can be pushed back by any abilities.

Not Fixed.

 

Problem: http://www.db.pandawow.me?npc=72668/overcharged-crawler-mines are immune against any kind of Pushbacks.

 

How it should work: Players should be able to pushback http://www.db.pandawow.me?npc=72668/overcharged-crawler-mines.

 

Proof:

==============================================================================================

11)

http://bildites.lv/images/xjsmpy4u/75184/thumbnail.png

Not Fixed.

 

Problem: Boss overcharges more than 1 http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines.

 

How it should work: Boss should overcharged only 1 http://www.db.pandawow.me?npc=71790/disassembled-crawler-mines.

==============================================================================================

 

 

[spoiler=Overcharged Missile Turret:]

General Mechanics: 11.

Fixed: 8/11.

Bugs: 3/11.

http://www.db.pandawow.me?npc=71606/deactivated-missile-turret > http://www.db.pandawow.me?npc=72831/overcharged-missile-turret - now successively summon three http://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) http://www.db.pandawow.me?npc=72831/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) http://www.db.pandawow.me?npc=72831/overcharged-missile-turret lands on random locations.

Fixed.

==============================================================================================

5) http://www.db.pandawow.me?npc=72831/overcharged-missile-turret animation.

Fixed.

==============================================================================================

6) http://www.db.pandawow.me?npc=72831/overcharged-missile-turret successively summons three http://www.db.pandawow.me?spell=143639/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) http://www.db.pandawow.me?npc=72831/overcharged-missile-turret HP.

Not Fixed.

 

Problem: http://forum.pandawow.ru/showthread.php?t=224387&page=2.

==============================================================================================

10) http://www.db.pandawow.me?npc=72831/overcharged-missile-turret despawns after boss dies/resets.

Not Fixed.

 

Problem: http://www.db.pandawow.me?npc=72831/overcharged-missile-turret doesn't despawn after boss dies/resets. https://imgur.com/a/hxuK9.

 

How it should work: http://www.db.pandawow.me?npc=72831/overcharged-missile-turret should despawn after boss dies/resets.

==============================================================================================

11) Now successively summon three http://www.db.pandawow.me?npc=72831/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 http://www.db.pandawow.me?npc=72831/overcharged-missile-turret spawns on same place of previous one or random.

 

How it should work: Every Next http://www.db.pandawow.me?npc=72831/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.

http://www.db.pandawow.me?npc=71751/deactivated-laser-turret > http://www.db.pandawow.me?npc=72773/overcharged-laser-turret - http://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 (http://www.db.pandawow.me?spell=143856/superheated) that deals a small amount of Fire damage per second for 7 seconds.

Fixed.

==============================================================================================

2) Fire that http://www.db.pandawow.me?spell=143856/superheated laser beams leaves behind despawns after ~50 seconds.

Fixed.

==============================================================================================

3) http://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.

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) http://www.db.pandawow.me?spell=146680/disintegration-laser Animation-1: Players are able to see Beams from Distance.

Fixed.

==============================================================================================

6) http://www.db.pandawow.me?spell=146680/disintegration-laser Animation-2: Source NPC.

Not Fixed.

 

Problem: http://www.db.pandawow.me?spell=146680/disintegration-laser beams are not "coming out" from http://www.db.pandawow.me?npc=72773/overcharged-laser-turret, instead beams are "in air" https://imgur.com/a/c7oiI.

 

How it should Work: http://www.db.pandawow.me?spell=146680/disintegration-laser beams should "come out" from http://www.db.pandawow.me?npc=72773/overcharged-laser-turret.

==============================================================================================

7) http://www.db.pandawow.me?spell=146680/disintegration-laser Animation-3: Duration Timer.

Not Fixed.

 

Problem: http://www.db.pandawow.me?spell=146680/disintegration-laser beams animation ends faster than should. (Rings are not finished but animation ends). https://imgur.com/a/WVLiP.

 

How it should Work: http://www.db.pandawow.me?spell=146680/disintegration-laser beams animation should last like ~20 seconds more than current time.

==============================================================================================

 

 

 

 

Edited by Scorpionz
  • Like 2
  • 6 months later...
  • Developers
Posted
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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