Due to a recent discussion I did a round of testing to identify which bugs the Fighter class currently has. Undocumented behavior (like Stamina Regeneration Stat not applying on any Stamina refill feat) was assumed to work properly and is not contained here. Additionally most threat mechanics are left out of testing due to its unconcise data (no combat log information nor any other number). The same applies to animation times and cancelling. I found the following bugs (the list now includes additional reports from this thread, thanks! Have to update this entry text later.):
- Tide of Iron uses Magical Damage Boost instead of Physical Damage Boost in its formula.
- Knight's Valor is extremely vague and has a bug: Any blocked damage (e.g. by guarding) is transferred to you as piercing damage ignoring the limit. It can effectively kill you! The guard meter is still reduced by that amount, thus meaning that the damage is inflicted twice!
Possible fix: Please see comment #13
- Staying Power (Vanguard T1 Feat): Description: "Enforced Threat now grants the added effect of increasing threat generated by at-wills for 6 seconds."
Bug: The buff icon appears, but the threat generated by at-wills is unchanged.
Possible fix: Update the threat modifier.
- Rising Tide (Vanguard T2 Feat): Description: "Tide of Iron grants the effect of Rising Tide, causing you to deal additional physical damage whenever an attack strikes multiple enemies. Magnitude: 25 Duration 3s"
Bug: It deals 40 Magnitude instead.
Possible fix: Update the tooltip, because the feat is already quite bad.
- Cleaving Bull (Vanguard T2 Feat): Description: "Bull Charge no longer knocks back targets and now grants the effect of Cleaving Bull, causing you to deal additional physical damage whenever an attack strikes multiple enemies. Magnitude: 40 Duration 6s"
Bug: It deals 50 Magnitude instead.
Possible fix: Update the tooltip, because feats shall provide a change in the game play.
- Shake it off (Vanguard T5 Feat): This one is already known too, but I will repeat it: Description: "Increases the magnitude of Retaliate by up to 300 based on your remaining stamina. Damage decreases as remaining stamina decreases."
Bug: It is the other way around: It deals 0 additional damage when Stamina is full and deals 300 Magnitude damage when it is empty.
Possible fix: Update the tooltip, because the feat makes this way more sense! "Damage increases as remaining stamina decreases."
- Momentum (Dreadnought Class Feature): Description: "Bull Charge no longer knocks targets, but deals an additional 300 Magnitude damage. Movement speed is increased by 20% after running for 2s Effect ends when movement stops."
Bug: It deals 400 Magnitude instead.
Possible fix: Update the tooltip.
- Heavier Slash (Dreadnought T1 Feat): Description: "Grants your at-will attacks a 20% chance that your next heavy slash will deal an additional 300 magnitude damage."
Bug: The tooltip does not state that the at-will Heavy Slash can not trigger the feat. It was a documented change some years ago.
Possible fix: Update the tooltip.
- Weight of Vengeance (Dreadnought T1 Feat): Description: "Grants Anvil of Doom the effect of dealing an addional 380 magnitude damage, recovering from cooldown 4s faster, and consuming 15 vengeance. No effict if your Vengeance Gauge is below 15."
Bug: The tooltip from Anvil of Doom states that it deals 1260 Magnitude in 1 hit instead of saying it provides 380 Magnitude by an additional hit.
Possible fix: Update the tooltip to state the additional hit instead of an Magnitude increase.
- Ricochet (Dreadnought T2 Feat): Description: "Shield throw now bounces to up to three nearby enemies dealing 10% less damage to the second target, 20% less damage to the third target and 30% less damage to the fourth target. [...]"
Bug 1: The second hit does not deal 405 Magnitude damage (representing 10% less damage), but instead deals 400 Magnitude damage (50 Magnitude less damage instead of 45).
Bug 2: The fourth hit does not deal 315 Magnitude damage (representing 30% less damage), but instead deals 320 Magnitude damage (~29% less damage).
Possible fix: Update the damage numbers or the tooltip. In the end the overall damage would be the same.
- Crushing Blows (Dreadnought T3 Feat): Description: "Whenever you attack you have a chance to deal a crushing blow consuming 5 vengeance to deal an additional 150 magnitude damage. [...]"
Bug: Into the Fray is able to trigger it. If this happens it reduces Vengeance by 5. Into the Fray gets applied to any close standing alli and even to companions. For each alli (companion) a dice is rolled to test if Crushing Blow is triggered on the alli. Thus it is able to trigger Crushing Blow often and is able to significantly reduce Vengeance. Theoretically this can exceed 50+ Vengeance! The 150 Magnitude damage is not dealt to the allies.
Possible fix: Update Crushing Blow to ignore Into the Fray or mark Into the Fray as no "attack.
General bugs, which interfer with Fighter mechanics:
- Movement Speed from Bonus Enchantment getting removed after using Dig In / Seethe. See the video from modlesie below.
- Lionheart Weapon Set with Retaliate: This one complicates tests: When triggering Retaliate shortly (below 1s) after activating Dig In, the bonus of the Lionheart Set is calculated with around 91 Stamina only. This 91 can be reproduced repeatedly: Use Survivor's Wraps to receive damage, use "Perfect Block" to let your Stamina stay at 100% and trigger Retaliate.
Other unreproduced bug reports (partially floating around in other threads in this forum) stating that:
- Knight's Valor keeping people in combat after combat ended for some time.
- There were quite a few reports of Encounter Powers / Dailies being cancelled not properly by each other.
- Hard taunts not properly working sometimes in Reapers Challenge.
Combat Logs are left out unless they provide any additional use to devs.
Please post any more bugs if you know more!
Fixed Bugs:
- Retaliate (Vanguard mechanic): Reference Bug Report
When Retaliate crits it is countered by the Critical Avoidance stat of the player making it effectively hit less than a non critical Retaliate.
Fixed on Patch NW.135.20220208a.1
Comments
https://www.youtube.com/watch?v=NDkK0i2ZLpg
Edit: I found some Bug reports regarding it:
- Fighter dps encounters start canceling each other out
- Dig In not cancelling At Wills
- Dig In getting cancelled when Stamina runs out
However, I am unable to reproduce any of the mentioned bugs. More Information (which encounters, what else happens, which powers are queued and so on) or a video would help.potty"Vengeance" meter by 25%.- The good news: The aggro transferred works fine.
-
Other good news: I found out why it behaves weird in some cases like player getting killed even with KV covering the player, but that stems from the vague tooltip.- One bad news: There is a bug that may kill the Fighter. If the covered target blocks incoming damage this damage is not only depleting the block meter but also gets transferred. Thus the damage is inflicted twice!
Before addressing the two last points, let's clear out KV's current behavior.My guide already covers a more complete description of KV thus I ll simply copy the a more complete tooltip over: That is probably too condensed for the reader: My guide already covers examples thus I ll copy them over too:
Now back to the two last points:
The description makes clear why sometimes players die even when covered by KV: The inflicted damage over the limit will still kill the player! No damage is transferred to the Fighter.
This should be sufficient right, @cryptic-developer @nitocris83? If anything is still unclear, feel free to ask!