Apocalyptic Weapon Bug (Dual wield)
Re: Apocalyptic Weapon Bug (Dual wield)
We actually do not have that particular commit. We pulled from an early version of the repo and sort have approved/denied the ones they have made sense. Now, it was back in July but I do remember Hufsa noticing those problems as well. He rewrote that commit if I recall correctly and I asked him to apply his edited (fixed) version later into our repo, which never ended up happening. I guess we both forgot.
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Re: Apocalyptic Weapon Bug (Dual wield)
Interesting. I am not exactly familiar with WoW Emu programming but as you say that commit just looked strange to me. Also seeing commented out functions and function calls makes always sets my alarm bells off. Out of curiosity was this bug present in Oregon Core? I checked it's unit.cpp file and it looked like it was ok (although it was using ints rather that floating point numbers)Henhouse wrote:We actually do not have that particular commit. We pulled from an early version of the repo and sort have approved/denied the ones they have made sense. Now, it was back in July but I do remember Hufsa noticing those problems as well. He rewrote that commit if I recall correctly and I asked him to apply his edited (fixed) version later into our repo, which never ended up happening. I guess we both forgot.
Retired Developer.
Re: Apocalyptic Weapon Bug (Dual wield)
I do know melee damage has always been high, so it would be hard for me to say if we noticed anything often unnoticed change when we switched cores. Skyfire is based off of Oregon. Oregon pretty much died so they picked it up and did some work and did some structure upgrades.
Administrator - Project Lead / Server Management / Core Development
Re: Apocalyptic Weapon Bug (Dual wield)
I have been testing resilience and armour and it seems fine. I have noticed that warriors and bear druids are generating approximately 200% too much rage from taking damage, but only damage from certain classes. It is a complicated one to test so it will be a while before I can report it.
According to recount when the dual wield bug is solved my rogues damage will drop by ~10% and the application of poisons will drop by ~15%.
Currently my rogue with Thunderfury as Shadowstep spec with mostly pvp gear does 1150dps unbuffed on a target dummy, which is frankly a little obscene.
According to recount when the dual wield bug is solved my rogues damage will drop by ~10% and the application of poisons will drop by ~15%.
Currently my rogue with Thunderfury as Shadowstep spec with mostly pvp gear does 1150dps unbuffed on a target dummy, which is frankly a little obscene.
Retired Developer.
Re: Apocalyptic Weapon Bug (Dual wield)
Just bumping this, as it's worth doing it :x
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Re: Apocalyptic Weapon Bug (Dual wield)
Lets see how many pages of "bumps" we can get, shall we.
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Re: Apocalyptic Weapon Bug (Dual wield)
Good find. Should get fixed asap. Maybe it'll even throw off some Rogues so they'll start using their brains instead of hemospamming and being like "omg so much dmg we kill in 10 sec anyway who needs cc". Also, maybe they'll start Shiving too... /sarcasm /daydreaming
Anyway, good find. Should indeed get prioritized on to-fix list.
Anyway, good find. Should indeed get prioritized on to-fix list.
Re: Apocalyptic Weapon Bug (Dual wield)
ATM rogues don't really need to shiv much because they get ~19% more poison procs than they should. After this is fixed this will hopefully separate the good rogues from the many many bad ones.
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Re: Apocalyptic Weapon Bug (Dual wield)
If it ever does. been waiting for warrior hybrid rage fix since 08Exsurgo wrote:ATM rogues don't really need to shiv much because they get ~19% more poison procs than they should. After this is fixed this will hopefully separate the good rogues from the many many bad ones.
Re: Apocalyptic Weapon Bug (Dual wield)
Bump, should be #1 in priority in bug fixes in my opinion.Ricekrispies wrote:Lets see how many pages of "bumps" we can get, shall we.
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