Update 60 Broken Rune Arms

J2345678

Players Council 2015
Bug Report Number:
0
The Update 60 Rune Arm Changes broke the following shot types:
Possibly more, I only tested these.
You can go to the wiki and sort Rune Arms by 'Blast'.

Charge to Tier 2+, hard target an enemy, fire.
The 1st shot will usually hit, the rest will just spin around the target without connecting. (They may hit other monsters next to your target)

It would be great if you could fix this.
 
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FaceDancer

Olde Wurm
I would add that Strinati's isn't right either. Its's more likely to blast the ground in front of you even if your targeting is good. It's an exercise in frustration...
 
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rabidfox

The People's Champion
Yeah, it seems like additional projectiles just don't hit and typically just bounce around instead from those rune arms. I've seen other rune arms do that over the years (same with artificer vials), but it's just an occasional thing; this seems pretty consistent with these rune arm shot types.

If move into point blank range, I can hit with all the shots with them
 

J2345678

Players Council 2015
Not just 'additional projectiles', they can ALL miss your target.
 
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Smokewolf

Well-known member
Most of the Runearms I've tried perform poorly... Would be nice to have a projectile that can actually hit something.
 

kmoustakas

Scourge of Xaos
I'm currently using arm of the archons and quarantine. Quarantine always works. Arm of the archons works like 25%. Sometimes, especially against moving targets, it works - and by works I mean target gets hit by more than one shot. If I'm shooting at a stationary enemy like for example a flameskull that is sneaking, one force hits and the rest fizzle.

So once AGAIN they 'fix' something. Nice. Force shot used to be one of the most reliable and now it's totally unreliable.
Let's just all hope they don't try to 'fix' the lag again.
 

J2345678

Players Council 2015
Bump for visibility.

An entire update and new Epic Destiny to let non-Artificers use Rune Arms and the result is 30% or more are now broken.

U60 Update Notes listed changes:
  • Acid Shot - "Changed shot spread to narrow" "Increased projectile speed"
  • Book Shot - "Increased projectile speed"
  • Force Shot - "Changed shot spread to narrow" "Increased projectile speed"
  • Salt Shot - "No changes" Really?
Every shot that spreads instead of firing in a straight line is now bugged when you hard target an enemy.
These were working, all shots connecting, before this update.
The shot types listed above circle without hitting your target.

Total Rune Arms: [56] (Not counting duplicates at multiple MLs and DDO Store)

Completely Broken: [17]
  1. Corruption of Nature - Acid Shot - Outbreak.
  2. Glorious Obscenity - Acid Shot - Reign of Madness.
  3. Prototype V: Byproduct Disposal - Acid Shot - Enemy of My Enemy.
  4. The Pea Shooter - Acid Shot - Into the Deep.
  5. The Turmoil Within - Acid Shot - Gianthold Tor, Black Dragon.
    .
  6. Necronimicannon - Book Shot - The Feywild, rares.
  7. Whirling Words - Book Shot - Tower of Frost.
    .
  8. Archaic Device - Force Shot - The Lost Thread.
  9. Arm of the Archons - Force Shot - The Archons' Trial.
  10. Lucid Dreams - Force Shot - The Mindsunder, Disc optional.
  11. Prototype VI: Impact Redistributor - Force Shot - Party 101.
  12. Recoyle - Force Shot - The Abandoned Excavation.
  13. Thought Spike - Force Shot - Redemption.
  14. Titan's Fist - Force Shot - The Titan Awakes. <Raid>
  15. Toven's Prototype - Force Shot - Legendary Master Artificer. <Raid>
    .
  16. Driftwood - Salt Shot - The Dryad and the Demigod. <Raid>
  17. Sir Squilliam, Esq. - Salt Shot - Under the Cover of Darkness.
Needs Testing: [1]
  1. Knives Eternal - Knife Shot - The Mark of Death. <Raid> (I don't have this one to see if it spreads)
Working: [38]
  1. Chill of Winter - Cold Bolts - Gianthold Tor, White Dragon.
  2. Chulchannad's Claw - Cold Bolts - The Maleficent Cabal.
  3. Prototype II: Cooling Mechanism - Cold Bolts - What Dreams May Come.
  4. Quarantine - Cold Bolts - Quarantine.
  5. The Devourer's Hunger - Cold Bolts - Cult of the Six.
    .
  6. Arcing Sky - Electrical Blast - Gianthold Tor, Blue Dragon.
  7. Chimera's Breath - Electrical Blast - The Tide Turns.
  8. Prototype IV: Discharge System - Electrical Blast - Vecna Denied.
  9. The Arc Welder (close range) - Electrical Blast - Third Time's a Charm.
    .
  10. Flicker - Electrical Lash - The Seal of Shan-To-Kor.
  11. The Disciplinator - Electrical Lash - Plane of Night. <Raid>
    .
  12. St. Mu'Ray's Fire - Electrical Storm - Precious Cargo.
  13. The Arc Welder (long range) - Electrical Storm - Graveyard Shift.
  14. Toven's Hammer - Electrical Storm - The Master Artificer. <Raid>
    .
  15. Glass Cannon - Exploding Cannon Shot - Crystal Cove.
  16. Ol' Ironsides - Exploding Cannon Shot - Trials of the Triceratops.
  17. Strinati's Hand Cannon - Exploding Cannon Shot - Three-Barrel Cove(heroic), Cannoneer Strinati.
    .
  18. Animus - Exploding Fire Shot - Devil Assault.
  19. Hand of the Tombs - Exploding Fire Shot - The Chamber of Raiyum, Treasure Chamber.
  20. Khyber's Fury - Exploding Fire Shot - Assault on Splinterskull.
  21. Prototype III: Propulsion Module - Exploding Fire Shot - Taken in Hand.
    .
  22. Suppressive Fire - Corrupted Exploding Fire Shot - The Final Vintage.
    .
  23. Flame Warden - Fire Blast - The Lost Seekers.
  24. The Demon Engine - Fire Blast - Fire Over Morgrave. <Raid>
  25. The Dragon Keeper - Fire Blast - Borderlands Ingots.
  26. Trial by Fire - Fire Blast - Attack on Stormreach.
    .
  27. Blight Inferno - Corrupted Fire Blast - Mad Tea Party.
  28. Dinosaur Bone Runearm - Corrupted Fire Blast - Skeletons in the Closet. <Raid>
    .
  29. Candlelight - Light Spirals - Endgame: The Archbishop's Fate.
  30. Coronach - Light Spirals - Thrall of the Necromancer.
  31. Prototype VII: Flash Transferal - Light Spirals - Law and Order.
  32. Resplendence - Light Spirals - Fashion Madness.
  33. Tira's Splendor - Light Spirals - The Subterrane, Garamol.
    .
  34. Machination of Madness - Bee Shot - Legendary Hound of Xoriat. <Raid>
    .
  35. The Astral Projector - Ghost Shot - The Night Revels.
    .
  36. Breaking the Bank - Gold Shot - Reach for the Sky.
    .
  37. Prototype I: Siren Test - Sonic Blast - Vecna Denied.
    .
  38. The Dumpster Fire - Trash Shot - Scavenger Hunt.
 

kmoustakas

Scourge of Xaos
They also did something to electrical leash runearms although I am not sure it's a bug or an intentional nerf.

The lightning ball used to go forward and hit multiple enemies. Now it explodes at the first enemy in a small, tiny aoe.

At this rate, with the recent changes to runearms and artificers in general I am begining to think the issue is that simply NOBODY has ever played an artificer in the development team and they are just doing random changes because they heard someone say something :/

Introduce a runearm destiny then proceed to nerf the two good runearms, bug the rest except the two already bugged ones nobody was using, those got fixed. Yay

edit: Come to think of it, it's probably the same streamer that was responsible for the sonic blast nerf behind this :/
 
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kmoustakas

Scourge of Xaos
These do indeed need fixing.

@kmoustakas: in this post you mention that Electric Storm has been made obsolete; I don't play artificers, can you explain to me what you feel made it obsolete?
TLDR: Aoe into single target that misses a lot, lightning very important for pure arties yet both types of electrical runearm shots nerfed.

Lightning storm used to be multiple lightning spheres that EACH did a tiny aoe explosion. It wasn't a large area but it would hit multiple enemies if clamped together. Now it's a single target multiple missile that hits only one target (maybe, they tend to hit the ground a lot if you don't jump!). Turning an aoe into a single target makes a HUGE difference. So it went from best kind of shot into average. It was also the best shot to strip immunity from targets via arcanotechnitian and now it's below average (only one target, no aoe, huge potential of missfire). Now the best shot to strip lightning immunity is exploding fire shot which obviously is not ideal. You have to remember that any runearm that is not lightning inherently suffers because artificers enhancements be lightning based - imbue, lightning immunity stripping, lightning vulnerability, slas, SP buffs etc- and lightning storm used to be the best runearm shot followed by electrical leash (which was also ruined!) leaving you with the only option of lightning blast which is melee range :/

For a pure artie like me right now using pew pew, my only real option is either ignoring runearm shots completely and only using it for the passive powers/sets or machination of madness/quarantine/bank simply because they were left alone so still work.

Edit: apologies for making this seem like a rant.
 

Malruk

Member
Bug: 342323
I would also request this bug be fixed. It appears if you are right on top the enemies that all shots will hit, but even a little distance and at best one will hit.
 
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