I think you mean a ... threadnado!No need for this current set - I just want to avoid another 200-page-long thread tornado TM (patent pending), so I'm trying to be proactive about this sort of thing![]()
I think you mean a ... threadnado!No need for this current set - I just want to avoid another 200-page-long thread tornado TM (patent pending), so I'm trying to be proactive about this sort of thing![]()
I'll be sure to start new threads for future bugs. That initial wall of text was just things I mass pulled from bug reports I had submitted over the years, but I could also break those up into individual posts too if it would be more helpful.
More detailed/expanded bug report on Ameliorate:355473 Celestial warlock's lvl 15 ability Ameliorate doesn't apply any effect on non-undead. The description says that undead that aren't killed by initial effect and non-undead will take 10 MRR debuff for 15 seconds. Undead take this debuff correctly, but non-undead mobs don't get debuffed by the ability.
Wouldn't it be easier if someone (rabidfox) did a megathread and just kept it updated in the first post? We'd let him out to eat a couple times a day, maybe use the bathroom.This has been fixed internally, and will be in an upcoming patch. Thank you!
As a note, if you have unrelated bugs to share on the forums, I do definitely prefer one new thread for bug or category of closely-related bugs instead of a big thread with many disparate bugs in replies. It just makes things a lot easier for meThank you!
A question of pure Curiosity: DDO for progression keeps a pre-computed structure with the data of each possible level?So! This is indeed the same bug as Magic Fang, and in the short term, is getting the same band-aid - a max caster level of 20. However, behind the scenes, the real bug is still looming... unfixed... and ready to strike.
The real bug is hidden deep within the Progressions system within the game. A Progression is a piece of data in DDO that associates a level value with a result. In the case of these misbehaving spells, the Progression associated with the duration of the spell is what's breaking. What's happening is that the association data for "Spell Duration, 5 Minutes Plus 1 Minute Per Level" only scales to level 40. Any level beyond that, and the progression is returning null, which is a fancy word for "no data" and in a practical sense means that the spell computes its duration out to 0. This causes the effect to fail to apply correctly.
So, in the long term, we're looking at the work to fix up the Progression system to return the highest value when the index goes out of bounds on the upper end. We still want the lower bounds to remain null (after all, we want to be warned if someone is asking for a negative caster level, that seems very bad!) but we think it might be safe to clamp the index of the top end without causing too much disruption. The tricky part here is that Progressions are the backbone of a bunch of unrelated and hard-to-test systems... like, for example, all of Random Loot. This trickiness is why we're opting for a band-aid now and a comprehensive fix a little while later, once we're sure we have the bandwidth to do some regressions on the larger systems. We're reasonably certain that this fix is going to fix a ton of seemingly-unrelated minor bugs, but it's better safe than sorry when it comes to something so comprehensive.
But why not simply extend all of the progression arrays(or lists or whatever you use) to something like level 60 with just a repeat of level 40 values? I agree that's still a bandaid but if level 40 is going to be last... This can probably be automated too. Altering the systems at unknown point in the future might not be that much better.The real bug is hidden deep within the Progressions system within the game. A Progression is a piece of data in DDO that associates a level value with a result. In the case of these misbehaving spells, the Progression associated with the duration of the spell is what's breaking. What's happening is that the association data for "Spell Duration, 5 Minutes Plus 1 Minute Per Level" only scales to level 40. Any level beyond that, and the progression is returning null, which is a fancy word for "no data" and in a practical sense means that the spell computes its duration out to 0. This causes the effect to fail to apply correctly.
My best assumption is Memory consumption. Also it doesn't appear to be just an array (certainly not a list that would have an expensive traverse and could just have a pointer to the last element to ensure you don't go out of bounds) it is either a dictionary/hash or something else. It is a fun little riddle for us too. To figure out what is thereBut why not simply extend all of the progression arrays(or lists or whatever you use) to something like level 60 with just a repeat of level 40 values? I agree that's still a bandaid but if level 40 is going to be last... This can probably be automated too. Altering the systems at unknown point in the future might not be that much better.
So! This is indeed the same bug as Magic Fang, and in the short term, is getting the same band-aid - a max caster level of 20. However, behind the scenes, the real bug is still looming... unfixed... and ready to strike.
The real bug is hidden deep within the Progressions system within the game. A Progression is a piece of data in DDO that associates a level value with a result. In the case of these misbehaving spells, the Progression associated with the duration of the spell is what's breaking. What's happening is that the association data for "Spell Duration, 5 Minutes Plus 1 Minute Per Level" only scales to level 40. Any level beyond that, and the progression is returning null, which is a fancy word for "no data" and in a practical sense means that the spell computes its duration out to 0. This causes the effect to fail to apply correctly.
So, in the long term, we're looking at the work to fix up the Progression system to return the highest value when the index goes out of bounds on the upper end. We still want the lower bounds to remain null (after all, we want to be warned if someone is asking for a negative caster level, that seems very bad!) but we think it might be safe to clamp the index of the top end without causing too much disruption. The tricky part here is that Progressions are the backbone of a bunch of unrelated and hard-to-test systems... like, for example, all of Random Loot. This trickiness is why we're opting for a band-aid now and a comprehensive fix a little while later, once we're sure we have the bandwidth to do some regressions on the larger systems. We're reasonably certain that this fix is going to fix a ton of seemingly-unrelated minor bugs, but it's better safe than sorry when it comes to something so comprehensive.
This has been fixed internally, and will be in an upcoming patch. Thank you!More detailed/expanded bug report on Ameliorate:
Ameliorate (Celestial Warlock Lv15 ability) has the following bugs:
- Typo: "Undead who fail this save.." should instead be "Undead who succeed on their save.."
- Non-undead enemies are not affected by the MRR reduction portion of the ability.
- Red named/Purple named undead that suceed on their save are not affected by the MRR reduction portion of the ability.
- It doesn't show up as a debuff on enemies that have had their PRR/MRR reduced (The only enemies that are correctly being affected by the MRR reduction portion of the ability are non-boss undead who make their save, but this MRR reduction is not indicated by a debuff on them).
Ah, lovely. I've been wanting that fixed for so long. I'll have to reassess making an electric debuffer warlock now.This has been fixed internally, and will be in an upcoming patch. Thank you!
The Dark Hunter tree T5 ability "Death Attack" isn't properly debuffing the -10 prr + mrr as advertised, similar bug to Ameliorate (supposed to debuff on successful fort save or if the mob isn't a potential favored enemy). Would be nice if this was fixed, thanks.This has been fixed internally, and will be in an upcoming patch. Thank you!
This has been fixed internally, and will be in an upcoming patch. Thank you!413294 Raid filigrees don't work in sentient weapon slots 7 & 10. They don't give set bonuses correctly when used it in these slots. Other slots in weapons & artifacts seem to work fine.
Agreed, and there is no separate Ranged Threat Reduction Solar Gems (or Lunar Gems for that matter).- Legendary Solar Gem of Threat Decrease (+20% Artifact Bonus to Threat Reduction) doesn't work for ranged damage, it only reduces melee threat.
This is going to sound crazy but I'm getting the sense that if I keep replying in this thread players will keep posting here instead of making new threads for their bugs, so if you would do me the silly favor of just starting a new thread, we can pick these up thereHey, @Tonquin, could you please take a look at 2 item bugs:
- Legendary Necronomicannon (Fey runearm) has Epic Trap The Soul instead of Legendary version (when you equip the item, the icon for the Epic version shows up in your buff bar) - and it doesn't work at all in legendary content.
- Legendary Solar Gem of Threat Decrease (+20% Artifact Bonus to Threat Reduction) doesn't work for ranged damage, it only reduces melee threat.
I think everyone believes you at your word... But then why is it that bugs seem to get squashed most efficiently from mega threads, somewhat efficiently from individual threads, and submitting a bug report feels like putting a message in a bottle?This is going to sound crazy but I'm getting the sense that if I keep replying in this thread players will keep posting here instead of making new threads for their bugs, so if you would do me the silly favor of just starting a new thread, we can pick these up theresorry for the strange request but having one big thread full of bugs is much harder for me to work with than new threads for each bug or small related list of bugs. As always, the best way to get bugs to the dev team is to report them to us with the bug report tool!
I think everyone believes you at your word... But then why is it that bugs seem to get squashed most efficiently from mega threads, somewhat efficiently from individual threads, and submitting a bug report feels like putting a message in a bottle?
If the bug report tool is really the preferred and best method, why don't we see more bugs from it on patch notes? Most of the big ones any given patch can be traced back to squeaky wheels on the forums or maybe discord
What an interesting and informative communication which is in stark contrast to the historic wall of silence and outward appearance of denial. So well done and long may the new informative relationship continue. Welcome back by the waySo! This is indeed the same bug as Magic Fang, and in the short term, is getting the same band-aid - a max caster level of 20. However, behind the scenes, the real bug is still looming... unfixed... and ready to strike.
The real bug is hidden deep within the Progressions system within the game. A Progression is a piece of data in DDO that associates a level value with a result. In the case of these misbehaving spells, the Progression associated with the duration of the spell is what's breaking. What's happening is that the association data for "Spell Duration, 5 Minutes Plus 1 Minute Per Level" only scales to level 40. Any level beyond that, and the progression is returning null, which is a fancy word for "no data" and in a practical sense means that the spell computes its duration out to 0. This causes the effect to fail to apply correctly.
So, in the long term, we're looking at the work to fix up the Progression system to return the highest value when the index goes out of bounds on the upper end. We still want the lower bounds to remain null (after all, we want to be warned if someone is asking for a negative caster level, that seems very bad!) but we think it might be safe to clamp the index of the top end without causing too much disruption. The tricky part here is that Progressions are the backbone of a bunch of unrelated and hard-to-test systems... like, for example, all of Random Loot. This trickiness is why we're opting for a band-aid now and a comprehensive fix a little while later, once we're sure we have the bandwidth to do some regressions on the larger systems. We're reasonably certain that this fix is going to fix a ton of seemingly-unrelated minor bugs, but it's better safe than sorry when it comes to something so comprehensive.
Wait am I Jesus or the Pharisee in that cartoon? Lol
Well, it's Tonquin's second coming here at SSG so ...Wait am I Jesus or the Pharisee in that cartoon? Lol