Showing Posts For Trey.8230:
Stuck at loading screen everytime tournament takes place in Legacy of the Foefire.
I don’t have any problem for the same map in hotjoin and custom arena
I tried -repair command, but the problem still exists. Unable to get to gem store and exchange at all
Gem store is unreachable, instead, showing IIS welcome page when open TP window.
Please fix it.
Even though Moa is an elite, it shouldn’t instant kill all minions while the necro is being Moa’ed.
I don’t know if it works the same way to spirit rangers and spirit weapon guardians, or even illusions from mesmers. But I think the minions should at less come back after the effect expires. It’s just too easy to take out the pressure of a MM necro while kill it at the same time.
just to be clear, all shields on war have the same problem, and I haven’t seen any shield has problem on engineer.
I have a charr engi and a charr warrior, and they have the same body type. Shields equipped on my warrior always clip with the hand, while the same shield model has no problem on my charr engineer at all. Please fix this visual bug !
Someone on a topic said that fractions of seconds gives a chanche of an additional tick (to not waste condition duration on low duration conditions).
Example 1: 1 stack of 3.25 seconds of bleeding does 3 ticks with a 25% probability of a 4th tick
Example 2: 1 stack of 5.75 seconds of bleeding does 5 ticks with a 75% probability of a 6th tick
Example 3: 2 stacks of 3.5 seconds of bleeding does 6 TOTAL ticks with a chanche of 25% of 0 additional tick, 50% chanche of 1 additional tick and 25% of 2 additional ticks (combined probability from 50% chance of extra ticks for 2 stacks)
3.51 second at +17% duration does get the 7th tick 100% (in the case of crossfire)
If I use spike trap, then the number of ticks varies
When do the additional ticks appear? After the bleeding ran out or does the last seconds of the bleeding cause a double tick?
looks like after the bleeding icon is gone
ok, here is what I think I know about bleeding
3.9-second and 3.0-second bleeding will tick 3 times (no difference )
10 stacks of 3.9-second bleeding and 10 stacks of 3.0-second will tick 30 times (no difference )
that is, bleeding like any other conditions needs a full second to tick.
HOWEVER, the following test my friend and I did indicated 2 stack of 3.5 something (0.01or 2 more)second bleeding tick 7 times, instead of 6 times
The test:
ranger using a short bow and with 15 marksmanship and no other equipment and traits, cast crossfire (auto 1) 2 times to a golem target. This 2 stacks of bleeding (3*15% = 3.45 seconds) tick 6 times.
the same setup above, but increase marksmanship to 17, so the bleeding would last 3.51 second with 17% duration enhance. Put 2 stacks bleeding to the golem, and they tick 7 times. Put on 5 stacks, they tick 17 times. Therefore, for every 2 stacks of 3.51 second bleeding, we get an extra tick. Is this an intended design? Bleeding somehow stacks in duration or rounds the duration when they are stacked?