Development Cycle Archive
Thread: Test Center Bug Thread Jun 13, 2004
* Mobs warping. Mission and wild.
* Force Prowess/Melee speed. Doesn't look like it is applied.
Only used a 1st gen double-bladed saber.
Kavedawg wrote:
not so much bugs or jedi related
- /applypoison does not drop into the combat que
- /applydisease does not drop into the combat que
- if an AOE stim is used from the quickbar /healdamage does not drop into the combat que (not sure of reg stims or single ranged stim from the quickbar)
- While my Paddi was sporting the BH RIS armor, LS damage was reduced to a maximum of 12 points per hit (can't use specials, normal 1genLS base damage 250ish in paddi robe)
- RIS armor stats seem low for the amount of work involved in aquiring the armor ( only if max stats were given to the gift armor, I would like to see a medium armor rating 8))
- Wookiee's can't wear RIS
- Squid and Bothan can't wear RIS helmets
- lots of server diconnects going on....
- jedi xp loss is an extream downer for the young paddi....at a neg 150k with no hope of regaining it without a skill reset
Correction: AOE Stims do drop into the combat que as /healdamage, just didn't notice before because it was used before combat was initiated
My padawan is novice LS / MCM / 4-4-4-0 Doc, and if I use poisons in my fights, Jediexperience is reduced for the Kill. This seriously hampers progression for the young padawan and makes it near impossible to advance if you factor in the death penalty. I am not sure if the same reduction is done for all damage types, but I am guessing at least bleeds would cause this type of damage as well. In my opinion600 jedi experience for a quanker is way too low, considering that if it were not for the auto buffs and self doc buff the darn critters would have chewed through me
Kavedawg wrote:
Kavedawg wrote:
not so much bugs or jedi related
- /applypoison does not drop into the combat que
- /applydisease does not drop into the combat que
- if an AOE stim is used from the quickbar /healdamage does not drop into the combat que (not sure of reg stims or single ranged stim from the quickbar)
- While my Paddi was sporting the BH RIS armor, LS damage was reduced to a maximum of 12 points per hit (can't use specials, normal 1genLS base damage 250ish in paddi robe)
- RIS armor stats seem low for the amount of work involved in aquiring the armor ( only if max stats were given to the gift armor, I would like to see a medium armor rating 8))
- Wookiee's can't wear RIS
- Squid and Bothan can't wear RIS helmets
- lots of server diconnects going on....
- jedi xp loss is an extream downer for the young paddi....at a neg 150k with no hope of regaining it without a skill reset
Correction: AOE Stims do drop into the combat que as /healdamage, just didn't notice before because it was used before combat was initiated
My padawan is novice LS / MCM / 4-4-4-0 Doc, and if I use poisons in my fights, Jediexperience is reduced for the Kill. This seriously hampers progression for the young padawan and makes it near impossible to advance if you factor in the death penalty. I am not sure if the same reduction is done for all damage types, but I am guessing at least bleeds would cause this type of damage as well. In my opinion600 jedi experience for a quanker is way too low, considering that if it were not for the auto buffs and self doc buff the darn critters would have chewed through me
arrrgh
600 jedi experience was what was awarded without the use of poison (pure use of a light saber to kill)
410 was awarded with poison use
just my opinion, but if we are required to depend on both jedi and standard skills to progress and stay alive as padawan, I think full jedi experience should be awarded for the kill no matter the damage type as long as half the damage was done with a LS/ jedi skills; or some major adjustments to experience awarded, experience required to advance, and death penalty experience costs are in order
There is a bug related to Force Run and the Terrain Negotiation. My character on TC2 now has -66 Terrain Negotiation in the Skill mod list on the Skills window when Force Run is not activated. When I activate Force Run 2, it goes up back to 0 Terrain Negotiation. It should be +66 when using Force Run 2, and 0 as normal when not using Force Run.
Vigeant wrote:
shouldn't the terminals in the enclave show who is on limited ranks ?
i don't see such an option.
JustG posted how to see this in his Force Ranking System Feedback thread - just type /showCouncilRank. It will come up with a popup and you can see all the people in the different Force Ranks.
Mellissandria wrote:
Ok....another hubby report...
The experience monitor has split so that while it is showing the xp from novice force healer, but at the botton, showing the title business I....and you can't resize or change it......this bug just showed up!!!
also you can't pull away from the character enough to see what kind of damage you might be doing to the tortur bull.....
Tor'ka TC2