[1.0] Various Random Bugs
Posted: Tue Jan 15, 2013 6:00 pm
A few random bugs I've noticed over my last few characters, some general, some rogue specific:
1: Heroism Infusion - you certainly don't seem to die if you are way below 0 when the infusion runs out. What happens instead is that if it runs out when you're arbitrarily below zero, you'll have a turn where you're at ??? hp (but most certainly don't die), then your natural regen brings you up to 0 the next turn, then whatever small positive amount the next.
2: Shadow summoning enemies - Two things that are probably bugs with them. First, if the summoner targets a lure and one of the shadows doesn't have you targeted, then afterwards until your char gets seen by the summoner his shadows won't target you. This means you can just sit around a corner and kill all his shadows as they wander around, not targeting you even as you bash on them, until he runs out of hate. Probably works with summons or whatnot, only tested with lure though. Secondly, if shadows kill your lure it doesn't set off nearby traps.
3: Bonus elemental damage now applies to traps, which is sweet, but elemental damage penetration doesn't. Counter-intuitive, so if intended perhaps should be mentioned on the tooltip or something.
4: Gravity trap - First off, it's way overpowered in the amount of damage it does, and it lasts long enough/has short enough cooldown that you can just permanently lock piles of enemies out of range of you. But that's just balance, what seems to be buggy or at least probably not intended (judging from the no summons over walls change) is that it's highly abusable through walls/vaults. It pulls things toward it even if they have in-vault, and after that's gone in virtually all cases you can lock them down/kill them at no risk through the walls.
5: Deadly strikes - This is pretty minor/been around forever/might apply to other instants, but the damage you do doesn't display on the enemies immediately. Misleading!
1: Heroism Infusion - you certainly don't seem to die if you are way below 0 when the infusion runs out. What happens instead is that if it runs out when you're arbitrarily below zero, you'll have a turn where you're at ??? hp (but most certainly don't die), then your natural regen brings you up to 0 the next turn, then whatever small positive amount the next.
2: Shadow summoning enemies - Two things that are probably bugs with them. First, if the summoner targets a lure and one of the shadows doesn't have you targeted, then afterwards until your char gets seen by the summoner his shadows won't target you. This means you can just sit around a corner and kill all his shadows as they wander around, not targeting you even as you bash on them, until he runs out of hate. Probably works with summons or whatnot, only tested with lure though. Secondly, if shadows kill your lure it doesn't set off nearby traps.
3: Bonus elemental damage now applies to traps, which is sweet, but elemental damage penetration doesn't. Counter-intuitive, so if intended perhaps should be mentioned on the tooltip or something.
4: Gravity trap - First off, it's way overpowered in the amount of damage it does, and it lasts long enough/has short enough cooldown that you can just permanently lock piles of enemies out of range of you. But that's just balance, what seems to be buggy or at least probably not intended (judging from the no summons over walls change) is that it's highly abusable through walls/vaults. It pulls things toward it even if they have in-vault, and after that's gone in virtually all cases you can lock them down/kill them at no risk through the walls.
5: Deadly strikes - This is pretty minor/been around forever/might apply to other instants, but the damage you do doesn't display on the enemies immediately. Misleading!