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Ice Sprite Bug and Steal Time problem...

aseekerofinfoaseekerofinfo Member Posts: 2 Arc User
edited January 2015 in Bug Reports (PC)
Hi all....

Ok... first I noticed that the Ice Sprite Active Bonus, which reads:
+1% Action Point Gain.
Applies to you as long as this companion is active.


Is not working. There is no AP gain at all. Have tried with my characters and also got my daughter to test it on hers just to make sure. Can you fix this thanks :-)

Second....
Steal Time (and others...like icy terrain) are not working right.
If you use your power to flash forward in to a group of enemy and then activate IT or ST, it will give the sound of it working, but do nothing.
If you then activate it again it starts as normal.

Sometimes my character animation stays (for a few seconds) with its hands in the air.... then it activates.

I know this could be lag.... but it seems like its a bug as it happens iven when ping/fps is very good.

Could you look in to this.

Thanks!
Post edited by aseekerofinfo on

Comments

  • mmm1001mmm1001 Member, NW M9 Playtest Posts: 497 Arc User
    edited January 2015
    Steal Time is working properly, you don't know how to use it :)
    Most CW spells (and not just CW, but CW spells are slowest ones) can be interrupted. E.g. If you move too fast after casting spell (animation is still not finished) it is canceled. Same happens when some mobs hit you. Depending how far you've gone in casting spell, it will go on full cooldown or partial cooldown.
    Spells with long casting time - like steal time are more likely to be interrupted.
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited January 2015
    The 1% AP gain is when you use abilities that grant AP. For example, if you cast a volley of magic missiles, I think it's 8% AP. With the sprite's bonus, you gain 8.01%. :D
    "Meanwhile in the moderator's lounge..."
    i7TZDZK.gif?1
  • bajornorbertbajornorbert Member, NW M9 Playtest Posts: 272 Arc User
    edited January 2015
    1. Powers with long casting animations have a tendency to bug out if you play with high ping. It's not you interrupting it, it's just how it works in this game. I'm playing with 150-200ms ping and i've seen ST & SotEA do this since beta. I haven't noticed it with IT though.

    Steps to reproduce the ST bug:
    1. Dodge;
    2. Use ST the moment the dodge animation finishes.

    If you have high enough ping, you will see the character playing the ST animation without anything happening. You know you were successful if ST doesn't go on cooldown and you do no damage. The problem is that you client registers that you've activated ST it starts playing the animation, but the server does not register it's activation so it'll do nothing. Sometimes, it may register, but then you usually end up with you character playing the animation for way longer than it's supposed to and that's when you see you character holding it's hands up for several seconds. Usually when this happens you can move your character, but it won't play the walk animation, instead your character will just move locked in the ST animation.

    This was fixed already fixed once, sometime during mod 2 iirc, but it has resurfaced since then.

    The same thing is true for SotEA, but this needs higher ping and doesn't require you to dodge. You just try to activate SotEA and it'll play the summoning animation w/o actually summoning the shards. If you have high enough ping you can repeat this several times before it actually summons the shard.


    2. AP Gain from ice/flame sprite & AP gain stat is multiplicative, so in most cases it's a waste, esp since it only affects the AP gained from powers and not from feats/boons. NW uses integer numbers for storing AP, but it's multiplied by 10, in order to simulate a floating point number with one decimal unit, so 1000 AP means 100%, 55 means 5.5%, and so on.

    In the example given by Ironzerg, the AP you get in theory is 8*0.01, or 8.08, but since NW doesn't 2 decimal units, and i'm pretty sure it doesn't do rounding (although i haven't tested it personally), you will still get 8% just as before, even with rounding, that's still only 8.1% so it's insignificant.

    For anyone interested in testing AP gain, you can find it under the Power Replenish tab in ACT. Just divide the number in the "damage" column by 10 and you get the % AP increase. For ex. for Winter's Bounty it should show 100 since it gives 10% AP, critical power 50 since that's 5% AP, and so on.
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