Showing Posts For Trey.8230:

All characters locked in PvP match.

in Bugs: Game, Forum, Website

Posted by: Trey.8230

Trey.8230

same here.

Map: Foefire

Legacy of the Foefire loading screen bug

in Bugs: Game, Forum, Website

Posted by: Trey.8230

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

black lion page bug

in Bugs: Game, Forum, Website

Posted by: Trey.8230

Trey.8230

I tried -repair command, but the problem still exists. Unable to get to gem store and exchange at all

black lion page bug

in Bugs: Game, Forum, Website

Posted by: Trey.8230

Trey.8230

Gem store is unreachable, instead, showing IIS welcome page when open TP window.

Please fix it.

Attachments:

Moa and MM necro

in Necromancer

Posted by: Trey.8230

Trey.8230

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.

[January] Issues with character art, weapons, or armor?

in Bugs: Game, Forum, Website

Posted by: Trey.8230

Trey.8230

just to be clear, all shields on war have the same problem, and I haven’t seen any shield has problem on engineer.

[January] Issues with character art, weapons, or armor?

in Bugs: Game, Forum, Website

Posted by: Trey.8230

Trey.8230

the same shield on my warrior

Attachments:

[January] Issues with character art, weapons, or armor?

in Bugs: Game, Forum, Website

Posted by: Trey.8230

Trey.8230

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 !

Attachments:

bleeding CAN stack in duration?! bug?

in Bugs: Game, Forum, Website

Posted by: Trey.8230

Trey.8230

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

bleeding CAN stack in duration?! bug?

in Bugs: Game, Forum, Website

Posted by: Trey.8230

Trey.8230

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

bleeding CAN stack in duration?! bug?

in Bugs: Game, Forum, Website

Posted by: Trey.8230

Trey.8230

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?