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[1.0.4] Movement infusion over 1000% and Step Up seem bugged
Posted: Wed Jun 05, 2013 3:19 pm
by Peppersauce
This keeps happening to me a lot of times. During the Atamathon fight with my 2 latest winners (Oozemancer and Cursed, both with a Movement Infusion with over 1000% movespeed) I popped a movement, made like 2-3 steps and it wore off, just like that, while it should've granted me at the very least 10 steps. (way more than that on my Cursed ofc

)
Same thing has just happened on a Marauder in the Derth storm event, he's been using Step Up in Sandworm Lair and it acted like it should, or at least I think it did, but in Derth the Step Up buff wore off after a couple of steps. Still kicked those lightning guys' asses, granted, but that wasn't a welcome surprise.

Re: [1.0.4] Movement infusion over 1000% and Step Up seem bu
Posted: Wed Jun 05, 2013 3:25 pm
by Peppersauce
It keeps happening in the Ruined Dungeon, Step Up wears off after a couple of steps, while a 786% movespeed Movement Infusion lasts just the number of tiles it should... weird.
Re: [1.0.4] Movement infusion over 1000% and Step Up seem bu
Posted: Wed Jun 05, 2013 3:33 pm
by Peppersauce
Sorry if it looks like I'm spamming, but I'm testing Step Up a little bit more and it's starting to look totally random to me, in every occasion, with or without enemies/status effects, Step Up either lasts the number of steps it should or 2-3 steps, while a movement below 1000% always works the way it should.
Re: [1.0.4] Movement infusion over 1000% and Step Up seem bu
Posted: Wed Jun 05, 2013 6:03 pm
by wobbly
I had similar problems. Would be curious to know if anyone's tried it with the time clock-add on.
Re: [1.0.4] Movement infusion over 1000% and Step Up seem bu
Posted: Thu Jun 06, 2013 3:49 am
by Theyleon
There was another thread on this issue I recall a few months ago, might try to dig it up. I believe the issue was wonkyness between 'game' turns and 'player' turns causing step up in particular to end early.
EDIT: found, it
http://forums.te4.org/viewtopic.php?f=42&t=37466. Was smaller then I remembered :/
Re: [1.0.4] Movement infusion over 1000% and Step Up seem bu
Posted: Thu Jun 06, 2013 6:52 am
by BoomFrog
Actually the weird thing is that you never have a problem with the 786% movement infusion. The reason step-up ends early is that it last until the end of the current game turn when it triggers, and sometimes due to fast attack speed or whatever you are near the end of a game turn when it triggers.
Maybe buffs and debuffs that trigger in the second half of the game turn could "round up" to get an extra turn of duration? It seems hard to fix without totally redoing TOME's timing system.
Re: [1.0.4] Movement infusion over 1000% and Step Up seem bu
Posted: Mon Jun 17, 2013 11:58 pm
by Peppersauce
Sorry about bringing this up again, but this bug is hell to every class that has Step Up, it renders such a great skill totally unreliable and thus useless... not to mention... it caused the death of my Cursed against Aty T_T
Re: [1.0.4] Movement infusion over 1000% and Step Up seem bu
Posted: Tue Jun 18, 2013 1:11 pm
by greycat
Step Up has been like this forever, or at least as long as I've been using it. Not sure about movement infusions.
One has to wonder whether Step Up would be too good if it worked as advertised.
Re: [1.0.4] Movement infusion over 1000% and Step Up seem bu
Posted: Tue Jun 18, 2013 2:50 pm
by Peppersauce
IIRC on this char (1.0.0) worked as advertised:
http://te4.org/characters/19173/tome/bc ... d514babc71
And believe me, Step Up was great when it worked just as it should, but it was no game-breaker. it was a great deal to have it on, sure, but not OP material.