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Ulduar Bugs Thread #163

Open deathstreal opened 7 years ago

deathstreal commented 7 years ago

I am tagging reports from people who found bugs which have not been mentioned here.

EDIT: Added more bugs

Zerixx commented 7 years ago

Fixed so far: (not on the raid test yet)

Will hammer out the rest tomorrow. Thanks for the report ^^

Zerixx commented 7 years ago

Issues fixed:

Zerixx commented 7 years ago
Rephaimerino commented 7 years ago

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.

corcaroli commented 7 years ago

I think this issue should be pinned to the top for now (if it's possible on github issue trackers). :-D

Zerixx commented 7 years ago

Kologarn arm respawn timers are set to 50s. This is correct.

corcaroli commented 7 years ago

Mimiron drops Emblem of Valor instead of Conquest in 25 man mode as well.

Zerixx commented 7 years ago
Scipios commented 7 years ago

Would have loved for the hotfix to be implemented when this issue was reported the first time.

corcaroli commented 7 years ago

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.)

nfernix commented 7 years ago

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.

deathstreal commented 7 years ago

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.

Zerixx commented 7 years ago
nfernix commented 7 years ago

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.

deathstreal commented 7 years ago

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.

deathstreal commented 7 years ago

I am tagging reports from people who found bugs which have not been mentioned here.

HelloKitty commented 7 years ago

@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.

deathstreal commented 7 years ago

Alright, editing.

lxHACKDxl commented 7 years ago

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.

corcaroli commented 7 years ago

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.

Tapswhenoom commented 7 years ago

mimironbug

Rephaimerino commented 7 years ago

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.

lajhar commented 7 years ago

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?

lxHACKDxl commented 7 years ago

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.

deathstreal commented 7 years ago

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.

Rephaimerino commented 7 years ago

Using the rates you gave Laj, it's take an average of 35-40 weeks to get 1 mace.

corcaroli commented 7 years ago

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

HelloKitty commented 7 years ago

@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%

lajhar commented 7 years ago

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).

Tapswhenoom commented 7 years ago

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

corcaroli commented 7 years ago

@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)

lajhar commented 7 years ago

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%

lajhar commented 7 years ago

Added. Soon on PTR