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QA April 2023

Undone

Codemaster
Stormhaven Studios
We are going to try something a little new this month by sharing with you some of what is on our short list of things we are currently working or hope to be working on in the near future. These are presented in no specific order and things will likely be removed/added as the month progresses. Some items will be delivered, some may not; it all depends on everything that happens between now and the patch :) This also isn't the FULL list as there are plenty of other items in the works (new quests, new creatures, etc).

(THE FOLLOWING POINTS ARE NOT YET IN THE GAME - THEY ARE ON THE TODO LIST)
  • Crowd Control Adjustments
    • Fear calls for help
    • Stopping NPC sensor updates while CC'd. Right now NPCs will too easily "forget" you if halted/stunned/feared while you are hiding around the corner. This is because if you spend enough time outside of their sensor ranges then they forget you exit. However, this is not the intended behavior and/or use case for CC abilities. When CC breaks or wears off they should still be mad at you - hence I will assume you are within their sensor range while the NPC is CCd.
  • Grimstone phase II
  • Forgotten Depths phase II
  • Junk should stack when deconstructing
  • Tooltip cleanup. Show damage range instead of dice. Will likely make it an option to toggle this on/off.

(THE FOLLOWING POINTS ARE IN QA)

April 5th:
  • Characters copied from Live as of April 4th @ 3pm Central.
  • Updated the game engine to the latest minor revision. In theory this should provide minor fixes for rendering, performance, and stability. It is very important to get into QA and try all the things before we push this to live to make sure that this update isn't causing some unintended issues. Given that this is a minor revision update I do not expect many problems, but with Unity you never know. Some questions that we NEED answers on:
    • Performance: Better/Worse/The Same?
    • Functionality: Any noticeable changes/bugs/etc that are not present on Live?
    • Stability: Any changes to stability of the client?
  • Improved the reliability and consistency of anything that relies on the altitude of the sun to make adjustments. This includes adjusting the fog throughout the day, your backpack VFX, ember ring VFX, and dungeon sky lights. This also fixes issues with fog changing drastically when moving from 11:59pm-->12:00am in game.
  • Fixed an issue where an NPC may not select the closest target if more than one player had enraged them.
  • Fixed an issue with culled lights not properly disabling themselves.
  • Fixed Ember biomes in a number of different scenes to properly populate around Ember Drifts, Ruptures, and Rings (blue flowers, weird mushrooms, weird trees).
  • Fixed visuals for Manslayer Sword and Shadow Bows
  • Fixed a room with no nav in Forgotten Depths
  • Moved Stats/Combat/Resists tabs into the Equipment window
  • Rooted/Halted mobs will now more intelligently select their targets based on who they can attack nearby.
April 12th:
  • Fixed a case where "Missing Weapons" quest was not starting
  • Fixed: deconstruct results should now stack
  • Fixed: a number of social UI bugs
  • Fixed a missing collider in the Undercroft.
  • Fixed a missing stair in the Undercroft
  • Fixed a target dummy at Ravenrock that had armor when it should not have.
  • Fixed: NPCs will now maintain their targets while Feared, Stunned, or Rooted. Previously their targeting operated normally when under any of these effects; this was not intended behavior. As an example: if you stunned a mob and ran around the corner, by the time stun wears off they would disengage and forget you as a target since you were out of line of sight for the duration of the CC. With this fix they will consider you a valid target regardless of the situation until the CC wears off. You will still be able to run away from a CC'd mob they just wont start forgetting you until the CC wears off.
  • Adjusted description on a number of quest objectives to make them a bit more clear
  • Adjusted chest spawn rates in all zones.
  • Audio listener is now always at the player position.
  • Added various custom faction banners to zones.
  • Added "Enable Cloth Sim" toggle to the gameplay options. When enabled the custom banners will use a cloth simulation for movement.
  • Added tech to allow for NPC AoE conal abilities to target the front, side, rear, or any combination. Some NPCs may develop new abilities utilizing this tech in the near future.
  • Moved the third Ember Ring & Hallow in Grimstone to be in a safer spot. Added an anvil and merchant at this location.
April 13th:
  • Added "Enable Camera Shake" toggle to the gameplay options
  • Reduced camera shake intensity for large bears.
  • Fixed issues with Stonecoat and Nocturne IK
  • Fixed naming on Noble refined goods.
  • Adjusted spawns around Ember Rings in Redshore Ridge
  • Warlord's "Presence" is now "Renewing Resonance" which regens both health and stamina. There are a few kinks with this that we are still working through so it's not 100% yet.
  • "Motivator" sword now has a custom flanking bonus
  • Lots of internal work on Grimstone II and Forgotten Depths II
April 14th:
  • Fixed a bug that could allow mobs to apply hamstrings from different NPCs to the player causing their movement to be slowed past 50%. With this fix any additional hamstrings will overwrite the original.
  • Fixed a bug that could potentially cause issues with some abilities not properly overwriting others.
  • Fixed a few environmental rock issues at the Newhaven City entrance in Northreach
  • Striker abilities while dual wielding now perform an additional off-hand roll which contributes 10% of the damage to the end result. This should help close the gap between dual weapons and 2H weapons. More work is likely to come here as this is just a first step.
  • Fixed: self overhead nameplate no longer shows while in First Person view.
  • Additional Grimstone II and Forgotten Depths II work.
April 15th:
  • Fixed: GEL indicators will no longer show on defensive targets (NPCs)
  • Continued work on Grimstone II and Forgotten Depths II.
  • Added commands to allow for the dragging of bags.
    • Current limitations of this system are as follows:
      • The bag must be within 5m of the character doing the dragging (distance subject to change based on feedback).
      • The owner of the bag must be online in the zone where the bag resides, otherwise the bag does not exist in the world, and hence cannot be dragged.
      • In order to drag someone else's bag you must be grouped with them and they have to give the group consent.
      • Group consent is toggled on only for the current zone and play session. If you go to another zone and/or log off, switch characters, etc. then group consent is reset to off.
      • Bags can only be placed on the nav mesh and hence cannot be dragged to spots where there is no nav.
    • Bag dragging commands:
      • "/bag" will attempt to drag YOUR bag. You will receive chat feedback regarding the outcome.
      • "/groupconsent" will toggle consent on/off to your group which will allow them to drag YOUR bag. You will be notified if consent is enabled or disabled, but your group mates will not get this notification (may change in the future).
      • "/bag <target name>" will attempt to drag a nearby bag belonging to the target name if present. If successful the target will be notified of someone dragging their bag.
April 17th:
  • Fixed: all 1^ NPCs should no longer have longbow or heavy crossbow dead zones.
  • Fixed some navigation & collider issues in Grimstone Canyon
  • Fixed some prop issues in Dryfoot
  • Added target dummies outside of the Redshore Outpost
  • Added web applicators to spider web in a number of dungeon rooms and the Meadowlands' spider cave.
  • Updated and organized video panel layout in the game options
  • Added support for NVIDIA Deep Learning Super Sampling or DLSS. If you have a supported NVIDIA graphics card on Windows this option will show up in place of the "Resolution Scale" slider in your video options. It is recommended that you enable this if you are running the client at higher than a 1080p resolution. When enabled you can select between Performance, Balanced, or Quality settings.
April 18th:
  • Fixed minor nav issues in Karst
  • Fixed some floor and water issues in other misc. dungeon rooms
  • Adjusting some prop LODs.
  • DLSS updates:
    • Allow "Resolution Scale" slider to function when NVIDIA DLSS is disabled.
    • Enabled motion vectors to improve the stability of the upscaling at night (hopefully)
April 19th:
  • Fix issues with some abilities not properly adding additional threat when applied. This includes: Persuit, Draw Fire, Daze, Flash Powder, Stagger, Hidden Strike, Viperid Toxins, Weaken, Terrors of War, Dread Bellow, and Frightful Visage. The tooltips will now show an additional damage roll for threat (tooltips to be cleaned up in the future)
  • Combat text can now handle multiple vital types. This mainly impacts the warlord's new song which restores health and stamina at the same time.
  • Adding custom visuals for Woven Grass Crown, Mask of the Renegade, and Rockstone Cap.
  • Fixing issues with lamp posts and DLSS
April 20th:
  • Numerous material adjustments for DLSS to reduce rendering issues. There is still some blurring when moving the camera quickly at night but I think that is an actual DLSS artifact and it is minimal from what I have seen
 
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Added tech to allow for NPC AoE conal abilities to target the front, side, rear, or any combination. Some NPCs may develop new abilities to use this tech in the near future.
Cool
Moved the third Ember Ring & Hallow in Grimstone to be in a safer spot. Added an anvil and merchant at this location.
How is this determined whether there should be an anvil in a zone? Know that Redshore Ridge doesn't have this luxury. Is there a reason this zone will and Redshore Ridge does not?
 
How is this determined whether there should be an anvil in a zone? Know that Redshore Ridge doesn't have this luxury. Is there a reason this zone will and Redshore Ridge does not?
Grimstone is a lot bigger (especially with the incoming phase II) but I'll bring it up in the next design meeting.
 
Will do some regression testing in about 3 hours from now.

-----(Updated)---------

Lighting is looking very good, logged in for the sunrise.

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Made and deconned some weapons, very nice upgrade.

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Wow
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Like the cloth sim, it will be staying on for me.

One rock poking through the new entrance work.
Not a huge fan of the material and colour of the capping stone, but that's subjective.
Overall I like the extra detail though.

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ok that is just cruel ... never seen him on live...

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but is probably a good thing...

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Starting settings

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A single shot doesn't do it justice, but its looking good imho.

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No issues found with the new Unity version or with the functional changes.
 
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How is this determined whether there should be an anvil in a zone? Know that Redshore Ridge doesn't have this luxury. Is there a reason this zone will and Redshore Ridge does not?
Grimstone is a lot bigger (especially with the incoming phase II) but I'll bring it up in the next design meeting.
Easy answer: Quoting from Drindin here:"We added Redshore Ridge, an outdoor dungeon that holds some new dangers for the unwary adventurer. What will you find in the mists?"

Grimstone Canyon is a regular outdoor zone. Dryfoot Stronghold, Redshore Ridge and Exile Freehold are considered "outdoor dungeons" and as such have no merchants, anvils or monoliths.

What kinda interests me though is: How did the entrance to an EV end up in there? Because the repair run EV -> Redshore Ridge -> Redshore and back IS kinda annoying, especially with the 6 or so locations the stupid entrance jumps around to (Hello "Misty" Cave, we still hate you!).

And seeing just above me @MarcusFromOz your signature... "~- Warden (19) ~-~ Sentinel (15) ~-~ Juggernaut (15) -~" hmm... glutton for punishment? :p
 
And in a seperate post, since I consider this seperate feedback:
A good way to balance the memory of the mobs during CC would be to get rid of the dimishing returns on all CC forms. EQ/WoW and all the old, big MMORPGs did NOT have dimishing CC returns and it worked well for them. So while the Warden and the Berserker could split-pull the 4 group with their lull, the Brigand could just pull the whole thing AoE CC and while the group kills the first mob start single CCing the rest, keeping them under control while they are killed one by one. This would be balanced already by the cooldown of the individual ability, so it's not possible to keep 15 mobs under control in any case and abilities like the 10sec CC from the brigand (which is capped by stamina then and removes the brigands damage from most of the fight if he has to keep it up on several targets) would actually be useful instead of just being a immunity waster (10sec->5sec->2sec->F.... 17sec for 3 casts on a single target? that's a joke). And of course there still will be resists, reduced duration on higher lvl mobs, extremely reduced duration on Ashen and for some spice you could add in some mob types with stun and/or fear immunities (which would be needed to be killed first).




Another thing I'd like to see fixed is out-of-group aggro, especially in CC situations and most of all from Fear, since this is the worst offender. There has to be some mechanism added that prevents mobs that are tagged from attacking other people that are not in the group of the person that tagged the mob. Don't misunderstand me: If you attack a mob from outside the group or heal someone that is actively fighting that mob, sure make it fight back with all it has. BUT currently if someone AoE Fearbombs into a group of mobs and sends them flying in all directions, they DO NOT STAY ON HIM. This also applies to specialists that think it's a good idea to pull with stuff like Fading Strike.

Example:
You have GroupA and GroupB in a zone close together. Both are fighting Snatchscales. GroupA pulls a Snatchscale and starts fighting it. GroupB pulls and gets 4 Snatchscales... to CC they AoE fear and the mobs go in all different directions. 2 of these decide to run close to GroupA before fear wears off. The healer there has to heal the tank and *poof* they have 2 adds, which they did not pull, do get neither loot nor experience for and they HAVE to kill to survive... with GroupB just watching and waiting for the free xp/loot.

It is currently so easy to accidently or on purpose train other groups :mad:

My solutions:
Remove social aggro from mobs that already are actively tagged... they are already in a fight, why should they join another one if not actively attacked or on of the persons that are fighting them getting healed?
Mobs that are tagged ignore calls for help. They already have someone to follow.
Every skill used on a mob that pulls it, also tags it, damage or not.
Let mobs ignore out-of-group healing, UNLESS that healing lands on someone the mob is tagged to or otherwise already aggroed on.

Let me make it absolutely clear, so we don't create an exploitable situation here:
If you interfere with the mob from outside the group, by healing a party member, debuffing it or simply attacking it, you should be put on the regular aggro table, even able to draw main aggro, even if the mob is tagged to someone else and won't give you xp or loot. This would be a huge exploit-festival otherwise. I just want to add a bigger hurdle to get added to that aggro list from outside.
Example again:
I'm the Snatchscale. Life is beautiful, my fish is fresh and the sun is shining. (mob just stands around, no aggro)
Hey! That bastard warden over there shot an arrow at me, I'm gonna chase him! (initial aggro and pull)
Hmm... there are some other ppl fighting my buddies (other group). I don't care, I have problems of my own atm. (ignore outside group aggro)
That Warden sure brought a lot of friends... and they fight together. I will have to kill them all. (aggro on whole group that tagged)
I just heard a call for help from the other Snatchscales over there... damn I can't help them. I'm in a fight already. (ignore outside group aggro)
I can even see the other human bastards healing themselves while fighting our noble tribe... such honorless cowards! They are lucky I'm in the fight here already. (ignore outside group aggro)
Hmm? That guy is running over here and healing the canned food I am fighting?!? How dare he! You're going to die for this! (other group healer directly healed a member of the group and AGGRO)

(Sorry for the overly dramatic roleplay there, kinda got carried away... let me quote a great Murloc poet (I always think of them when I see snatchscales): Mglrmglmglmgl! :p)
 
Not happy with proposed CC changes.

Remove Diminishing Returns on CC if you are going to put this change in the live game.
Diminishing returns on CC is really a balancing feature for PVP games and feels out of place in a PvE only game.....
Or at the very least make it so that THREE of my CC abilities don't share THE SAME diminishing return cool down.
Currently on brigand Stun, Flash Powder, and Stagger all CC the target and share the same DR......
 
Not happy with proposed CC changes.

Remove Diminishing Returns on CC if you are going to put this change in the live game.
Diminishing returns on CC is really a balancing feature for PVP games and feels out of place in a PvE only game.....
Or at the very least make it so that THREE of my CC abilities don't share THE SAME diminishing return cool down.
Currently on brigand Stun, Flash Powder, and Stagger all CC the target and share the same DR......
i brought this up weeks ago now. You all are now finally figuring out the night before this goes live that your CC skill are essentially going to become worthless? I fully agree with your statements above. If we look at TTK and the fact that pulls will generally be larger with more mobs in the camp while fighting, getting them under control using CC of any kind is going to not outlast the typical time to kill for most groups. Less than full or ideal comp groups are going to really struggle after the changes. No mention of additional skills, or changes to any class to combat the changes have been mentioned.
 
i brought this up weeks ago now. You all are now finally figuring out the night before this goes live that your CC skill are essentially going to become worthless? I fully agree with your statements above. If we look at TTK and the fact that pulls will generally be larger with more mobs in the camp while fighting, getting them under control using CC of any kind is going to not outlast the typical time to kill for most groups. Less than full or ideal comp groups are going to really struggle after the changes. No mention of additional skills, or changes to any class to combat the changes have been mentioned.
Will stun stop stunning NPCs and buying you time? Will fear stop fearing NPCs and buying you time? Will halt stop halting NPCs and buying you time? I'm really confused as to how CC skills are suddenly going to become worthless. I said it before, and I will say it again (although it is getting tiresome): the use of CC abilities to reset mobs was never the intended design nor purpose of these skills. Mobs resetting after CC wears off is a bug and will be fixed regardless if you agree. I apologize for the harshness but no amount of lobbying is going to convince us that we should leave this bug in because you have found it useful.

Remove Diminishing Returns on CC if you are going to put this change in the live game.
Diminishing returns on CC is really a balancing feature for PVP games and feels out of place in a PvE only game.....
Or at the very least make it so that THREE of my CC abilities don't share THE SAME diminishing return cool down.
Currently on brigand Stun, Flash Powder, and Stagger all CC the target and share the same DR......
We have no current plans to remove diminishing returns on crowd control abilities. The reason they exist is precisely so you cannot perpetually CC an NPC and buy your group as much time as required. While yes, many games have diminishing returns for PvP balancing, many also impose diminishing returns for PvE as well for the above mentioned reason (see WoW as one such example). EQ did not have diminishing returns to my knowledge; but they also had random breaks in CC whereas we do not.

And yes your 3 CCs all share the same diminishing returns because they all stun your opponent. I can't speak directly to the intent here (we'd have to ask Adric for more clarity) but I imagine the three stuns all have different use cases and/or allow you to control multiple mobs at once rather than repeatedly stunning the same mob.
 
Will stun stop stunning NPCs and buying you time? Will fear stop fearing NPCs and buying you time? Will halt stop halting NPCs and buying you time? I'm really confused as to how CC skills are suddenly going to become worthless. I said it before, and I will say it again (although it is getting tiresome): the use of CC abilities to reset mobs was never the intended design nor purpose of these skills. Mobs resetting after CC wears off is a bug and will be fixed regardless if you agree. I apologize for the harshness but no amount of lobbying is going to convince us that we should leave this bug in because you have found it useful.


We have no current plans to remove diminishing returns on crowd control abilities. The reason they exist is precisely so you cannot perpetually CC an NPC and buy your group as much time as required. While yes, many games have diminishing returns for PvP balancing, many also impose diminishing returns for PvE as well for the above mentioned reason (see WoW as one such example). EQ did not have diminishing returns to my knowledge; but they also had random breaks in CC whereas we do not.

And yes your 3 CCs all share the same diminishing returns because they all stun your opponent. I can't speak directly to the intent here (we'd have to ask Adric for more clarity) but I imagine the three stuns all have different use cases and/or allow you to control multiple mobs at once rather than repeatedly stunning the same mob.
Um yes this game has random CC breaks, They are not exact on the DR timers. The changes to CC influence how many mobs are going to be pulled to groups now. If we take into account TTK for a single mob with let's say 3 additional mobs in the group it will be impossible to maintain CC control with the current tools by the group. DR is actually shared not only across a single player but over every CC in the group. Meaning if a Marshal snares then halts a mob then a brigand sleeps it. You are three deep in your DR on CC already. Also this means that no single tank is going to be able to hold aggro over all of the mobs that are being CC'd with three additional adds over the healer given the cooldown of aggro abilities. This just means healers are going to be our tanks. So yes this completely negates the use of CC for groups now due to them not having the ability to outlast the time to kill what is pulled. This is also going to make it so two tanks and most likely two healers will be needed in a group to deal with that. Where we are going to find all of those I have no idea.
 
Um yes this game has random CC breaks, They are not exact on the DR timers.
How so? CC has no code to randomly "break" unless someone hit's the mob.

DR is actually shared not only across a single player but over every CC in the group. Meaning if a Marshal snares then halts a mob then a brigand sleeps it. You are three deep in your DR on CC already.
It is not accurate to say that DR is shared amongst all CCs. DR has a separate timer for Movement, Haste, Stun, Fear, Daze, Enrage, and Lull. If you are hitting mobs with all of these at once then yea of course you're going to start all of those timers. Do you need to hit a mob with all of those at once? it sounds like the group needs a bit more coordination to use these skills effectively.

So yes this completely negates the use of CC for groups now due to them not having the ability to outlast the time to kill what is pulled.
What is your ideal combat scenario? That every pull is a fully managed tank and spank? That's not the game we set out to make. We spend a good amount of time testing new content without taking advantage of this bug and we seem to make do. We find that it's still too easy. I have a feeling players will adapt. They always do.
 
Will stun stop stunning NPCs and buying you time? Will fear stop fearing NPCs and buying you time? Will halt stop halting NPCs and buying you time? I'm really confused as to how CC skills are suddenly going to become worthless. I said it before, and I will say it again (although it is getting tiresome): the use of CC abilities to reset mobs was never the intended design nor purpose of these skills. Mobs resetting after CC wears off is a bug and will be fixed regardless if you agree. I apologize for the harshness but no amount of lobbying is going to convince us that we should leave this bug in because you have found it useful.
It is your game you have every right to change whatever you feel necessary. The feedback is less about the change to the interaction of how the change is affecting CC and mobs reseting. and more about the lack of additional tools to combat the changes you are making. Your changes to how mobs are reacting are going to directly impact how many mobs are going to be active during a typical fight and how rooms with close social mobs are going to be dealt with. Lack of additional tools to bring a total fight into a winning situation regardless of group comp is a major source of discontent. Many of the skills you have mentioned are not working as advertised or listed.

It will directly affect my desire to continue to play if not given tools by a group to ensure we can deal with typical encounters we would run into. Those I group daily with agree.
 
How so? CC has no code to randomly "break" unless someone hit's the mob.
Im happy to demonstrate whenever you like. But yes mobs do break early quite often and not because they are hit.

No disrespect as I know you all have a great amount on your plate, but there is a HUGE disconnect between what you think many skills do and what they actually do. Most of the major issues have to do with buffs, and/or debuffs
 
The feedback is less about the change to the interaction of how the change is affecting CC and mobs reseting. and more about the lack of additional tools to combat the changes you are making. Your changes to how mobs are reacting are going to directly impact how many mobs are going to be active during a typical fight and how rooms with close social mobs are going to be dealt with. Lack of additional tools to bring a total fight into a winning situation regardless of group comp is a major source of discontent.
We aren't giving you additional tools because all of the tools you need to play the game are already there. As I mentioned above we test multiple times a week with a scrappy group of devs who are arguably bad at the game - yet we have no problem working through dense rooms with a large amount of social aggro. It can be challenging, and time consuming, but it is entirely possible without taking advantage of the CC to reset bug.

Many of the skills you have mentioned are not working as advertised or listed.
Which skills are you speaking about specifically? Thanks to your mention I did identify the bug with the threat on "Draw Fire" which should be fixed by the live patch. Outside of that I am unaware of any other skills not working as advertised or listed (some other CC abilities suffer this same bug, all will be fixed).

Im happy to demonstrate whenever you like. But yes mobs do break early quite often and not because they are hit.
I have yet to see evidence of this happening. It is entirely possible that your system clock is off from the server time which could display the time remaining incorrectly. We have code to account for this potential offset but it's entirely possible it's not as accurate as it needs to be.

No disrespect as I know you all have a great amount on your plate, but there is a HUGE disconnect between what you think many skills do and what they actually do. Most of the major issues have to do with buffs, and/or debuffs
"Many" = how many? Which ones specifically? If abilities are not doing what we intend them to do then that's something that should certainly be reported so we can investigate.
 
So there are two instances where CC abilities are breaking early without being damaged or overwritten in my testing. It is most prevalent on higher resist mobs. Mobs affected by GEL are resist checking as if there is no GEL in many cases. This is further complicated by a later issue.

When you CC a mob and the threat changes on the target. Typically this would be from the tank to the healer or the healer to the tank, there is a resist roll for the mob. This will on mobs with higher resists be more noticeable. This will in fact break the CC ability early. After the changes on test this makes it even more of an issue as you added proxy threat to the CC'd mobs. So now every time aggro changes there is a resist check all based on proxy as well as just pure hate.

GEL level of the person the hate is transferred to also seems to affect the chance at breaking during the updated resist check.


As far as abilities not working as advertised or as listed I will put a list together as we test things very often.
 
So there are two instances where CC abilities are breaking early without being damaged or overwritten in my testing. It is most prevalent on higher resist mobs. Mobs affected by GEL are resist checking as if there is no GEL in many cases. This is further complicated by a later issue.
How are you determining this? Can you CC a mob that is orange/red but GEL'd to white? Because if you can then you have just proven that resists are calculated from your GEL level. Yellows and above (natural yellow or yellow when GEL'd) have a fixed resist that is applied due to the level difference that will reduce the duration of the applied CC. The amount resisted increases as the level of the NPC increases until you reach +5 which is 100% resist.

When you CC a mob and the threat changes on the target. Typically this would be from the tank to the healer or the healer to the tank, there is a resist roll for the mob. This will on mobs with higher resists be more noticeable. This will in fact break the CC ability early.
This is simply not true. I wrote the code and there is no resist roll when the NPC changes targets. Once an effect is applied it remains applied unless a specific condition causes it to expire such as the time expiring or a certain trigger count of hits is reached.

After the changes on test this makes it even more of an issue as you added proxy threat to the CC'd mobs. So now every time aggro changes there is a resist check all based on proxy as well as just pure hate.
We did? I certainly didn't. And given that I'm the only one who works on NPC code and I am the one responsible for merging everyone else's work into the main branch I'm pretty sure I would notice a change like this.
 
How are you determining this? Can you CC a mob that is orange/red but GEL'd to white? Because if you can then you have just proven that resists are calculated from your GEL level. Yellows and above (natural yellow or yellow when GEL'd) have a fixed resist that is applied due to the level difference that will reduce the duration of the applied CC. The amount resisted increases as the level of the NPC increases until you reach +5 which is 100% resist.


This is simply not true. I wrote the code and there is no resist roll when the NPC changes targets. Once an effect is applied it remains applied unless a specific condition causes it to expire such as the time expiring or a certain trigger count of hits is reached.


We did? I certainly didn't. And given that I'm the only one who works on NPC code and I am the one responsible for merging everyone else's work into the main branch I'm pretty sure I would notice a change like this.
Im not sure if you want me to give detailed feedback or not at this point? Maybe you should let a few of us that play 12+ hours a day in on your dev group and we would be happy to demonstrate. Or give us a place to post video and/or log files.
 
Im not sure if you want me to give detailed feedback or not at this point? Maybe you should let a few of us that play 12+ hours a day in on your dev group and we would be happy to demonstrate. Or give us a place to post video and/or log files.
You are making assertions about how the game works that are just not true so I am trying to get a better understanding of what you are describing while at the same time explaining why the things you are asserting cannot be true. For example: the only time a resist is every calculated or considered is when a debuff/CC is applied to a target. Outside of that there is no other time or place in which the server even knows what a resist is.

Yes I would love detailed feedback - which is precisely why I asked questions such as "How are you determining this?". You can upload videos to YouTube and keep them unlisted and then send us the link. And let me clarify: I am not disputing your observations, I am disputing your explanations for why you observed said thing. If there are bugs we absolutely want to know about them. The most useful information you can give us is how to reproduce the issue along with describing the observed behavior via text/video/etc.
 
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