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Oathbound Paladin bugs. Also others. ( UPDATED AS NEW BUGS ARE FOUND )

leonidrexleonidrex Member Posts: 401 Arc User
edited February 2019 in Bug Reports (PC)
DAILY POWERS :
- Using DIVINE JUDGMENT on a target that leaves range finishes the animation, consumes AP but has no effect ( deals no dmage )
- Using DIVINE JUDGMENT and getting dazed/stuned or laging at the last moment consumes AP, finishes animation but deals no damage and provides no bonuses for using daily power.
- Using LAY ON HANDS on a target that dies during cast time, consumes all AP ( without healing the target since its dead )
ENCOUNTERS :
- BANE as prot pally gets interupted by allies ( makes it hard to aim at enemies if teammates or companions are in the way ).
- BANE can sometimes be used 1 more time at 0 stacks ( i noticed it happenes when i have 3 to use it 4 times or 2 to use it 3 times ).
- BANE if used at 1 charge the moment sec recharges, paladin sometimes is forced to use both at the same target.
- BOND OF VIRTUE gets turned off by some CC ( power doesnt say that it does that )
- BOND OF VIRTUE someimes gets paladin ( and very rarely his allies ) stuck in combat for longer.
- SACRED WEAPON kills the user if the user is marked by both GF and GWF or 2 GF.
- SACRED WEAPON ( Oath of Devotion ) states that it increases healing by 20% for 10s. but this bonus expires when SW gets used up instead of remaining for entire duration. ( 10s ).
- SMITE ( damage over time portion of it ) applies plaguefire weapon enchantment for each tick, (did not test other weapon enchants, propably procs them too )
- TEMPLARS WRATH provides shield for allies hit, temp hp is not calculated from damage dealt.
- TEMPLARS WRATH states that it does heavy damage, when in truth it deals very little, update the tooltip please.
- Using DIVINE TOUCH on a target that leaves range puts the ability on cooldown, deals no damage and doesnt provide the resistance buff. It also doesnt give AP.
- Using CLEANSING TOUCH ( you can use it when controlled ) can be interupted by CC while being already controlled. I'm fairly sure its TR Dazing Strike doing it.
- VOW OF ENMITY does not proc Aura of Courage.
AURAS :
- AURA OF TRUTH artifact feature daze upon being attack can multiproc in short bursts against other paladin resulting in several sec of daze. Might work against other reflect classes.
- AURA OF COURAGE doesnt properly generate damage, allies get 0,9% of their HP instead of 1,3% their HP. this aura also suggests that damage should be calculated from paladins HP.
- AT WILLS :
- Cure Wounds , artifact power states that it increases TARGETS deflection chance by 5%. It increases PALADINS deflection chance instead, meaning we cant boost allies deflection chance.
- VALOROUS STRIKE : this atwill states that it gives Valor buff when the strike "connects" but it gives the buff regardless of hitting or missing, as long as you are in combat.
- SHIELDING STRIKE : Third hit of this power Damage and Shield is out of sync with both animation and sound effect, hit registers almost during fourth swing.
- SHIELDING STRIKE provides its temporary hitpoints shield even when used out of combat.
- Aura of vengence can create reflection loops against SW and GF. ( propably other classes too ).
FEATS :
- Vigilance doesnt provide shield that absorbs " 25% of all damage ", it simply gives 25% damage resistance and here are the reason why there is BIG difference : 1 piercing damage doesnt get reduced, 2 armor penetration can penetrate it, 3 when at 80% dmgres cap it does nothing. Make it actually block 25% of all dmg.
- Vigilance adds a stack for recharge of mount and artifact ( i suspect it works with items and dailies too, but i didnt test it ) you can get off and on mount to get 5 stacks before combat ( not a big deal since vig sucks but bug is a bug ).
- Various reflect loops against SW,GF and OP, for some reason Vengeful Judge and tab proc them usually only on PROT pally.


GENERAL :
- Paladin, both Devotion and Protection tends to get stuck in combat for longer ( both pvp and pve ), both with and without BOND OF VIRTUE. Its easy to see in pvp, when after combat oher classes are able to remount much faster, and in pve when other classes are able to interact with object faster ( tong doors or bridge where dinos spawn as an example. )

OTHER :
- HR can buff enemies in PVP, hawkeye and oak skin buff enemies. Could be other powers too. ( works 100% of the time ).
- Chain of Scales : one of its bonuses state tha it gives "6% deflection" tooltip states that it gives deflection severity, tested it and it gives nothing. no deflection and no deflection severity. [ tested on Empowered Chain of Scales ( mythic version )]
- TR is capable of turning all their damaging powers into piercing damage due to bug with Oppresive darkness or/and Shadowy Opportunity. https://www.arcgames.com/en/forums/neverwinter/#/discussion/1244858/why-is-tr-dealing-piercing-with-everyting/p2 read the posts made by @vordayn . ( also thank you for findings this, i wouldnt be able to get the actual evidance myself )
- Gond's Anvil of Creation artifact deals its damage ( around 28,5k ) for each refresh instead of once or over entire duration, meaning it hits 15-16 times for 28,5k meaning it deals over 450k dmg. it also provides around 140% max hp shield ( in pvp ). making it Bugged and overpowered for both protection and offensive.
- Tymora's Spinning Coin No longer deals massive damage, now it knocks prone enemies, debuffs them or buffs allies multiple times per use. ( biggest i have seen was 13 ) Getting porned 13 times back to back is yikes. Also buff and debuff stacks on the tooltip ( altho i am unsure if it actually provides the buff/debuff 13 times... ). Please make it be casted once per use, not multiple times.
- Wheel of elements, FIRE bonus benefits from combat bonus ( started in mod 15 )
- Swift Golden Lion EQUIP POWER heal ignores pvp healing reduction. Heals for the full ammount.
- TREX activation power can go on cooldown without activating in several different ways : 1 target goes invisible, 2 caster gets Controled, 3 Target leaves range, 4 Caster cancels animation with ( shift ) for example. Apparently all mounts can do that.
- The Blackthorn helmet ignores defence,deflection and some immunity frames ( TR bloodbath for example ) it should respect defences.

I will keep updating this post as i find more bugs.
Number of bugs fixed so far : 3
Post edited by leonidrex on
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    leonidrexleonidrex Member Posts: 401 Arc User
    Divine touch, and Divine judgment can be tested on dummies, by casting during jumping ( getting out of range ) i noticed it during pvp matches
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    leonidrexleonidrex Member Posts: 401 Arc User
    leonidrex said:

    - Using Divine Judgment on a target that leaves range finishes the animation, consumes AP but has no effect ( deals no dmage )
    - Using lay on hands on a target that dies during cast time, consumes all AP ( without healing the target since its dead )
    - Stem the tide states that it "snares" while it slows instead.
    - Smite ( damage over time portion of it ) applies plaguefire weapon enchantment for each tick, (did not test other weapon enchants, propably procs them too )
    - Templars Wrath provides shield for allies hit, temp hp is not calculated from damage dealt.
    - Using divine touch on a target that leaves range puts the ability on cooldown, deals no damage and doesnt provide the resistance buff. It also doesnt give AP.
    - Using cleansing touch ( you can use it when controlled ) can be interupted by CC while being already controlled. I had it happen to me multiple times, im not 100% sure but i think some dazes do that.

    - Sacred Weapon kills the user if the user is marked by both GF and GWF
    - Various reflect loops against SW and GF, for some reason Vengeful Judge and tab proc them.
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    nitocris83nitocris83 Member, Cryptic Developer, Administrator Posts: 4,498 Cryptic Developer
    Thanks for reporting! I'll share with team in case they aren't aware of some of these.
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    artifleurartifleur Member Posts: 642 Arc User
    edited October 2018
    leonidrex said:

    - Templars Wrath provides shield for allies hit, temp hp is not calculated from damage dealt.

    This isn't entirely true. In short, it depends on your damage but in a very obscure fashion.

    See : https://arcgames.com/en/forums/neverwinter#/discussion/1232311/templars-wrath-protection-op/p1 for a much more complete explanation.

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    leonidrexleonidrex Member Posts: 401 Arc User
    artifleur said:

    leonidrex said:

    - Templars Wrath provides shield for allies hit, temp hp is not calculated from damage dealt.

    This isn't entirely true. In short, it depends on your damage but in a very obscure fashion.

    See : https://arcgames.com/en/forums/neverwinter#/discussion/1232311/templars-wrath-protection-op/p1 for a much more complete explanation.

    i know how it works, what i said is not wrong in any way, shape or form. but I thank you for the link.
    so the devs can take look and have better idea how to fix the bug.
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    artifleurartifleur Member Posts: 642 Arc User
    leonidrex said:

    temp hp is not calculated from damage dealt.

    This is the part that is wrong, and please watch your tone.

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    leonidrexleonidrex Member Posts: 401 Arc User
    artifleur said:

    leonidrex said:

    temp hp is not calculated from damage dealt.

    This is the part that is wrong, and please watch your tone.

    its literarly not calculated from the damage dealt, whats wrong with the statement ?
    also my tone was fine, i wasnt trying to offend you.
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    veywiil#8685 veywiil Member Posts: 208 Arc User
    Inb4 they nerf paladin based off these reports.
    I'm a theorycrafter, that means I can answer fairly deep questions with scientific theory, mathematical proof, and some guessing. Ask me stuff!
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    leonidrexleonidrex Member Posts: 401 Arc User
    bump, some bugs added, some bugs fixed. many many more to go
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    leonidrexleonidrex Member Posts: 401 Arc User
    bump, added more. Nothing fixed.
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