Hey Tonquin!

Status
Not open for further replies.

Love

Active member
The new alchemist bombardier change from U62 does not appear to be working:
  • Cores 2, 3, 4, 5, and 6 now grant +2% Fire, Cold, Electric, Acid, and Poison Spell Critical Damage instead of their original Pyrite boosts.
The critical damage works in the apothecary tree

Thanks :)
 

Tonquin

of Lightning Hammer fame!
The new alchemist bombardier change from U62 does not appear to be working:
  • Cores 2, 3, 4, 5, and 6 now grant +2% Fire, Cold, Electric, Acid, and Poison Spell Critical Damage instead of their original Pyrite boosts.
The critical damage works in the apothecary tree

Thanks :)
This has been fixed internally, and will be in an upcoming patch. Thank you!
 

Tonquin

of Lightning Hammer fame!
Really hoping this and Sacred Fist's "Sacred Flame Empowerment" bane damage on crit are being fixed as part of the patch note for u63 saying that on crit damage effects will benefit from doubleshot


Actually on that topic, is the aforementioned note only for ranged or will doublestrike be getting the same fix?
This is a separate bug! That being said, that bug has now been fixed internally, and will be in an upcoming patch. Thank you!
 

Tonquin

of Lightning Hammer fame!
what about fatesinger epic strike for melee and ranged not scaling with doublestrike? :)
That is the same bug - there was a problem in the combat code where we tell any on-hit effects how many "hits" were applied in that strike. The replication was missing for certain types of on-hit effect categories (such as OnCrit versus OnVorpal). I connected the two halves, so now all melee and ranged strikes should multiply all of their damaging components correctly.
 

Sammy

Active member
Is this the right place to post this? This has been a bug for a long time. Zombie Wizards in The Black Loch are typed as Humanoid, not Undead. They cannot be turned. It's not a matter of lack of conviction, it's that they're not undead and Turn Undead comes up with the failed action that there are no targets in range.
pz9eHno.png
 

FVSHasBeenEvenMoreGutted

Well-known member
Is this the right place to post this? This has been a bug for a long time. Zombie Wizards in The Black Loch are typed as Humanoid, not Undead. They cannot be turned. It's not a matter of lack of conviction, it's that they're not undead and Turn Undead comes up with the failed action that there are no targets in range.
pz9eHno.png
this thread just meant for random weirdo bugs that tonquin might be able to fix, it might get fixed, might not, but better to speak about it then be silent :)
 

Sammy

Active member
Here's another Turn Undead related bug. It's an odd bug that I'm not really sure how to describe. Forge Wisp Wraiths, like those in House of Pain, can prevent Turn Undead from working. It's as if they are being flagged to be affected by turns, but nothing actually happens. No failure message of any kind.

The real problem with this is that when there is a group of Forge Wisp Wraiths, other nearby undead (like Forgewraiths) that would normally be turned, are not hit by Turn Undead. I don't really know how to explain it. It just seems like they're "absorbing" the turns and forget to die.

Can Forge Wisp Wraiths be looked at and fixed to die properly or at the very least stop absrobing turns?
 

FVSHasBeenEvenMoreGutted

Well-known member
hey tonquin, quick bug for u to fix probably, monk stances (at least water), the shintao cures on fists of light, and meditation of war sometimes turn off on logout/in and when dying. can this be fixed? :)
 

voenixa121

Well-known member
If you combine Chill Aura and Share the Light from the Magus of the Eclipse Epic Destiny it doesn't work correctly: Chill Aura states that if an enemy would heal from the effect they would not take the damage. This works correctly for the player, but for summons and pets the shared Chill Aura does still heal enemies that would heal from negative or cold damage.
 
ETK: Puzzle spawns solved, preventing quest completion

Mask of Deception: Intimidate option on entrance uses Bluff roll instead

Heroic Version of Shocking Blow does not trigger on any item that has it. (Chronoscoope Gloves & Crystal Cove Trinket)

Last Morninglord dialogue w/Elminster: "Aumanator simle on you, Elminster."

White Plume Mountain: Either all the boxes are meant to be broken and can't be so, or no Ransack Bonus can be achieved.

When you make cosmetics out of Wheloon/Stormhorns special Droplist, they keep the enhancement auras (acid, law, etc.) and so they keep the level (even on non-aura enhancements like combustion)

ToEE Air Node - All 3 Wheaton's DM comment are unvoiced.
ToEE Water Node - Only 1 of Wheaton's DM comment is voiced.
ToEE Legendary Gold piles give heroic money amounts
ToEE part 2: Water Temple Altar warp gate is missing. (when you fight the living pool)

Tiefling Scoundrel build description refers to Aasimar and it's wisdom starting bonus instead.

Heyton's Rest: None of the named skeletons/zombies count for Monster Manual in spite of being unique

Eldricht Altar of Fecundity:
- Legendary Scimitar has the Throwing Daggers icon
- Legendary Heavy Mace has the Quarterstaff icon
- Legendary Quarterstaff has the Scimitar icon

Dark Hunter does not Recognize Medium Armor as medium for PRR purposes. It recognizes it as light.

Text "On the Religions of Eberron" says "Bood" of Vol in the Blood of Vol desc
 

Lotoc

Well-known member
Instance 2 of sharn is not keeping up to date with the current stage of the illithid invasion, figure this thread would probably be the fastest way to get dev eyes on the issue.
 

Tonquin

of Lightning Hammer fame!
Is this the right place to post this? This has been a bug for a long time. Zombie Wizards in The Black Loch are typed as Humanoid, not Undead. They cannot be turned. It's not a matter of lack of conviction, it's that they're not undead and Turn Undead comes up with the failed action that there are no targets in range.
pz9eHno.png
This has been fixed internally, and will be in an upcoming patch. Thank you!
 
Status
Not open for further replies.
Top