Open malvanis opened 2 years ago
Megaera heads stop autoing randomly causing tank damage on this fight to sometimes be drastically lower than what it should.
Ji'kun's feed young orbs should be catchable at any time during their flight, but they can only be caught when they are falling down. While they are flying up, you cant catch them.
On Lei Shen, Decapitate falloff seems too high as well. https://youtu.be/2NtoFe46tMc?t=290 In this retail vid on normal, the other tank (Chrisbehk) gets hit for like 20-30% of his HP by it, when hes an entire platform away. On mistblade, that would maybe do 100k or so.
Jinrokh Focused Lightning orbs frequently make bizarre pathing decisions such as backing away from a player moving towards them, making it difficult to intentionally detonate them unless you stand still and let them reach you. I'm fairly sure there is no reason they should do anything except travel towards the fixate target.
Tortos's 1st Furious Stone Breath is 5 seconds early (cast begins 40 seconds into the fight instead of 45). Tested on 10N, possibly erroneous on other difficulties as well.
https://www.youtube.com/watch?v=bVS_3vMxIJk
Video from live, pull is at :15, cast begins 45 seconds later at 1:00 (this is also visible in the boss mod timer for Furious Stone Breath CD)
https://www.youtube.com/watch?v=b-90E_hYuWU
Stormforge, pull is at :15 but the cast begins 5 seconds early at :55 instead of expected 1:00.
The spell that kills you on Durumu if you fall off the platform, Acidic Splash, will sometimes kill you even if you do not fall off the platform. Just getting close to the edge is sufficient. I don't see any reason this should be the case.
LFR-only: when Dark Animus reaches 100 Anima, he stops doing any abilities at all and just auto-attacks. It should not do this. as far as I'm aware.
Horridon move speed was normal for us last night. However, all other issues remain, including the unmentioned issue that the adds also run at super speed.
EDIT:
He's once again running at super speed.
Ji Kun started using Quills 3 times in a row now on several pulls. (Near 7th nest for us)
In the Durumu room/during the Durumu encounter, macros sometimes break and you cannot use them at all from then on (I had a basic one with only Crusader Strike and /startattack and halfway through the fight pressing it on my action bar didn't do it anymore. I could still cast the spell from Spellbook. Happened to several guildmates too.
Edit: Correction, this happened on Horridon today as well. So seems to be everywhere.
When Megaera's Head dies while casting Breath, the head will stay at 1 health and do its death animation (wildly flaying around), causing the breath to hit random people.
Corrupted Healing on Twin Consorts functionality seems deeply wrong. Here is a small sample:
Doesn't generate stacks, but should: Renew application, Power Word Shield application, Prayer of Healing cast on the tank group, Spirit Shell application Generates stacks, but shouldn't: Prayer of Mending application, Cascade targeting the main tank, Cascade bouncing to the main tank
Literally everything I tested except atonement, halo and direct heals works wrong. I only play Disc so I can't test any other healers.
https://healiocentric.wordpress.com/2013/04/29/twin-consorts-a-corrupted-healing-compendium/
This blog exhaustively catalogues Corrupted Healing functionality. The only thing it's definitely wrong about is tank self-healing, which should never trigger Corrupted Healing (this was hotfixed after the blog in question was written).
Corrupted Healing proc functionality changes pending, though I cannot test all those spells alone unfortunately.
Corrupted healing now gives stacks seemingly randomly, possibly whenever anyone else heals you (I was tanking as protection paladin with dps seal, sacred shield and without using any healing spells and got 8 stacks within <10 seconds). Boss is somewhat doable, but much harder than it should be.
so did any of these ever get fixed?
The corrupted healing fix was reverted I think. Other than that I don't think any of these were ever addressed, at least not when I was playing here in ToT.
Fixed Lei Shen stuff
ID: [135251] Snapping Bite Difficulty: [6] 25 Player (Heroic) Category: 1152 [ UNKNOWN ] Category Name: Creature Special 1 Spell React State: Spell React State: Harmful spell (negative) ————————————————————————————————————————————————————————————————————————————— Description: Tortos snaps his jaws shut around the target, inflicting $s1 Physical damage. SpellIconID: 138, activeIconID: 0, SpellVisual: (29558, 0), SpellXVisualids: 109198 SpellFamilyFlags: { 0x00000000, 0x00000000, 0x00000000, 0x00000000 } SpellSchoolMask: 1 (MASK_PHYSICAL) DamageClass: 2 (SPELL_DAMAGE_CLASS_MELEE) PreventionType: 2 (SPELL_PREVENTION_TYPE_PACIFY) ————————————————————————————————————————————————————————————————————————————— PropertyFlags: 0x00000080 (SPELL_PROPERTY_IGNORE_ARMOR)
Snapping bite ignores armor according to the spell viewer
The following is a list of bugs for ToT bosses with a comment on how important a fix is for that particular bug.
Jinrok
Seems to be working ok.
Horridon
[1.](https://github.com/Stormforge-gg/Bugtracker-Mistblade/issues/854) Currently spawns the "hard" adds from each door simultaneously, should be spawning at intervals. (Not a huge issue, makes the fight different, easier for coordinated groups and worse for uncoordinated ones. This is a bigger problem in 10man than 25man)
Horridon's movespeed is ridiculously high. (Not a big issue, more a meme than anything)[3.](https://github.com/Stormforge-gg/Bugtracker-Mistblade/issues/915)War God Jalak doesn't show on boss frames (mildly annoying, not a huge issue)[4.](https://github.com/Stormforge-gg/Bugtracker-Mistblade/issues/934) Issues with the hitbox being too large. From my own experience on retail, warlocks needed the old 5.0 era Mannoroth's Fury (which increased AoE on spells permanently) to aoe effectively. (Very impactful for certain classes that AoE from a target (warlocks, hunters are the main ones) and irrelevant for others.) [5.](https://github.com/Stormforge-gg/Bugtracker-Mistblade/issues/938)Direhorn spirit allegedly not 1 shotting. Can't confirm this since I've never been targeted as a melee. (Very severe if as reported, priority fix)Council
1. Allegedly the debuff from the crystal (forget what its called) that you pass around is not applying any damage modifiers and so the entire mechanic is irrelevant and trivialising a large part of the fight. (severe if as reported, priority fix)<- This is working fineTortos
Megaera
Jikun
Durumu
[1. ](https://github.com/Stormforge-gg/Bugtracker-Mistblade/issues/859)
Light Beams are completely bugged, not doing damage or giving stacks. The only thing that works here afaik is the damage if NO ONE stands in a beam. (Very high severity, makes the entire fight a joke for healing)Primordius
Seems to be working ok.
Dark Animus
Iron Qon
Twins
Lei Shen
(Looked at pending more info) Thunderstuck damage fall off seems to be too abrupt, we barely take any damage from it when compared to retail videos where it is doing a significant chunk of players HP even when at max range. This needs more testing. (Very high severity if as reported, trivialises the damage in phase 1 and phase 3 which makes the fight significantly easier to kill as players do not need to position anywhere near as well)Spell Reflect and Mass Spell Reflect should not prevent damage from Static Shock. There are retail posts on MMO champ about MSR working for diffusion chain, but no mentions for SS. (severe, means that this mechanic is effectively removed from the fight and we can level up the pylon multiple times to avoid the other mehcanics which are not cheeseable)~~Raden
Seems to be working ok.