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Old 02-18-2007, 10:30 AM   #131 (permalink)
cerebus23
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Last Online: 02-28-2007 03:37 PM
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EXP: 47%
Odd about your invis not working, granted when i was level 28 running thru level 34 elementals they had a tendency to see through invis pretty easy, but other than mobs way above my level and elemental noticed no problems not having a sneak or hide skill. I have even run over mobs while invis (by accident) and they did not aggro.
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Old 02-18-2007, 01:57 PM   #132 (permalink)
Xaices
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Last Online: 06-08-2007 05:06 PM
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Level: 2

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The way I understand invis (NOT stealth) Is that every so many seconds it gets a %chance to fail. Since our invis is so short duration that equation has been taken out of it so when you PoP SV you are invised automaticaly at your level and there is no chance that you invis will beak prematurely, except for a MOBs Check. I am not certain on what mobs have a radius and distance check on invis. So the level 5 mob that pop'd your invis is probably do to the fact that It had a high roll on its check and you were standing with in distance. I will go back and reconfirm this, how ever if I remember correctly that is pretty accurate.

From talking with Avair I am pretty sure that all three of our stances/forms are broke. As the bug he is refering to effects each stance. So no, If I understand him correctly, you are not getting a dmg bonus from Ebon Blade either.
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Old 02-18-2007, 04:58 PM   #133 (permalink)
TeamSKKeris
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Last Online: 04-04-2007 01:03 PM
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Location: SC
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Level: 13

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MP: 68 / 1696
EXP: 38%
Thanks, also, found a minor bug.. shaman's life ward overwrites our Symbols even though they stack. It will knock my symbol from me, but I can recast it and it will be up.
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Old 02-18-2007, 06:30 PM   #134 (permalink)
Jinxxer
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I have noticed an issue with vengeance and I believe Incite and Wrack as well where when you trigger the reaction the icon is blacked out as abilities are with the global refresh. Most of the time you can go ahead and activate it though (if you have the END if it costs of course) but there are times where it will not let you use the ability until the "refresh" is over.

This is not as big of an issue with Incite and Wrack because their timers are significantly longer before you lose the opportunity to use them, whereas Vengeance only gives you a short window to use the ability and 100% of the time that 'refresh' is not over until the timer on Vengeance is halfway ran out, if not 3/4 of the way, and there are several occasions where I was unable to actually use Vengeance.

Just to answer anything that might pop up:

1) Yes Vengeance was READY to use (reuse timer wasn't still ticking from previous usage).

2) The "refresh" is triggered when the ability is triggered...so it's not an issue of using, say, Vexing Strike and having that triggering a global timer.

3) This for the most part is a "cosmetic" issue, but there are instances where it makes it impossible to actually use the ability after it is triggered.
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Old 02-19-2007, 02:16 PM   #135 (permalink)
TeamSKKeris
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Shield of Fear is supposed to do 1 damage, but in the logs it shows it doing anywhere between 400-700 damage. I don't actually think it hits the mob for that amount though. (EDIT: Actually it might stealthily.)
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Old 02-20-2007, 12:13 PM   #136 (permalink)
TeamSKKeris
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Last Online: 04-04-2007 01:03 PM
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Level: 13

HP: 18 / 309
MP: 68 / 1696
EXP: 38%
MORE BUGS / ISSUES:

- Slay puts a note in the combat log, and tells extra damage on a crit, but does not actually put the damage amount in the log.

- Spell costs very quickly out-scale the amount of energy we gain as we level.

The nerfed the crap out of us by enforcing offensive caster like energy requirements and not giving us offensive caster like energy pool or offensive caster like buffs (we get Devour Mind at 30). Black Wind, Torture, WoD, Fear, Snare.. they all start costing more but our energy pool does not go up.

Devour Mind might help when I get 30, but perhaps lesser versions of the ability need to be pushed down into the late teens to early 20s.

- The % additions with our offensive form work, but do not give a real 10% + 1% with DC. They round off, which ends up costing anywhere between 3-6 dps. Not a big deal really, but just something that might be able to be fixed.

- Symbol of Despair does not seem to be stunning at the % it should be. Can the effect be resisted? Same stuff is happening with the damage shield. Despair should never be resisted or mitigated against by 2 dot mobs. Damage shield should always work.

EDIT: Could we also get a note in combat log when the stun hits or is resisted? I can see the mark come up on the mob, but since some of our abilities require the knowledge of stuns occurring it would be nice to see in the log.

- Itemization: Not a lot of plate gear with +INT/WIS or +energy. I would rather my BP be +100 hp +50 energy than +150 hp. In the end that energy may get a fear off to save me soloing.

EDIT:
- Also noticing Jinxxer's problem. It actually costs us significant DPS because I use /reactionautocounter and /reactionautochain for those abilities. They do not actually cycle about 50+% of the time now on criticals (Chains) and blocks (Veng).
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Old 02-20-2007, 02:37 PM   #137 (permalink)
Adarr
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Level: -INF

HP: NAN / -INF
MP: -INF / -INF
EXP: NAN%
2 issues

1. Weapon attacks all look better with swords than with maces or axes.
(small thing, just looks)

2. item durability. I lost 30% in under an hr from just fighting no dieing thats fast and with the small amount of gold we get thats a hard life.

ps. Long time reader 1st time poster
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Old 02-20-2007, 03:37 PM   #138 (permalink)
Jooma
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Ya Item durability is smoking me. I've been tanking alot of 5 dots lately and heroic gear is bloody expensive to maintain. Costing me like 20 to 30 silver a night which now has me completely tapped out because I had got a couple infneum swords. (1 longsword, 1 greatsword).

This is driving me nuts now cause I have the ingredients to make the plate leggings but can't even afford to buy the ale for the guy to make me some.
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Old 02-21-2007, 10:02 AM   #139 (permalink)
Jooma
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Ok I did a lot of testing with Item Durabilty last night.

Fighting 4&5 dots ranging from equal to 5 levels higher than me last night I was losing an average of 1% a fight on the 4 dots and 2% on the 5 dots.

I had to do full repairs last night 3 times, costs me 23 silver, and with shared coin and cash loot both turned on in the group I only made 14 silver.

At no point should my repair costs every be greater than my cash intake!
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Old 02-21-2007, 10:54 AM   #140 (permalink)
labrat
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Quote:
Originally Posted by Jooma
Ok I did a lot of testing with Item Durabilty last night.

Fighting 4&5 dots ranging from equal to 5 levels higher than me last night I was losing an average of 1% a fight on the 4 dots and 2% on the 5 dots.

I had to do full repairs last night 3 times, costs me 23 silver, and with shared coin and cash loot both turned on in the group I only made 14 silver.

At no point should my repair costs every be greater than my cash intake!
At no point what so every should your repair costs actually prevent you from earning money during any play time. This was the argument in beta and should be the argument here. The repair system is nothing but a cheap ass way of installing coin dump and a lame ass design design to add in a time sink that slows character progression down.

Of course they will not remove the lame system they have in place, so I offer that they either only place a hit to your durability when you die and rez or what I would like more would be a very slow durability hit that requires you to repair your gear maybe at most once a week.

The current system is a complete farse and totally is unfair to all melee especially tankers, I have many caster friends who seemingly have several gold now due to them never having repair costs that near what I have to do in one hour of fighting.

Yet again poorly designed and programmed material for vanguard, created by developers who only actaully developed the game three months prior to release.
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