Showing Posts For Atraleos.5849:
Somehow today half the money on my character mysteriously vanished. Twice!
First time, I purchased 3 runes of holding from a VENDOR (not from the TP). I made careful note when purchasing these that I had 1G + some change left over to use on other crafting. I went to the armor smithing station, banged out 3x 12 slot steel boxes and then opened the Trading Post to buy the materials I needed for the crafting leveling. My cash was listed as ~50 silver. In less than 60 seconds 50 silver disappeared without me making a single purchase!
Due to my money disappearing, I wasn’t quite able to get my crafting to the level I planned and exhausted all my funds trying. Long story short, ran a story quest, accrued repair bills and didn’t earn any cash to pay for repair bills or waypoing usage. This left me with the only option of footing it to the closest area of my level to earn some cash. Cleared some events on the way and earned the ~1.5s I needed to repair my gear. HOWEVER, when I found a repair vendor (also on the way to the area at my level) my money had once again halved to less than a silver leaving me short on the repair bill!
The first time the money disappeared I thought it could perhaps be related to crafting recipes having a hidden fee. However that wouldn’t explain the second loss because it happened while I was out fighting and NOT crafting NOR using the trading post.
This is not just limited to elementalist skills. This can happen to any ability that relies on a particle effect or similar to display the state and tends to happen whenever there is a lot going on in an area. For example, I’ve seen it happen on many of the guardian “blocking” abilities. It can make it very difficult to tell if the ability is actually active.
I’m guessing this is caused by an upper limit on effects that can be displayed at a time.
While you can’t move the item around, you can still trash the item. Just drag the item off to the middle of nowhere on your screen (essentially anywhere except another bank or bag space).
I have also noticed you can always replicate this issue in the ’defend the bridge from centaurs" event in Kessex Hills.
This bug is particularly annoying and sometimes downright dangerous to my character’s health.
Several of the movement speed increasing boons, traits, skills, and signets have felt off. This lead me to run some tests to quantify exactly what felt wrong with them (see the end of this post for exact testing methodology). These are my findings:
1) Movement speed bonuses are only being applied to forward/backward movement and NOT being applied to side to side (strafing) movement. This can easily be verified by gaining the swiftness boon and strafing (without ANY forward movement).
2) Absolutely no movement speed bonuses stack, only the strongest movement speed bonus applies. Thus two characters with the swiftness boon (the biggest run speed boost available) run EXACTLY the same speed. This is true even if one of the characters is using any combination of movement skills or traits and the other is not using any. If this is WAI, please add a note to all movement speed increasing effects that indicates they do not stack so players are not running misinformed builds. Note that I did not test this with the runes that supposedly increase the movement speed gained from swiftness nor did I have access to quickness for my testing.
3) The elementalist’s Master Arcana Major trait “Windborne Dagger” does not work at all.
4) The elementalist’s Adept Air Major trait “One with Air” is functionally unpredictable. After traiting into it, its effect is not gained until the elementalist changes attunements and/or weapons. Additionally, after traiting out of it (via a trait reset) its effect continues to apply at least until the elementalist changes out of air attunement and possibly even longer. As a side note (that may not be bug related), it seems strangely placed from a game balance perspective because it is directly after the minor trait “Zephyr’s Speed” yet takes a full 30 seconds of air attunement before granting any effect due to movement speed boosts not stacking.
Testing Methodology
A friend and I raced around the heart of the mists as elementalists.
Elementalist was chosen as the test class because it has the largest selection of movement speed boosting traits and skills. We tested in the heart of the mists because free trait resets are available there. Note that we did not use any equipment that modifies movement speed nor did we use the quickness boon (That boon is typically very short, may not apply to movement speed at all, and is much more useful for boosting skill speed than movement speed)
We alternated through each of the trait and skill combinations while running several races to determine the approximate relative speed gain from each of them. More specifically, we setup our trait combination and used “R” to begin running in the same direction at the same time (we the players were physically in the same room so synchronization was easy). If a gap appeared during our running we knew one character had a total speed boosting effect that was larger than the other character and compared this result to the “computationally” expected difference in our trait / skill spec.
Most likely not a bug. The mini pets are collectibles and you are invoking the “deposit all collectibles” feature.
The solution for this is the “invisible bag” made by tailors (I believe the other armor crafters make a bag with similar function) that prevents any of its contents from being sold or affected by “deposit all collectibles”. Just buy or make one of these and make sure your minipets are inside it.