UI: Death breakdown screen is broken
It’s too late for the next patch, but I can fix it in the following.
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)
Evan, any update on Ele’s having death breakdown after using mist form? That still removes everything that happened prior to using the mist form downed ability.
Evan, any update on Ele’s having death breakdown after using mist form? That still removes everything that happened prior to using the mist form downed ability.
That’s lame. I can look at that too.
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)
Evan, any update on Ele’s having death breakdown after using mist form? That still removes everything that happened prior to using the mist form downed ability.
That’s lame. I can look at that too.
Awesome! Thank you for the comment!
That is the same with vengeance as well. If you proc it and then die, you only see the log from vengeance time to death (15secs). It is not game breaking by any means but if it is something you already have the mind set to fix, by all means.
Okay, both are fixed. They won’t be in tomorrow’s patch though. Fixing the vengeance and vapor form also fixed another issue that would be happening. The damage log would clear as soon as you resurrected. If you were to rally, then die a few seconds later, you would still only have logs from those few seconds. The log will still clear once you reach 100% health.
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)
Awesome work.
Tirydia – Scrapper
It took you 2 hours to fix the bug?
Okay, both are fixed. They won’t be in tomorrow’s patch though. Fixing the vengeance and vapor form also fixed another issue that would be happening. The damage log would clear as soon as you resurrected. If you were to rally, then die a few seconds later, you would still only have logs from those few seconds. The log will still clear once you reach 100% health.
This has been bugging me since beta! It’s almost as if no one has said anything, haha. Thanks for pointing that out Marcus, and Evan for cracking down on it.
=)
Moral of the Story: Something doesn’t work in-game, PM it to Evan for it to actually get addressed.
How hard would it be to put conditions, healing and crits in the combat log?
Okay, both are fixed. They won’t be in tomorrow’s patch though. Fixing the vengeance and vapor form also fixed another issue that would be happening. The damage log would clear as soon as you resurrected. If you were to rally, then die a few seconds later, you would still only have logs from those few seconds. The log will still clear once you reach 100% health.
Is it possible to get condition damage and retal damage in the combat log that you can see in the corner?
Also can the combat log show when I hit stealthed enemies? I know I hit them because my adrenaline is going up but I would like to know the numbers
Crit actually shows in the combat log, but it doesnt say ‘nubthief hit you for xxx critical’ it just shows as normal damage, but its indeed a critical.
Slow down fellows. I fixed the death breakdown in sPvP, which is somewhat different from the combat log. Please throw your suggestions and desires in this thread:
https://forum-en.gw2archive.eu/forum/pvp/pvp/Any-plan-to-improve-the-combat-log/first#post1492066
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)
Thanks for taking the time to fix these problems Evan.
Slow down fellows. I fixed the death breakdown in sPvP, which is somewhat different from the combat log. Please throw your suggestions and desires in this thread:
https://forum-en.gw2archive.eu/forum/pvp/pvp/Any-plan-to-improve-the-combat-log/first#post1492066
Hi, i’m just curious, are you guys aware of the pathfinding issues with movement skills like bull’s charge and greatsword rush?
This is usually where:
1) your character will hit an invisible object/wall along the path to the target and the skill will cancel.
2) you will hit an invisible object/wall and keep moving in place until the animation finishes.
3) you move to the target fine but then the skill cancels seemingly randomly once you reach them, or you run into them for a bit before it cancels; ie your character never swings the sword or does the “knockdown check” to the target.
4) you overshoot the target completely (usually run through them) and miss.
Just curious of those issues are being addressed, because it really hampers the warrior’s ability.
Slow down fellows. I fixed the death breakdown in sPvP, which is somewhat different from the combat log. Please throw your suggestions and desires in this thread:
https://forum-en.gw2archive.eu/forum/pvp/pvp/Any-plan-to-improve-the-combat-log/first#post1492066
Fair enough, although I see the two as being related. Perhaps not in what it takes to technically implement (which I have no idea about), but about the function they serve in PvP to players….reporting. Good reporting is essential for players to be able to improve at all levels.
The death breakdown is an easy way to know this, but it has some issues. Firstly is the issue which you fixed. However there are others:
The death breakdown often doesn’t include more damage than I have HP, not even counting my healing.
Often players want to jump back into the game after dying, not look at the death breakdown in detail.
A cool feature might be the ability to save death breakdowns, so you can look at them later as well as look at more than 1 at a time. For example, you are guarding home point, and an enemy keeps attacking. Over the course of the game you have several 1v1s vs the same person. Imagine if you could neatly compare how each of the fights went? Would be amazing.
With no replays, reporting is even more essential. The death breakdown is nice, but can’t be the only tool. In fact I’m still stunned we have a fancy feature like the death breakdown without a useful combat log. Talk about putting the cart before the horse. However from the your own response in the thread you linked, it not even scheduled.
The death breakdown is pulled directly from the combat log. It just summarizes the things you normally would want to see like crits and condition damage. I haven’t taken a look yet, but I suspect all the info we want is there, just not printing to chat.
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)
Okay, both are fixed. They won’t be in tomorrow’s patch though. Fixing the vengeance and vapor form also fixed another issue that would be happening. The damage log would clear as soon as you resurrected. If you were to rally, then die a few seconds later, you would still only have logs from those few seconds. The log will still clear once you reach 100% health.
Dude you are the greatest! Thank you so much! This is something I’ve been dying for a fix, can’t believe how quick you updated it!
Evan Lesh – Give this man a raise!
Okay, both are fixed. They won’t be in tomorrow’s patch though. Fixing the vengeance and vapor form also fixed another issue that would be happening. The damage log would clear as soon as you resurrected. If you were to rally, then die a few seconds later, you would still only have logs from those few seconds. The log will still clear once you reach 100% health.
Dude you are the greatest! Thank you so much! This is something I’ve been dying for a fix, can’t believe how quick you updated it!
Evan Lesh – Give this man a raise!
agreed! ^^
http://www.twitch.tv/blinxpvp
My Ele guide: http://intothemists.com/guides/guide.php?id=9
Who says the devs don’t talk to us… Love this guy
Well when you talk about RNG, fotm, or drop issues the go puf! Vanish like a rogue.
Evan is very cool. Keep coming into the mists and playing. Thanks again for your efforts.
Snate Bliskin
Tathan
Hi, i’m just curious, are you guys aware of the pathfinding issues with movement skills like bull’s charge and greatsword rush?
This is usually where:
1) your character will hit an invisible object/wall along the path to the target and the skill will cancel.
2) you will hit an invisible object/wall and keep moving in place until the animation finishes.
3) you move to the target fine but then the skill cancels seemingly randomly once you reach them, or you run into them for a bit before it cancels; ie your character never swings the sword or does the “knockdown check” to the target.
4) you overshoot the target completely (usually run through them) and miss.Just curious of those issues are being addressed, because it really hampers the warrior’s ability.
I’m not very familiar with the bugs other than that I experience them on large targets. Here are some things to keep in mind: Swapping weapons will stop you mid-movement. Using frenzy causes skills like bulls charge to only go half distance.
I also misspoke earlier. Our current combat log is not pulling from the much more robust information that the death breakdown uses.
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)
Hi, i’m just curious, are you guys aware of the pathfinding issues with movement skills like bull’s charge and greatsword rush?
This is usually where:
1) your character will hit an invisible object/wall along the path to the target and the skill will cancel.
2) you will hit an invisible object/wall and keep moving in place until the animation finishes.
3) you move to the target fine but then the skill cancels seemingly randomly once you reach them, or you run into them for a bit before it cancels; ie your character never swings the sword or does the “knockdown check” to the target.
4) you overshoot the target completely (usually run through them) and miss.Just curious of those issues are being addressed, because it really hampers the warrior’s ability.
I’m not very familiar with the bugs other than that I experience them on large targets. Here are some things to keep in mind: Swapping weapons will stop you mid-movement. Using frenzy causes skills like bulls charge to only go half distance.
I also misspoke earlier. Our current combat log is not pulling from the much more robust information that the death breakdown uses.
Your comment about frenzy and other movements (Bulls, Rush, eviscerate, etc) is half leap distance intended? Or is it just a by product of twice the action speed?
If yes to the first, can it be adjusted to covering the same distance twice as fast?
Just wanted to point out that ranger pets damage does not show up in the combat log at all and if you are BM build like I am then the pet does more damage then I do, but cant see anything in the combat log which makes the log useless to me..
Off topic a little but I wanted to reach a dev with this information
I just wanted to break this down as food for thought. Let’s take bull’s charge for example: effect “standard” ,range “900”
standard-900
swiftness-1200
quickness-450
crippled-450
chilled-300
And combinations of effects alter it even more.
ie quickness and swiftness for ~600
quickness and chill ~150
Movement skills are so dependent on movement effects. However skills with casting ranges are not affected by this consequence at all. I call it the struggle of a melee character.
Hi, i’m just curious, are you guys aware of the pathfinding issues with movement skills like bull’s charge and greatsword rush?
This is usually where:
1) your character will hit an invisible object/wall along the path to the target and the skill will cancel.
2) you will hit an invisible object/wall and keep moving in place until the animation finishes.
3) you move to the target fine but then the skill cancels seemingly randomly once you reach them, or you run into them for a bit before it cancels; ie your character never swings the sword or does the “knockdown check” to the target.
4) you overshoot the target completely (usually run through them) and miss.Just curious of those issues are being addressed, because it really hampers the warrior’s ability.
I’m not very familiar with the bugs other than that I experience them on large targets. Here are some things to keep in mind: Swapping weapons will stop you mid-movement. Using frenzy causes skills like bulls charge to only go half distance.
I also misspoke earlier. Our current combat log is not pulling from the much more robust information that the death breakdown uses.
Your comment about frenzy and other movements (Bulls, Rush, eviscerate, etc) is half leap distance intended? Or is it just a by product of twice the action speed?
If yes to the first, can it be adjusted to covering the same distance twice as fast?
it’s intended
http://wiki.guildwars2.com/wiki/Quickness
Note
Quickness will increase the speed of the Finish/Stomp/Revive if it is activated prior to the act. Quickness also halves the time needed to harvest resource nodes or revive, among other actions. Also halves the distance you pass using leap skills.
Quickness decreases the duration of many persistent skills. Wall of Reflection, for instance, lasts only half of its 10 second duration.
Hi, i’m just curious, are you guys aware of the pathfinding issues with movement skills like bull’s charge and greatsword rush?
This is usually where:
1) your character will hit an invisible object/wall along the path to the target and the skill will cancel.
2) you will hit an invisible object/wall and keep moving in place until the animation finishes.
3) you move to the target fine but then the skill cancels seemingly randomly once you reach them, or you run into them for a bit before it cancels; ie your character never swings the sword or does the “knockdown check” to the target.
4) you overshoot the target completely (usually run through them) and miss.Just curious of those issues are being addressed, because it really hampers the warrior’s ability.
I’m not very familiar with the bugs other than that I experience them on large targets. Here are some things to keep in mind: Swapping weapons will stop you mid-movement. Using frenzy causes skills like bulls charge to only go half distance.
I also misspoke earlier. Our current combat log is not pulling from the much more robust information that the death breakdown uses.
Your comment about frenzy and other movements (Bulls, Rush, eviscerate, etc) is half leap distance intended? Or is it just a by product of twice the action speed?
If yes to the first, can it be adjusted to covering the same distance twice as fast?it’s intended
http://wiki.guildwars2.com/wiki/Quickness
Note
Quickness will increase the speed of the Finish/Stomp/Revive if it is activated prior to the act. Quickness also halves the time needed to harvest resource nodes or revive, among other actions. Also halves the distance you pass using leap skills.Quickness decreases the duration of many persistent skills. Wall of Reflection, for instance, lasts only half of its 10 second duration.
Thank you for correcting the developer who codes the game /sarcasm. And the wiki is maintained by anyone, so obivously after realizing it halves the distance covered you would put it on the wiki. Does not make it intended effect though. Just makes it true.
Hi, i’m just curious, are you guys aware of the pathfinding issues with movement skills like bull’s charge and greatsword rush?
This is usually where:
1) your character will hit an invisible object/wall along the path to the target and the skill will cancel.
2) you will hit an invisible object/wall and keep moving in place until the animation finishes.
3) you move to the target fine but then the skill cancels seemingly randomly once you reach them, or you run into them for a bit before it cancels; ie your character never swings the sword or does the “knockdown check” to the target.
4) you overshoot the target completely (usually run through them) and miss.Just curious of those issues are being addressed, because it really hampers the warrior’s ability.
I’m not very familiar with the bugs other than that I experience them on large targets. Here are some things to keep in mind: Swapping weapons will stop you mid-movement. Using frenzy causes skills like bulls charge to only go half distance.
I also misspoke earlier. Our current combat log is not pulling from the much more robust information that the death breakdown uses.
Your comment about frenzy and other movements (Bulls, Rush, eviscerate, etc) is half leap distance intended? Or is it just a by product of twice the action speed?
If yes to the first, can it be adjusted to covering the same distance twice as fast?it’s intended
http://wiki.guildwars2.com/wiki/Quickness
Note
Quickness will increase the speed of the Finish/Stomp/Revive if it is activated prior to the act. Quickness also halves the time needed to harvest resource nodes or revive, among other actions. Also halves the distance you pass using leap skills.Quickness decreases the duration of many persistent skills. Wall of Reflection, for instance, lasts only half of its 10 second duration.
Thank you for correcting the developer who codes the game /sarcasm. And the wiki is maintained by anyone, so obivously after realizing it halves the distance covered you would put it on the wiki. Does not make it intended effect though. Just makes it true.
I did not correct him tho? I merely backed up the infomation he provided :P
Dev post is now missing…doesn’t even matter
love how you antagonise the dev that was trying to help you.. even tho it was completely off topic.. so he then deletes his post..
back on topic:
ranger pet damage in combat log is completely missing..
my profession cant use the combat log because of this..