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Sun Paladin bugs

Posted: Fri Nov 26, 2010 8:03 pm
by Hachem_Muche
Brandish: There is no notification in the log when it comes off cooldown. It does not knock back the target like the tool tip says it is supposed to. I think the knock back would be undesirable in most instances, however, in which case the tool tip should be corrected.

Crusade: The tool tip and the targeting prompt show a range of 3, but it only works at melee range.

Re: Sun Paladin bugs

Posted: Fri Nov 26, 2010 10:16 pm
by edge2054
Sorry, Brandish should be...

Code: Select all

	info = function(self, t)
		return ([[Hits the target with your weapon and a shield strike doing %d%% damage.  If the shield strike hits your shield will explode in a burst of light, inflicting %0.2f light damage on all within a radius of %d of the target, lighting up the affected grids.]]):format(100 * self:combatTalentWeaponDamage(t, 0.8, 1.3, self:getTalentLevel(self.T_SHIELD_EXPERTISE)), damDesc(self, DamageType.LIGHT, self:combatTalentSpellDamage(t, 20, 150)), 2 + self:getTalentLevel(t) / 2)
	end,
}
(copy and paste for the loss).

Not sure why it doesn't say when it's off cooldown though (works here, granted I just changed the desc and targeting on my end but I don't think that would make a difference.)

*edit*

Also line 84 of guardian.lua should be...

Code: Select all

local grids = self:project(tg, self.x, self.y, DamageType.LIGHT, self:combatTalentSpellDamage(t, 20, 150))

Re: Sun Paladin bugs

Posted: Sat Nov 27, 2010 11:08 pm
by darkgod
fixed

Re: Sun Paladin bugs

Posted: Sun Nov 28, 2010 1:16 am
by Elkan
None of the sun paladin sustains are showing their cooldowns in the abilities [m]enu

Re: Sun Paladin bugs

Posted: Sun Nov 28, 2010 2:13 am
by edge2054
That one seems to be universal Elkan (or at least Stealth has that same issue which is about as neutral of a sustain as you can get since it's not tied to a resource.)