Turret Bug Reference Guide

Turret Bug Reference Guide

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Posted by: Anymras.5729

Anymras.5729

This list is intended as a reference guide to the many Turret bugs.
There is an index of these bugs on the Game Bugs board.

Turrets do not attack any large World Boss, such as Fire Elemental, Shatterer or Claw of Jormag.

Turrets have oversized hitboxes. Following video (from Ambrecombe) demonstrates: http://www.youtube.com/watch?v=RL-BWRKWkLY

Every Turret except for Net and Healing Turret has an inaccurate fire rate, according to the tooltips (Net has been legitimized to 13s). Actual fire rates are as below:
Rifle Turret fires 10 shots in about 27.3 seconds; this gives it an effective fire rate of 2.73 seconds. Its listed fire rate is 2 seconds.
Flame Turret fires 10 shots in about 40.3 seconds; this gives it an effective fire rate of 4.03 seconds. Its listed fire rate is 3 seconds.
Rocket Turret fires 10 shots in about 50.3 seconds; this gives it an effective fire rate of 5.03 seconds. Its listed fire rate is 4 seconds.
Thumper Turret fires 10 shots in about 49.9 seconds; this gives it an effective fire rate of 4.99 seconds. Its listed fire rate is 3 seconds.
Healing Turret is likely also bugged, with 10 iterations in 54.5 seconds for a 5.45 fire rate; there is no listed fire rate to compare against.

Rifle and Net Turrets’ Overcharges do not increase their fire rate.
Rifle Turret can be Overcharged immediately upon placement as a workaround, although this triggers a secondary bug wherein the Overcharged fire rate continues for the rest of the Turret’s existence.

The damage of the first shot of any given Turret is affected neither by Rifled Turret Barrels nor by downleveling.

Turrets do not contribute, by Overcharge or traited Detonation, to Skill Interrupter.
Net Turret also does not contribute to Condition Applier, and neither does Rocket Turret’s Overcharge.
Turrets also do not trigger Runes of Perplexity effects.

Rocket Turret Overcharge is shorter than listed (4s vs 7s), requiring timing to benefit from its activation. Users are advised to wait for it to make a “chunk” sound after firing to activate the Overcharge.

Deployable Turrets can be detonated twice – once in midair before landing, and once after landing. All Turrets aside from Healing Turret are subject to this exploitable bug.
Deployable Turrets do not receive Rifled Turret Barrels’ range increase.

Rifled Turret Barrels deactivates the range portion of its effects upon the following Turrets when they are Overcharged: Rocket, Thumper
Rifled Turret Barrels also does not allow Flame Turret’s Overcharge to activate beyond default maximum distance.
Rifled Turret Barrels does not affect the range indicators on Turret placement skills.

Turret tooltips are scaling with Power. Turrets themselves are not.

Healing Turret Overcharge is not scaling with Healing Power.

Please alert of any I may have missed.

(edited by Anymras.5729)

Turret Bug Reference Guide

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Posted by: Anymras.5729

Anymras.5729

Saving this post for possible additions.

Turret Bug Reference Guide

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Posted by: Zaviel.1245

Zaviel.1245

Please bring back the Burn+Bleed on Rocket Turret and Rifle Turret…..

Turret Bug Reference Guide

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Posted by: Anymras.5729

Anymras.5729

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.

Turret Bug Reference Guide

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Posted by: Dredd Spirit Caller.4082

Dredd Spirit Caller.4082

elite skill “supply crate” is not affected from most of the turret traits

Engy:Turrets Nade/HgH Kit Bunker Zerker
Necro:MMMesmer:pve omniRanger:SpiritsThief:P/P

Turret Bug Reference Guide

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Posted by: Anymras.5729

Anymras.5729

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.

Turret Bug Reference Guide

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Posted by: Ambrecombe.4398

Ambrecombe.4398

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)

Turret Bug Reference Guide

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Posted by: Lord Aargadon.4135

Lord Aargadon.4135

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.

Turret Bug Reference Guide

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Posted by: Anymras.5729

Anymras.5729

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)

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Posted by: Anymras.5729

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.

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Posted by: Ambrecombe.4398

Ambrecombe.4398

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.

Turret Bug Reference Guide

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Posted by: Anymras.5729

Anymras.5729

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)

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Posted by: Anymras.5729

Anymras.5729

Added a bug – Healing Turret overcharge not being affected by Healing Power.

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Posted by: Escadin.9482

Escadin.9482

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)

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Posted by: Anymras.5729

Anymras.5729

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.

Turret Bug Reference Guide

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Posted by: miriforst.1290

miriforst.1290

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).