Jedi Archive
Thread: [BUGLIST]: List of current bugs, help me get up to date!
I have updated this list with what I know. I thought it would be helpful to Baciacca if he needs it.
I need extra help filling it upthough, especially with Lightsaber & Wielder since there might be things I dont know about.
As of 2005-10-15:
Direct Bugs (not issues) in the Jedi professions
Bugs beyond the 5 professions:
* Creatures do not use Actionpool:All monsters/creatures out there uses up no action for their default attack. This makes all special abilities effecting actionpool obsolete. This also cripples professions such as FencerandPikeman who are balanced on their access to theese abilities. There are also NPC's sharing this issue.
* Bonuses to Defense does not work: Bio-Engineered clothing do no effect against hitchance or damage.
* Character Sheet shows uncapped results: With a full BE dress the Character Sheet shows "+64 Defense", but we know that there is a "25" cap. This is misguiding.
* HAM pane issues: A Jedi's HAM pane is different from regular professions, causing a graphic glitch if you repeatily switch between the Jedi and the Alt. The glitch causes the ForceBar to shrink or even dissappear. Also the HAM pane width is resetted after each restart of the game.
* Force Assist Powers: "Assist" powersare not registered as "Assistance" by the A.I. and therefore doesnt cause aggro or counts as "assistance" in terms of experience gain for a group effort.
* Not Force Attacks?: Force Drain, Force Suppression, Force Wave, Force Sap, Force Shock: Theese are not considered force attacks and are therefore not defended by any force defense such as ForceShield, ForceFeedback, Force Defense etc.
* Force Power Max: Clothing Tapes that are supposed to add more maximum forcepower do not actually add its number to maximum forcepower.
* Force Powers when Sitting/On Speeder: Many self-inflictingForce Powers doesnt work when sitting or on a speeder. (maybe intended, but it's not like you need your hands or anything...)
* Missing Combat Spam: There is no combat spam for mezzes, making it impossible to track them in the combat log.
* Missing info in tuned colored crystals: Color Crystals are not displaying the Elemental damage type when examined (after tuning).
* Missing info in clear crystals/pearls: -action and +accuracy are added as mods in clear crystals, but they all have "0" modification to both values.
Lightsaber
*Saber Power Hit: Saber Power Hit a have lower damage-per-second than Saber Head Hit, due to the WarmUP.
* Improved Saber Blind: There is something with the fluid use of "Improved Saber Blind" that seems to be out of order. Saber Slash always stick, Dizzy always appear to stick, Blinding people is almost impossible even at improved level.
* Saber Slash: Theinitial attack is reduced by armor, which effects theDamage over Time bleed caused by the slash. The end effect is that Saber Slash together with it's bleedticks produces less damage than one Body Hit.
The very low Damage output of Saber Slash together with inconsistances in the damage multipliers of Torso Shot/Bleed Attack/Saber Slash, makes me believe this is broken.
* Saber Slash: x0.435 multiplier. This is the only attack in the game that have a second decimal. x2.0 elemental damage multiplier. This is the only attack in the game that have an elemental multiplier.
* Advanced Bleed Attack: In the log this attack is refered to as "Improved", and the damage multiplier cannot be determined (damage different every attack).
* Torso Shot: This attack do a whupping x2.0 damage. That's the highest multiplier on a dot attack I ever heard of.
* Lootdropping: Pearls/Crystals beyond "Good" is not dropping by high-level pve opponents. This limits aJedi to a 250-300mdps Lightsaber with a very high forcecost.
*Flawed 3Gen 1h LightsaberExperimentation: Third generation One-handed Lightsabers are still using the "old" two lines of experimentation (Damage and Efficiency) for crafting, rather than the new three lines (Damage, Efficiency, and Speed).
* 1h = 2h?: One-Handed Lightsabers are showing "2-Handed Melee Weapon" when you hover over them in your inventory.
* Damage reported when damage blocked: Damage numbers are showing over a Jedi's head when they successfully Saber Block an attack. It appears that no damage is actually being incurred and the combat log doesn't display any information about damage taken. The animation for the block is delayed also and is no longer showing the shot being "deflected".
* Missing Lightsaber animations: Many animations are missing or are using the default animation for Lightsaber specials and Jedi abilities, such as Saber Throw "1" and the Force Knockdowns.
Force Defender
* Dominate Mind appears to be unable to hold aggro.
* Jedi State Resistance is disputed. Some say it works vs new states, some say it doesnt.
Force Enhancer
* Force Resist States: Force Resist States do not protect against the new states added in the combat upgrade (armor break, snare, root etc) and its still very easy to apply +STUN+/+DIZZY+/+BLIND+ on a Jedi using it, making us believe it doesnt work at all.
* Regain Conciouness: The penalty to force regeneration caused by this power stacks, and may even lock up, causing a Jedi to be without force regeneration until the next server restart.
* Stasis: If you have a Default Attack defined (CTRL+LEFTCLICK), your successful Stasis will be followed up by a default attack, which instantly breaks the Stasis again.
* Force Run:
- Advanced ForceRun now equals the speed of ForceRun2 pre-cu, not ForceRun3.
- ForceRun and Improved/Advanced ForceRun are separate abilities, yet higher versions of this ability replaces thefirst one, making it unaccessible when you want to use it.
* ForceRun is a haste
* Improved/Advanced ForceRun is a haste that reduces damage output with -99%
* Force Meditate: The blue lightning animation surrounding Force Meditate does not stop, but continues non-stop until the meditation is interrupted (causing major graphic lag on slower computers!)
* Celerity II/IV & Synergy I/III: Description texts are out of date as they do not mention Wave/Suppression.
* Transfer Force: Transfer Force as an"Assist" power is not registered as "Assistance" by the A.I. and therefore doesnt cause aggro or counts as "assistance" in terms of experience gain for a group effort.
* Force Drain, Force Suppression, Force Wave: Theese abilities are not considered force attacksand are therefore not defended by any force defense such as ForceShield, ForceFeedback, Force Defense etc.
Force Healer
* Force Heal States: The description text say that it "Removes all of your negative state effects", yet the ability donot cure the new states added in the Combat Upgrade, such as Thyroid Rupture, Knee-Cap Shot,Shock etc.
* Force Sap: All monsters/creatures out there uses up no action for their default attack. This makes all special abilities effecting actionpool obsolete. This also cripples professions such as FencerandPikeman who are balanced on their access to theese abilities. There are also NPC's sharing this issue.
* Force Sap, Force Shock: Theese abilities are not considered force attacksand are therefore not defended by any force defense such as ForceShield, ForceFeedback, Force Defense etc.
* Assist/Rejuvenation/Restoration: The descriptiontext for theese are out of date and all wrong. Considering the current effect, the description for Force Assist II is almost hillarious (if you have twisted humour).
* Assist Line: The naming "Assist" is incorrect. Theese boxesdo not grant any "assist" powers.
* All healing powers: Theese "Assist" powers arenot registered as "Assistance" by the A.I. and therefore doesnt cause aggro or counts as "assistance" in terms of experience gain for a group effort.
Force Wielder
* Force Strike: Force Strike have lower damage-per-second than Force Hit, due to the WarmUP. This appears unintended since Force Strike is a much higher strike.
* Force Intimidate:Force Intimidateand Improved Force Intimidateare separate abilities, yet higher versions of this ability replaces thefirst one, making it unaccessible when you want to use it.
Force Intimidateis a cone intimidate attack
ImprovedIntimidateis an area intimidate attack
* Force Knockdown: Force Knockdown, Improved ForceKnockdownand Advanced Force Knockdown are separate abilities, yet higher versions of this ability replaces thefirst ones, making them unaccessible when you want to use them.
Force Knockdownis aranged knockdown attack
Improved Foce Knockdownis a cone ranged knockdown attack
Advanced Force Knockdownis an area ranged knockdown attack
* Force Cloak:
- Can only engage while nothing is targeted (including yourself)
- MOB's will still "see" and aggro you while cloaked (they can't hit though)
- Due to the above bug you can still be subject to a Contraband Scan while cloaked
- Due to the above bug, Turrets can target and hit a cloaked Jedi as well. (maybe mindtrick doesnt work on them?)
-If a player has their graphics options for player shadows set to "Simple" they can see a cloaked player's shadow (does not happen when set to "Volumetric")
- Vehicles are counting as "people" when trying to engage Force Cloak and also add to the drain if near the vehicle while cloaked
- Will sometimes cause you to CTD in heavily populated areas
- Combat Medic DOT’s can hit a Jedi while Force Cloaked
- If you log out while cloaked it will crash everyone around you (whether they're targeting you or not)
- Using abilities or changing equipment while cloaked will sometimes cause it to break if anything is targeted (including yourself)
- If you log out while Force Cloak is active it will cause everyone near you to CTD.
- Force Cloak will cause you to CTD sometimes if active in heavily populated areas.
- BUG?: They can see the effects when you use abilities, and from states, DOT's, etc.
- BUG?: The effects from Force Meditate and Force Run can also be seen (looks kind of cool actually)
- BUG?: Players can still target you by using /target
- INTENDED?: Can't mount a vehicle or creature while cloaked
- INTENDED?: Bomb droids are able to hit through the cloak
- INTENDED?: AOE attacks can hit a cloaked player if they are used near them on another target
* Novice/Force Subjogate II/IV: The descriptiontext for theese are out of date and all wrong.
* Force Wielder and Armor:Force Choke (Kinetic), Force Intimidate (Kinetic), Force Knockdown (Kinetic), Force Weaken (Energy)and Mind Blast (Energy) are reduced by armor. Thisappears unintended considered what they are said to do.
Message Edited by MsNiL on 10-15-2005 04:36 PM
westcoastavenger wrote:
Supposedly Improved Armor Break is less effective than its lower level version.
I dug that up the SET file today. Standard gives -45 and improved -65 if thoose values are correct.
Qui-Gonzalez wrote:
Is it wrong in reading this and hoping you will step in for SonGouki? His decision makes me sad for Jedi.![]()
I have tried to do my part for the community since the CU, but I am probably too new to sign up for that ^_^
Doesnt harm to try to pinpoint the problems though. I wanted a list that just specifically points out direct bugs, ignoring the issues for now.
Pssssh. You have been more productive and proactive here than many many veteran Jedi, myself included. I don't know you from Eve, but your posts, especially during the CU Alpha/Beta fiasco were very informative. Besides, I am working on the same template as you...![]()
The Correspondent is not a popularity contest, and it is not something that is tied to how long you have been ingame, on the forums or how many posts you have. You have my endorsement, if it matters.
Armor Break is bugged. Both SonG and Swordsman Correspondant have reported the issue to the devs. You can find more info on this issue here.
MsNiL wrote:
westcoastavenger wrote: Supposedly Improved Armor Break is less effective than its lower level version.
I dug that up the SET file today. Standard gives -45 and improved -65 if thoose values are correct.
Molveno wrote:Armor Break is bugged. Both SonG and Swordsman Correspondant have reported the issue to the devs. You can find more info on this issue here.
MsNiL wrote:
westcoastavenger wrote: Supposedly Improved Armor Break is less effective than its lower level version.
I dug that up the SET file today. Standard gives -45 and improved -65 if thoose values are correct.
yup, armor break broke. havnt tested post 17 though, but i havnt heard a thing for either version, so assume its still broke.
the armor reduction/damage bonus will go down as you advance the skill. we think the modifyer is backwards.