(edited by Anymras.5729)
Turret Bug Reference Guide
Saving this post for possible additions.
Please bring back the Burn+Bleed on Rocket Turret and Rifle Turret…..
Not a thread to debate balance in. There’s plenty of those. This is just to keep track of all the bugs currently in the skill set.
elite skill “supply crate” is not affected from most of the turret traits
I…I guess that counts as a Turret bug.
After all, it’s a bug regarding Turrets, even if it’s Turrets delivered by a non-Turret skill.
Anybody have more details on which traits don’t affect Supply Crate Turrets? When I add a bug to the list, I also report it on the game bugs boards, and I abhor vagueness in reporting – it gives them a reason to delay resolution, not that they’ve ever expressed much interest in resolving these.
I…I guess that counts as a Turret bug.
After all, it’s a bug regarding Turrets, even if it’s Turrets delivered by a non-Turret skill.Anybody have more details on which traits don’t affect Supply Crate Turrets? When I add a bug to the list, I also report it on the game bugs boards, and I abhor vagueness in reporting – it gives them a reason to delay resolution, not that they’ve ever expressed much interest in resolving these.
I don’t have any problem with supply crate, I get the damage reduction, extra damage and range (partialy), structure regen and detonation when those get destroyed.
On the other hand Rifled Turret Barrels tooltip is inconsistant and tells us it increases the range of our turrets by 50% while it shows +300 on my UI and only seems to affect the overcharge somehow. (needs further testing)
Not sure if you’ve noticed, but flame turrets cone attack hits 5 instead of normal 3 like most cone attacks, does that count as a bug?
For me, switching targets after using overcharge, mainly rocket, the turret would often cease firing until overcharged again, I’d recommend testing this yourself since I was unable to test this extensively.
Ambre: Only affects the Overcharge, now? Used to be that they would affect everything but the Overcharge.
Aarga: As we don’t know how many enemies Flame Turret is supposed to hit, I wouldn’t count it as a bug.
Also, what distance are you from your target when the Rocket Turret ceases firing? Within normal maximum range or in the range RTB adds?
Just going to go ahead and test these now. Will update accordingly shortly.
(edited by Anymras.5729)
Testing indicates that RTB affects both Overcharge and normal attacks.
If exceptions arise, please record and report the circumstances thereof for easier replication.
Moving on.
Rocket Turret ceases firing when Overcharged outside of its untraited maximum range while Rifled Turret Barrels is equipped. It will only fire shots afterward when overcharged, firing the Overcharged rocket and a single normal rocket.
Results occurred regardless of target-switching.
This was the only anomaly noted during the admittedly brief testing (most Turret bugs kick in fairly regularly). As it is more a workaround of a known bug than a bug in itself, I shall not be adding it to the list.
Ambre: Only affects the Overcharge, now? Used to be that they would affect everything but the Overcharge.
Aarga: As we don’t know how many enemies Flame Turret is supposed to hit, I wouldn’t count it as a bug.
Also, what distance are you from your target when the Rocket Turret ceases firing? Within normal maximum range or in the range RTB adds?Just going to go ahead and test these now. Will update accordingly shortly.
Yeah sorry about that, wasn’t very clear. I was actualy speaking about the UI when I made my point about turret range, the UI is updated by 300 units for the overcharge but it doesn’t change the UI of the turret basic fonction.
Oh, tooltip error, huh? ‘s all good. I’ll hop on, check which it affects that way, report it as another tooltip discrepancy. Thanks for the follow-up.
Edit: It actually appears that it’s affecting all tooltips, overcharge and normal effect, appropriately. It’s at least doing so on my system – it might be comp-specific issue.
(edited by Anymras.5729)
Added a bug – Healing Turret overcharge not being affected by Healing Power.
Is this still up to date? Turrets definetly feel glitchy in a lot of ways but many of the bugs listed I can’t reproduce:
-I can’t explode thrown turrets before they land
-Are all the basic range / range with RTB / overcharge range with and without RTB bugs still existend since they’ve adjusted almost all of them with the last patch?
-What about the damage values and their tooltipp? My rocket turret’s tooltipp says 780 direct damage and 1134 burning. I’ve never watched it applying a burning condition but the non-overcharged rockets hit for ~1800 (target dummies or lvl 80 spectral guards in orr)
-rifle turret deals about 50% more damage than the tooltipp states.
-how did you test the healing turret? my interface doesn’t exactly tell me alot about any heal that might happen, neither does my combat-log so how do I check on how much it actually heals?
And another thing: What is the reason for RTB (only option to improve turret damage apparently) to be located in the healpower and toughness traitline?
(edited by Escadin.9482)
Some of these are a bit dated, and I honestly barely play except to test bugs if people report them without video evidence.
- That one only functions on non-Healing Turret Turrets, and unless they stealthfixed it, it’s still there – Toolbelt skills would be replaced with Detonate before the Turret hit the ground during deployment, and triggering the Detonate allowed a double Blast Finisher.
- They sort of fixed those. Overcharges, for the most part, are now affected by RTB, with the following caveats: Flame Turret’s Smoke Field still doesn’t trigger at traited range, and Overcharges deactivate the Range bonus of RTB (Rocket Turret fires one extra rocket at traited range and then deactivates, I think Thump just turns the range bonus off after triggering, and I honestly forget whether Rifle Turret or Net Turret function properly with it after they patched the ‘Net Turret short-circuits when overcharged’ issue.)
- The damage in a tooltip is a projection of the effect within a given set of conditions. It’s probably meant to be the average or median result. If the tooltip’s readout differs from the effect of the Turret, well, that given set of conditions is awfully rare. There is a bug wherein Turret tooltips show Power scaling that does not actually happen, though.
- Victoitor tested it in Heart of the Mists, against the combat NPCs. He geared Cleric, tested how much the Turret’s overcharge healed him for, and then geared Berserker, I think. Both times, roughly the same amount of healing occurred, despite Cleric being primarily Healing Power and the tooltip indicating a readily noticeable gap.
This is not a Turret balance thread, but a reference guide to the many bugs afflicting Turrets.
If you have commentary about trait positions, etcetera, I suggest you bring them up in the Profession Balance forum.
People started noticing healing turret not scaling with healingpower?
Lol that was the reason i didn’t roll over to healing turret from medkit when it was changed, since i like putting a chunk of hp in and it felt wasted with the ht (yeah i know blasts and regen, but still it felt-…tainted).