Open ThoseWhoFight opened 1 year ago
Adding two YT channels for retail ballista video resources
thanks for pulling these together. some qs/comments
another general q i have that needs retail research: if a bard uses troubadour to extend the length of an enfeebling spell, does the duration cap occur before or after (i.e will troubadour allow double the max time, or just be capped and therefore be basically useless) edit: this info may be in wiki pages, i definitely have not looked into ballista, so apologies if it's readily available and im not seeing it yet.
So I think I figured this one out possibly, it happened again during the Meriphataud match earlier using a demoralizer this time. I noticed the casting got interrupted using it on an enemy team member, I still had the item in inventory but could no longer use it and I could no longer drop it either. Guessing maybe it registered as if the item went off, but it didn't and could no longer be tossed either.
Additionally, found that certain actions like Provoke and missed ranged attacks didn't seem to interrupt an enemy team member while mid scoring.
I noticed the casting got interrupted using it on an enemy team member, I still had the item in inventory but could no longer use it and I could no longer drop it either.
was the casting interrupted bc they ran out of range or the item would be interrupted regardless upon use?
Reviewing the footage, it's because he stepped out of range of the item being used the first time. After that it just gave the message "Unable to use item" and "Drop item" was greyed out. It would still give a casting bar after subsequent use attempts after the first interrupted one, but they would never complete, no player "using item" animation started and would receive the "unable to use item" message in log.
Also noticed this wasn't exclusive to pvp, seems to proc in chat log vs pve mobs as well, but 0 damage is actually done. Not sure if that helps at all.
Couple more issues in ballista: -Third Eye should block ranged attacks and ranged WS -Carnal Incense should block ranged WS as long as they are physical
resolved issues with spell duration. still need more information on some items to help resolve.
https://www.nicovideo.jp/watch/sm37018270 @2:05 Kilin on the Windurst team gets hit with Gravity. You can see the slow run @2:14.
edit: Thanos gets Gravity'd @3:30, can see it better
https://www.youtube.com/watch?v=VyNLYdWaGj0
6:11 Niiome anticipates a ranged attack with Third Eye. Not sure if too recent to count, but it seems Third Eye was never changed after era cut-off.
Edit: https://giant.gfycat.com/DecentAnimatedChimpanzee.mp4 Video from 2008. Megume anticipates Okesmokes ranged attack.
@30:17 TP was 38%. Got hit a lot and died at 30:59. Didn't range anyone and shows he has exactly 50% TP 32:01. Can't tell if its just crazy coincidence he got exactly 50% when he died, or the statements are true that when you auto revive you do indeed get 50% back only, not the TP you died with, besides below 50. https://www.nicovideo.jp/watch/sm37018419
Silence from Kabura Arrows don't seem to be subject to wind resist checks when they should be and always land for full duration of 60 seconds when it should be shorter. Was getting hit 100% and full duration through +40 wind resist equipment, barsilence, and baraero.
Silence from Kabura Arrows don't seem to be subject to wind resist checks when they should be and always land for full duration of 60 seconds when it should be shorter. Was getting hit 100% and full duration through +40 wind resist equipment, barsilence, and baraero.
weapon addl effects are pass fail. either it will land for full duration or it wont land, and it goes through resistance checks that include barspells, wind resist, etc to determine this. if the duration of addl weapon effects should be shortened as a general thing in ballista (like casted enfeebles) then that would be an issue, but your wind resist will not affect duration.
Adding status ammo audit to list. Sleep bolts definitely refresh endlessly with little to no variance, unsure if this is accurate. Need retail evidence
Adding status ammo audit to list. Sleep bolts definitely refresh endlessly with little to no variance, unsure if this is accurate. Need retail evidence
sorry, just trying to understand what refresh endlessly means, can you clarify? do you mean the sleep bolts overwrite? also, kinda same q as with inaringo, unsure if their duration should be affected in any way.
sorry, just trying to understand what refresh endlessly means, can you clarify? do you mean the sleep bolts overwrite? also, kinda same q as with inaringo, unsure if their duration should be affected in any way.
Yes, sleep bolts overwrite to full duration. Unsure how accurate this is, but doesn't seem like it's right. Just making a note so people can find evidence when looking through retail videos or if a retail player can test it would be pretty open shut case I imagine.
https://youtu.be/JgVncTOeHHk Can someone clarify if this may be due to the lag difference, that Octo still got hit when he was out of range?
resolved tp, gravity, ra range in October 7, 2022 update. would be helpful if op was updated to note resolved items. thank you.
Eden testing: Provoke / Pebble missing / All ranged attacks hit or miss doesn't interrupt scoring aoe damage (battle dance) interrupts properly aoe non damage (poisonga) interrupts properly Cure spells from allies interrupts properly single target non dmg (Para/Slow) interrupts properly
Seems to just be JAs and ranged attacks that needs fixing currently.
Additionally, no variable resist or gradual resist on sleep bolts, static 24 seconds or full resist(no sleep proc) but nothing in between. Timer should decrease after multiple procs in short period. Retail testing needed?
Idk if this helps or will be considered enough proof but this video shows a Samurai anticipating a ranged attack in Ballista and in era. Happens at the one minute mark.
https://www.youtube.com/watch?v=Sqa2Jewoh14&ab_channel=Thienthan
Leviathan Tail whip gives full potency (instead of ballista potency) gravity plus ~2min duration when it should be less.
resolved mp issue, ja interrupt, some degree of status bolt. if op can be updated with carnal incense bug and summoner enfeeb issues and remove resolved things id appreciate it, this is hard for me to track but i get it's easier for you guys
Physical AOE blue magic, such as Battle Dance and Blastbomb, should remove Third Eye.
do you have a source? otherwise ill need to test it myself
nah I'll see if I can find something tho. just something multiple people have told me.
https://wiki.ffo.jp/html/3389.html
So it doesn't specify BLU magic, but English and Japanese wiki do say that AOE physical moves do damage through and remove Third Eye. Also Japanese wiki mentions Third Eye began absorbing ranged attacks in 2005, and specifically mentions Ballista as an example.
ok, i'll check blue magic specifically, thank you. we're good on proof for ranged attack being absorbed by third eye, it's just that it is difficult to code. update: tested and blue AOE physical magic does strip third eye.
resolved blue aoe third eye interacton
Leviathan Tail whip gives full potency (instead of ballista potency) gravity plus ~2min duration when it should be less.
https://youtu.be/mwl8PLdgeNg?t=2863 As video shows-- Gravity from Tail Whip puts you at walk speed when it should be slow run.
Details
Consolidated list of common issues and bugs plaguing ballista matches currently, by the participants comprised of Eden/Retail players.
~Spell duration is too long and doesn't diminish when constantly getting hit with the same spell multiple times. (Don't think it should be longer than 30 seconds(?) unlike PvE. The "potency" should reset back to normal after HPing or Raising. Does only apply to CC spells like bind, gravity, sleep, ect.)~
~Range attacks still hits even when you run out of range and should whiff(?)~ Relevant retail video
~Gravity potency is too strong, it's PvE % gravity. Currently is walk speed, but should be set to slow running speed.~
~Coming back with Full TP instead of 500 when you raise back up. Possibly 6/10 of current TP? Needs confirmation on exact amount. Conflicting information given~
MP should be restored to half MP after letting reraise timer finish, if under half MP. No MP should be restored if 50% or over(?)
(Needs more confirmation) Enspell only procs on the first hit of a multi-attack, and the rest shows the damage but doesnt even do the damage
Using items with a long casting time (ex. Hi elixir) will finish the casting bar and disappear but the item is still casting.
Post death invisibility should not take any damage from AoE. Player's should be invulnerable during this phase. See #4513
Lethe Water +1 / Demoralizer, guessing all temp items that are used on opposing team members become unusable if target runs out of range interrupting the item's use.
If matches are uneven in players there should be more than one rook.
Outside items such as food are still usable via /item "item name" macros in scenarios where they should not be, such as Pashhow Marshlands and parts of Meriphataud Mountains matches.
Status affliction ammo (Sleep bolts, Kabura Arrows more specifically) seem to refresh debuff timer endlessly, unsure how accurate this is, retail audit preferred.
Provoke / Pebble missing / All ranged attacks hit or miss doesn't interrupt scoring currently