[1.4.3] TW + Merkul's Second Eye = Many eyes

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BoltR
Posts: 3
Joined: Mon Feb 22, 2016 8:06 pm

[1.4.3] TW + Merkul's Second Eye = Many eyes

#1 Post by BoltR »

Arrow created by wardens were creating Arcane Eyes that were never timing out. They persisted even through zone changes.

They didn't provide any vision to my character, so my hypothesis is that they are attempting to provide vision to the wardens.


Wild speculation: Is it possible that this kind of behavior is what causes TW's late game weirdness? Once you start attacking fast enough warden's aren't being disposed of correctly because of a dangling reference in a spell effect (like these Arcane Eyes), and are never freed to be garbage collected?

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0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: [1.4.3] TW + Merkul's Second Eye = Many eyes

#2 Post by 0player »

I'm pretty sure dying should remove all timed effects. This is weird.
Edit: interestingly enough, it does not. It really, really should...

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: [1.4.3] TW + Merkul's Second Eye = Many eyes

#3 Post by Radon26 »

well, pretty sure, eyes are "projectile" type entities, (no knowledge of coding terms), not status effects.
so i don't think that they should disappear when when either source or target dies.

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: [1.4.3] TW + Merkul's Second Eye = Many eyes

#4 Post by 0player »

Eyes are actually just a particle which is added and removed by ARCANE_EYE timed effect.

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