Open deathstreal opened 7 years ago
Fixed so far: (not on the raid test yet)
Will hammer out the rest tomorrow. Thanks for the report ^^
Issues fixed:
FL Hardmode doesn't drop hardmode loot, nor does it drop emblems at all.
Hodir only drops two pieces of loot and drops Valor Emblems
Kolagarn drops valor.
Stormcaller on Iron Council spawns an invisible mob to cast overload, this mob runs around attacking people where it should be invisible stationary and unattackable.
I think this issue should be pinned to the top for now (if it's possible on github issue trackers). :-D
Kologarn arm respawn timers are set to 50s. This is correct.
Mimiron drops Emblem of Valor instead of Conquest in 25 man mode as well.
Would have loved for the hotfix to be implemented when this issue was reported the first time.
Speaking about Flame Leviathan's hard mode loot, that's what wowwiki says:
- 0 Towers: 2x [Normal Loot Item] + 1x [Emblem of Triumph]
- 1 Towers: 2x [Normal Loot Item] + 2x [Emblem of Triumph]
- 2 Towers: 2x [Normal Loot Item] + 2x [Emblem of Triumph] + 2x [Runed Orb]
- 3 Towers: 2x [Normal Loot Item] + 3x [Emblem of Triumph] + 2x [Runed Orb] + Recipe
- 4 Towers: 2x [Normal Loot Item] + 3x [Emblem of Triumph] + 2x [Runed Orb] + Recipe + 1x [Hard Loot Item]
(Emblems of Conquest in the current patch instead of Triumph, of course.)
Flame Leviathan (10 and 25) - Salvaged Chopper - Ignited Tar is not dealing damage to the adds that spawn from Freya's beam. Makes the hardmode very tough on 10 man. - Demolisher - Throw Passenger doesn't work properly. It will throw the person in the air, but they wont land on Flame Leviathan. They will just get thrown to the ground and die. The Leviathan Defense Turrets have 1 hp.
Auriaya (10 and 25 )- We wiped on the fight and the Feral Defender stayed alive. When we engaged and killed the lone feral defender and then pulled Auriaya it was counting the Feral Defender as a part of the fight, so timing was all off and the feral defender spawned very fast. Made the fight much harder since usually the defender spawns a minute in.
Thorim (10 and 25) - Phase 2 the lightning beam that forms between towers was bugged and always appeared in the same spot every time.
The not being able to move and having to reload UI after rezzing is very annoying. The ghost being ported to Dalaran is frustrating and time consuming. The drop rates are bugged. Most 25 man bosses should have 3-4 pieces of base loot and extra depending on the encounter. (HM loot, Recipes, orbs, etc)
We haven't gotten to test everything yet, but this is a list of the bugs that we have encountered so far.
Added Ignited Tar bug. Throw Passenger needs to be targeted. Turrets show 1 HP but go back to full once people land on them. Everything else has been reported already.
General Vezax (10 and 25) - Aura of Despair - Not restoring mana from any source. On live and on the wowwikia: " Aspect of the Viper, Judgements of the Wise, Shamanistic Rage, and Spiritual Attunement remain at least partially effective. Divine Plea for protection paladins also appears to work too." Prot Paladin without Divine Plea working on that fight makes it untankable for Prot Paladins.
Yogg Saron (10 and 25) - Green Clouds (that spawn Guardian's of Yogg-Saron) move WAY faster (I'd say twice as fast) than on retail. They are also much smaller in size graphically, but their hitbox is much bigger than what appears. If you watch any Yogg kill video from back then you will notice they are much bigger and move much slower. Also the timing and positioning on the Clouds seem to be way off. From all of our attempts tonight some cloud pools were stacking on top of each other and there were a lot more in melee than there should have been.
In my humble opinion, only Divine Plea should be fixed, the fight is not that hard by itself anyway. Yogg Clouds are slightly bigger than the animation yea, but such things, not bugs and mostly flavor, should be left as is. Creativity and adjustment to small detail is something most people will enjoy.
I am tagging reports from people who found bugs which have not been mentioned here.
@deathstreal It is my opinion that a meta-issue is good for tracking progress but individual issues are much better to reference in commits that fix them. For example, fixes #199 . For that reason I'd recommend not closing those issues until they're fixed.
In fact it can be very misleading to see those issues closed when they are not fixed when you look at the tracker.
Alright, editing.
Instance Bug 2: Patterns and Fragments droprate seems to be extremely low.
Any updates on this??? I am hoping that we can see something done so that way those of us that are getting the mace, have it for progression on next tier and during ICC.
After the latest update, VX-001's P3Wx2 Laser Barrage seems to deal damage not only to players in front of it, but also to players directly behind it.
So far, since clearing ulduar 25 every week since inception, we have only had 2 fragments of Valnyr, the droprate should be about 40% per boss.
The following drop chances being defined in the DB:
Patterns: Every bosses has 33% chance to drop 1 pattern (except a few, that have 100%)
Fragments of Val'anyr: Klogarn: 8% Hodir: 10% Thorim: 8% Thorim (H): 18% Freya (1): 7% Freya (0): 5% Mimiron: 8% Mimiron (H): 18% Algalon: 20% Freya (3): 20% Freya (2): 9% Ignis: 8% Vezax: 11% AoI: 8% AoI (H): 18% Razorscale: 8% XT (any): 8% Yogg (any): 100% FL (any): 8% Auriaya: 8%
Aren't they blizzlike?
http://wow.gamepedia.com/Fragment_of_Val%27anyr
IMO? This isthe only information i can find on the drop rates other than old MMO champion posts climing people got 8 shards per week,which is not believable. During progression my guild managed to created 2 maces. 1 was done about months after release and the second one got completed a couple weeks after ToC dropped. At this rate, 1 shard or 2 shards per week, we wont see a mace until AFTER ToGC will be cleared, and thats even if guilds want to bother going back into ulduar.
IMO: the drop rates are vry very low. We are seeing around 3% drop rate for all bosses excluding yogg.
http://www.wowhead.com/item=45038/fragment-of-valanyr idk how accurate this is, but i dont think they changed the droprate at any point. Keepers missing, I doubt thats because they dont drop it, seeing as I found reports of people saying they dropped. As you can see, the rates arent horribly off, but 3% less chance adds up fast. Your average HM clearing Guild had 2 weapons by the time ToTC was released or shortly afterwards.
Using the rates you gave Laj, it's take an average of 35-40 weeks to get 1 mace.
Hodir: 10%
Why doesn't Hodir have an improved drop chance on hard mode? Or did you just forgot to include that in your post? :P
@corcaroli I could be reading it wrong but I don't think TC has a fragment on the loot table for the hardmode cache which has an object ID of 194201. The cache points to the loot table ID 26950 which contains and incorrect entry for this item which has an ID of 45083 at 20% drop rate. I'm assuming they meant to enter 45038 which is the ID of the fragment. However, I do not know if Feenix has corrected this issue that is on Trinitycore at the moment.
If they have it appears a fragment from the hardmode Hodir, if not changed by Feenix, would be 20%
Hodir is spawning 2 chests in hardmode, that is the problem. I can't increase the droprate of the fragment for the normal chest, of course, but I also can't add the fragment to the HM chest table, because in that case, guilds would have a little chance to get 2 fragments from the encounter (8% normal * 18% HM, means approximately 1,5% chance).
What about adding all the normal mode loot to the hardmode cache and disabling the normal mode cache if a hardmode kill is done? Not entirely blizzlike but might be the easiest way to quickly fix this
@lajhar According to wowhead, both regular and rare caches have a chance to contain a fragment, which means that a possibility to get 2 fragments from Hodir HM kill is blizzlike.
Also two comments from patches 4.+ (yeah, i know)
I will add Fragment to the HM chest then, but with 8% chance. So those who kill Hodir in HM will have an additional 8% chance to get at least 1 Fragment, but the chance of getting 2 will only be 0.8%
Added. Soon on PTR
[ ] FL: Siege Engine Cannon seat causes your character to bug out, you become unable to do anything. Manual fix from Zerix: The assigned Cannon seat player should go into the Driver's seat first and then move to the Cannon seat, this will fix the issue. This issue does not exist on Demolishers.
[x] FL's hardmode cannot be toggled as of now (at least not like it was toggled on retail). Speaking to Lore Keeper of Norgannon properly gives you the gossip option. However, after selecting it, then speaking to Brann, no Tower buffs are given to FL. There may be a different way to toggle it, but I do not know of it.
[x] FL hardmode does not drop any Hardmode loot, nor does it reward Emblems of Conquest. It should reward the same amount of loot as Normal, one hardmode-exclusive item, one extra Emblem of Conquest (total of three), one Ulduar Pattern/Recipe (like all HMs on 25M).
[ ] FL's turrets have multiple LoS issues.
[x] Causing an Overload is supposed to stun the Boss, remove all of his Gathering Speed stacks and increase his damage taken. Nothing of the former happens.
[ ] Salvaged Chopper is missing the ability [Grab Pyrite](Use your hook and chain to grab the targeted Liquid Pyrite. Place the Liquid Pyrite where needed with the Ability vehicle launch player eject button). It is supposed to be on button "4", with First Aid Kit on button "5".
[ ] There is too much Pyrite spawning at the borders of the room.
[ ] Salvaged Chopper - Ignited Tar is not dealing damage to the adds that spawn from Freya's beam.
[x] Ignis: The player in the Slag Pot is taking Scorch damage, resulting in an unexpected amount of burst damage.
[ ] Iron Constructs are immune to Slows, Freezes and Roots. They should be susceptible to all three.
[x] XT-002: The various bots spawning from the debris around the room should despawn when the Heart is killed.
[ ] If the Heart takes more damage than XT's remaining Health, the encounter will end with the boss providing no loot after the Heart Phase is over. If the Heart takes more damage than the Boss' remaining HP, the Boss should have 1 HP left after the Heart Phase.
[ ] When you take the Boss between the two piles of junk, either left or right, the boss should not spawn any adds from those two sides during the Heart Phase.
[ ] Issue #208
[ ] Iron Council: Reincarnation pops up for Shamans that die during the encounter but the spell does not have any effect, the Shaman will remain dead.
[x] When he is the last remaining Iron, Runemaster Molgeim does not use Rune of Summoning (2 dead) (Creates a rune of summoning which periodically spawns Lightning Elementals. Elementals will charge toward members of the raid and explode on contact).
[x] Stormcaller Brundir's Lightning Whirl (1 dead) (Deals 5655 to 6345 nature damage on heroic or 3770 to 4230 nature damage on normal per bolt. Fires multiple bolts per second and needs to be interrupted as quickly as possible) is not interruptable.
[x] Stormcaller Brundir should be stunnable until he is the last Iron remaining. He becomes immune to Stuns during Overload.
[ ] Stormcaller Brundir spawns an invisible mob to cast overload, this mob runs around attacking people. It should be invisible, stationary and unattackable.
[x] Kologarn: Right and Left Arm have an extremely long respawn timer. It is supposed to be 1 minute.
[x] The boss drops Emblems of Valor on 25M. It should drop Emblems of Conquest 25M.
[x] Freya: Detonating Lashers were hitting outwordly hard, having a multiplier of 20 on their auto-attacks and explosions. The problem was confirmed and supposedly fixed, have not tested the fix yet.
[ ] Detonating Lashers should be affected by slows and immobilize effects.
[ ] Issue #187
[x] Freya's Solar Flare (buff from Elder Brightleaf) area of effect is very small and random. It should be bigger and spawn over a random player.
[ ] Hodir: The Toasty Fire, which keeps you safe from Biting Cold and stacks a powerful debuff on the boss, does not spawn often enough.
[x] The boss drops Emblems of Valor and two pieces of loot on 25M. It should drop Emblems of Conquest and four pieces of loot on 25M.
[ ] Thorim: Lightning Charge will always target the same Orbs, depending on the position. It should be completely random.
[x] Dark Rune Warbringer's Abilities are not usable when Mind Controlled.
[x] Issue #196
[x] Issue #197
[ ] Issue #199
[ ] Issue #212
[x] Mimiron: Phase One Land Mines should despawn faster, you should never have two packs of Land Mines up at the same time.
[ ] Phase Three Bomb Bots should be dormant, yet targetable, for 2-3s after spawning.
[ ] Phase Four P4: VX doesn't do Spinning up.
[x] General Vezax: While trying to interrupt Searing Flames a "failed" message may pop up, sometimes the cast itself will complete (happened on one occasion) and the damage will go through without an actual cast bar.
[ ] Additionally, the boss moves at Player speed even under the effects of Surge of Darkness. He is supposed to be kitable for the duration of the buff.
[ ] General Vezax (10 and 25) - Aura of Despair - Not restoring mana from any source. On live and on the wowwikia: " Aspect of the Viper, Judgements of the Wise, Shamanistic Rage, and Spiritual Attunement remain at least partially effective. Divine Plea for protection paladins also appears to work too." Prot Paladin without Divine Plea working on that fight makes it untankable for Prot Paladins.
[ ] Yogg-Saron: Guardians of Yogg-Saron do not deal damage to other Guardians upon their death explosion.
[x] Immortal Guardians are hitting for 57000 to 60000 on a Player with 28000-30000 Armor. They should hit for 20000-25000 on Plate with full (9) Empowered stacks, making them barely untankable from Plate DPS.
[x] Immortal Guardians are spawning every 10s, instead of the intended 15s. This sometimes results in Thorim being unable to catch up with and kill the low HP Guardians.
[x] Clouds in Phase 1 move faster than they should and their "merge" points are different than on Retail.
[ ] Issue #179
[x] Instance Bug 1: 25M trash loot drops from 10M trash.
[x] Instance Bug 2: Patterns and Fragments droprate seems to be extremely low.
[ ] Instance Bug 3: If you die, release and try to enter the instance portal while the raid is still in combat, you get teleported to your hearthstone location as a ghost, and have to use the Spirit Healer. When you use the Spirit Healer, you get teleported back to instance you were in.
[ ] Instance Bug 4: All pets are superpassive. By that, I mean that you have to ask them to attack everytime you switch targets, even on defensive. Or bind /petattack to whatever spell/ability you use to work around it.
[x] Instance Bug 5: Hodir, Thorim, Mimiron, Freya and many other bosses drop Emblems of Valor instead of Conquest on 25M. Additionally, the former bosses drop 2 or 3 items instead of 4 on 25M.
I am tagging reports from people who found bugs which have not been mentioned here.
EDIT: Added more bugs