List of thief bugs with the 6/23 patch
Resilience of Shadows does not appear to be working, and if it is it’s definitely not 25% reduction, i have tested it with a friend and the dmg seams to be the same in and out of stealth…
Guarded Initiation: In game description is misleading. States it removes “conditions” when striking an enemy while you are above the health threshold. it then states 3 conditions: weakness, vulnerability, slow. then it states “removes conditions: 1”
In testing, while above 90% health, can confirm this trait does not remove ANY conditions, which include the listed 3 in the in game description.
But the question is, was it intended to remove weakness, vulnerability, slow, AND 1 other condition PER hit while above 90% health? or just 1 of the 3 conditions listed there?
Hard to Catch: still triggers when someone in costume brawl does a CC effect while you are within range even if you are not in costume brawl.
Resilience of Shadows does not appear to be working, and if it is it’s definitely not 25% reduction, i have tested it with a friend and the dmg seams to be the same in and out of stealth…
Tested this with a friend and it does reduce damage but it seems like it was more along the lines of 20% reduction instead of 25%. Had a really small sample set though. Not really willing to label it bugged just yet unless I get some more data.
Guarded Initiation: In game description is misleading. States it removes “conditions” when striking an enemy while you are above the health threshold. it then states 3 conditions: weakness, vulnerability, slow. then it states “removes conditions: 1”
In testing, while above 90% health, can confirm this trait does not remove ANY conditions, which include the listed 3 in the in game description.But the question is, was it intended to remove weakness, vulnerability, slow, AND 1 other condition PER hit while above 90% health? or just 1 of the 3 conditions listed there?
Hard to Catch: still triggers when someone in costume brawl does a CC effect while you are within range even if you are not in costume brawl.
Just tested guarded initiation on the warrior NPC in EoTM and it did remove the long duration weakness he puts on you.
Found a new fairly significant bug that needs to be added to the list.
The new Critical Strikes grandmaster “No Quarter” which reads as:
No Quarter: Landing a critical strike while under the effects of fury increases the duration of fury. Gain increased ferocity while under the effects of fury.
The bug with this lies in the “Gain increased ferocity while under the effects of fury.” part of it. This trait appears to change the fury boon that the thief himself applies to one that gives both 20% crit and 250 ferocity, what this means is that if you get fury from anything else (silverwastes carrier boons) or if someone overwrites your self-applied fury, you lose the 250 extra ferocity. What this also means is that if you run Thrill of the Crime the fury you put on other players will also give them 250 ferocity which I assume is equally unintended.
Basically this bug makes the second part of No Quarter pretty useless in a group setting where your fury boon is constantly being overwritten.
(edited by Nomad.4301)
Often when combining Steal with the trait Hidden Thief, the character will gain stealth and auto follow up with a auto attack. This can be really annoying.
I’ve noticed getting revealead at random moments (well, not randon, I just can’t detect what’s trigerring).
Based on Combat chat I am not hitting anything, nor getting hit by reveal skills.
Got revelead on mist form once, I can’t explain it.
I’ve noticed getting revealead at random moments (well, not randon, I just can’t detect what’s trigerring).
Based on Combat chat I am not hitting anything, nor getting hit by reveal skills.
Got revelead on mist form once, I can’t explain it.
throw gunk?
[Teef] guild :>
Practiced Tolerance doesn’t take bonus precision into account. Ferocity doesn’t change with Signet of Agility
Buff Food works as far as I can see
(edited by Rai.9625)
Practiced Tolerance doesn’t take bonus precision into account. Ferocity doesn’t change with Signet of Agility
I am not sure what you are getting at. Practiced tolerance takes ten percent of precision and adds it to ferocity. I just turned it off and on and it adds exactly 10 percent of my precison to ferocity,
Now as to SOA adding to precision it does and does not add on top of that to ferocity but I am pretty sure it has always been this way. IE utilities that add to a given attribute are not factored into such calculations. So as example if I use the signet of might on a warrior it will not increse the vitality bonus I get from the trait Great Fortitude.
I am not sure this qualifies as a bug but is worth considering. It a bit of legalese.
First the question. Is Needle trap off trappers respite considered a trap? If so does it fall under the category of traps when reading the skill Improvisation?
Description : You can use stolen items twice. One random skill category is immediately recharged when you steal.
Note that deadly trapper DOES apply its benefit to trappers respite so my read is Improv should in fact recharge Trappers respite.
It currently does not. If traps all recharged Via IMPROV the needle trap off the heal is not reset and I read this as a bug.
Mug’s effect does not instantly activate upon stealing. In fact across all classes, some skills and traits are delayed. If you hit cloak, and then hit F1 at the right time, it can reveal you even though you weren’t in stealth and didn’t hit a target prior to F1.
and I hadn’t realized it, and while it isn’t a bug as anet intended it, why is deception recharge reduction coupled with such a bad trait? lol.
I am not sure this qualifies as a bug but is worth considering. It a bit of legalese.
First the question. Is Needle trap off trappers respite considered a trap? If so does it fall under the category of traps when reading the skill Improvisation?
Description : You can use stolen items twice. One random skill category is immediately recharged when you steal.
Note that deadly trapper DOES apply its benefit to trappers respite so my read is Improv should in fact recharge Trappers respite.
It currently does not. If traps all recharged Via IMPROV the needle trap off the heal is not reset and I read this as a bug.
If you have the trait that reduces Trap cooldowns, notice the discrepancy if you hover over Trapper’s Respite. The trap itself has a 24s cooldown, but the cooldown of Trapper’s Respite remains at 30s. I think the trap is definitely recharging, but the CD of the trait itself is preventing it from triggering.
Resident Thief