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DK bug list


Guest Nerokor

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Mangos Version:MaNGOS/0.15.0 Revision 9100

SD2 Version: Revision 1536

Database Name and Version : UDB 0.11.6 (386)

I see fery few DK bug reports here so i thought id make a bigger list. Well DKs are the most bugged class atm and im amazed that players somehow don care about the bugs?? DKs in PvE are bull****. My gears ail is 227 and if sum rare geared >insert class< outdpses my DK very easily then theres got to be smthing wrong rite xD? So i hope someone will look at this and show DKs some hot love ^^

1. Death Rune Mastery http://www.wowhead.com/?spell=50034

How it should work: Whenever you hit with Death Strike or Obliterate there is a 100% chance that the Frost and Unholy Runes will become Death Runes when they activate. Death Runes count as a Blood, Frost or Unholy Rune.

How it does work: Doesnt work. Doesnt convert the used runes into death runes.

2.Sudden Doom http://www.wowhead.com/?spell=49530

How it should work:Your Blood Strikes and Heart Strikes have a 15% chance to launch a free Death Coil at your target.

How it does work:Doesnt work. Doesnt proc Death Coils.

3.Frost Fever http://www.wowhead.com/?spell=59921

Procs when Icy Touch(http://www.wowhead.com/?spell=49909) is used.

How it should work:A disease dealing [0 + AP * 0.055 * 1.15] Frost damage every 3 sec and reducing the target's melee and ranged attack speed by 14% for 15 sec. Caused by Icy Touch and other spells.

How it does work: The dmg calculations seems to be wrong. Or it doesnt scale with AP. Does very little dmg. With 4500 AP i should get roughly 280 Frost Fever ticks. Thats excluding talents etc. But now im getting 28 dmg from a frost fever tick.

4. Blood Plague http://www.wowhead.com/?spell=59879

Procs when Plague Strike(http://www.wowhead.com/?spell=49921) is used.

How it should work:A disease dealing [0 + AP * 0.055 * 1.15] Shadow damage every 3 sec for 15 sec. Caused by Plague Strike and other abilities.

How it does work:Again the dmg calculation seems to be wrong or it doesnt scale with AP. With 4500 AP i should get roughly 280 Blood Plague ticks. But now im getting 28 dmg from a Blood Plague tick.

5. Vampiric Blood http://www.wowhead.com/?spell=55233

How it should work: Temporarily grants the Death Knight 15% of maximum health and increases the amount of health generated through spells and effects by 35% for 10 sec. After the effect expires, the health is lost.

How it does work: Doesnt work. Increase maximum health by 100 hp and doesnt increase healing.

6.Dancing Rune Weapon http://www.wowhead.com/?spell=49028

How it should work:Summons a second rune weapon that fights on its own for 12 sec, doing the same attacks as the Death Knight but for 50% reduced damage.

How it does work: Doesnt work.

7.Raise Dead http://www.wowhead.com/?spell=46584

How it should work:Raises a Ghoul to fight by your side. If no humanoid corpse that yields experience or honor is available, you must supply Corpse Dust to complete the spell. You can have a maximum of one Ghoul at a time. Lasts 1 min.

How it works: Doesnt work. Nothing happens when you use the spell.

8. Empower Rune Weapon http://www.wowhead.com/?spell=47568

How it should work: Empower your rune weapon, immediately activating all your runes and generating 25 runic power.

How it does work: Generates 25 Runic Power but doesnt refresh runes.

So this bug list affects mainly Blood talent tree. Ill post Frost and Unholy buggy talents some other day.

Thanks in advance.

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Dk reputation is bugged, at least with Knights of the Ebon Blade. They need a lot more reputation to buy rep items than what the item calls for. For example, if a tabard requires them to be friendly with the Ebon Blade, and they are, they can't buy the item until they're revered or higher.

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  • 6 months later...

I've been investigating why runes are not refreshing and the problem is not in the spell itself, it is just that the code that updates runes cooldown is not working.

The function void Spell::EffectActivateRune(SpellEffectIndex eff_idx) (SpellEffects.cpp) is being called twice as wowhead says. The for loop manages to call plr->SetRuneCooldown(j, 0); but the runes are not being activated. I've taken a look to SetRuneCooldown function and it ends up with the code:

void SetRuneState(uint8 index, bool set = true)
   {
       if(set)
           runeState |= (1 << index);                      // usable
       else
           runeState &= ~(1 << index);                     // on cooldown
   }

"set" is true.

Something is wrong but I dont know exactly what :(

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