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  1. +1, confirmed

    Actually its even easier to reproduce:

    Method No1:

    Get yourself a nice druid, and a death knight (with a weapon of course).

    Make sure Death Knight has picked up Desecration (spec doesn't matter, can be blood/unholy or full unholy whatever. I'm playing unholy/frost)

    1. Duel the druid, make sure he is not shapeshifted (must be in "human" form).

    2. Start by casting Plague Strike.

    3. Desecration and Blood Plague will proc.

    4. Wait a few seconds.

    5. Cast Plague Strike again.

    Blood Plague is refreshed.

    Desecration IS NOT refreshed on target, although new ground visual effect appears.

    6. Wait for Desecration to expire and in that precise moment druid must shapeshift into Cat form

    And there you go, instant crash. 100% of the time.

    I tested same shapeshifting scenario with other movement impairing effects

    (Chains of ice, Frost Shock, Frost trap, Earthbind totem,Judgement of Justice, glyph of Shadowflame, Slow, etc..) and I haven't been able to crash the server.

    Method No2:

    Get a rogue and Death knight.

    Repeat steps 1-5.

    6. Rogue must cast Cloak of Shadows and then Vanish at the exact moment Desecration is about to expire.

    Bang, crash again.

    Method No3:

    Get a rogue and a frost mage.

    Rogue must have Crippling poison applied to its weapon

    Mage must have Permafrost talented.

    Attack for example a training dummy, let rogue attack first and apply Crippling Poison to it.

    Once you apply it, stop attacking and let the mage spam Blizzard. Just keep spamming.

    Crash.

    Tested without Improved Blizzard but i think crash effect should be in place with it as well, as it is also movement impairing effect.

    _____________________________________________________________________________________________________________

    Method No4 (this one is not related to movement impairing stuff)

    Get a warlock, mage, priest, rogue and a hunter.

    Summon your pets.

    I will explain the example using warlock and hunter.

    Have warlock cast only DoTs that do not do initial damage, like Corruption or Curse of agony on the hunter pet.

    Recast if necessary until pet dies from those dots.

    Server crash imminent.

    Same method works if priest uses Shadow Word: Pain for example on any warlock pet.

    Or if hunter does same thing with Serpent Sting.

    Also same method if you have a rogue using Deadly poison weapon enhancement.

    In conclusion:

    Dots from priest, warlock, rogue(poison) on Mage pet, crash the server.

    Dots from priest , hunter, rogue(poison) on Warlock pet, crash the server.

    Dots from priest , warlock vs hunter pet, crash. (rogue poison didn't)

    I am running 100% clean Mangos core, revision 10319. No SD2, database used is YTDB, release r557.

    Crash confirmed both in 32 bit and 64 bit mode.

  2. Hello,

    There is problem with commit 9274:

    [9274] Implement SPELL_EFFECT_SUMMON_ALL_TOTEMS

    This implement work spells 66842, 66843, 66844.

    Patch originall writed by Arthorius, with additional fixes from darkstalker

    and hack removes from me

    How does it work:

    Totem action bar ignores spell cooldowns, so you can drop totems that are on CD.

    There is no m_caster->HasSpellCooldown(spell_id) check for each totem slot.

    How to reproduce: Assign any totem with cooldown, like grounding totem or stoneclaw, to proper slots.

    Spam the drop all button. Both totems will drop each time although they clearly have 15 and 30 sec cooldown.

    You can not drop them individually because of the cooldown, but with totem action button, you can.

    How it should work:

    You can use totem bar anytime, but totems that are already on cooldown must not drop.

    I use this without any problems:

    diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp
    index 9e2192b..536ba48 100644
    --- a/src/game/SpellEffects.cpp
    +++ b/src/game/SpellEffects.cpp
    @@ -6623,8 +6623,11 @@ void Spell::EffectSummonAllTotems(SpellEffectIndex eff_idx)
        for(int32 slot = 0; slot < amount_buttons; ++slot)
            if (ActionButton const* actionButton = ((Player*)m_caster)->GetActionButton(start_button+slot))
                if (actionButton->GetType()==ACTION_BUTTON_SPELL)
    -                if (uint32 spell_id = actionButton->GetAction())
    +            {
    +                uint32 spell_id = actionButton->GetAction();
    +                if (spell_id && !((Player*)m_caster)->HasSpellCooldown(spell_id))
                        m_caster->CastSpell(unitTarget,spell_id,true);
    +            }
    }
    
    void Spell::EffectDestroyAllTotems(SpellEffectIndex /*eff_idx*/)

    Core rev: 9407

    Cheers

  3. Mangos Version: 9354, clean source

    SD2 Version: 1573

    Database Name and Version : YTDB r533

    How it DOES work:

    It is not implemented

    How it SHOULD work:

    Having 4 pieces of T9 elemental shaman set equipped, grants you following:

    "Your Lava Burst spell causes your target to burn for an additional 10% of your spell's damage over 6 sec."

    So for example, after you hit target with lava burst for 4000 damage, target should burn for additional 400 damage every 2 seconds for 6 seconds. You may verify this on live servers of course.

    Link :

    http://www.wowhead.com/?spell=67228

    http://www.wowhead.com/?spell=71824

    Now, Implementing this was piece of cake:

    diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
    index 11dcfaf..5d8b2e8 100644
    --- a/src/game/Unit.cpp
    +++ b/src/game/Unit.cpp
    @@ -6617,6 +6617,13 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAu
                        triggered_spell_id = 64930;            // Electrified
                        break;
                    }
    +                // Shaman T9 Elemental 4P Bonus
    +                case 67228:
    +                {
    +                    basepoints0 = int32( triggerAmount * damage / 100 );
    +                    triggered_spell_id = 71824;
    +                    break;
    +                }
                }
                // Storm, Earth and Fire
                if (dummySpell->SpellIconID == 3063)
    

    INSERT INTO spell_bonus_data VALUES
    (71824,0,0,0,'Item - Shaman T9 Elemental 4P Bonus');

    INSERT INTO `spell_proc_event` VALUES
    (67228, 0x00000004, 11, 0x00000000, 0x00001000, 0x00000000, 0x00000000, 0x00000000, 0.000000, 0.000000, 0);

    And that would be it.

  4. int32 count = m_caster->CalculateSpellDamage(m_spellInfo, 2, m_spellInfo->EffectBasePoints[2], unitTarget);

    All I am asking is what is this line supposed to do.

    Since spell is pretty clear: 4x main hand average dps (the rest of formula is good).

    Why is random number between 7 and 10 being generated (or 17 in this case as u said)?

  5. Hammer of the Righteous

    6% of base mana Melee Range

    Instant cast 6 sec cooldown

    Requires One-Handed Melee Weapon

    Hammer the current target and up to 2 additional nearby targets, causing 4 times your main hand damage per second as Holy damage.

    else if (m_spellInfo->SpellFamilyFlags & UI64LIT(0x0004000000000000))
                   {
                       // Add main hand dps * effect[2] amount
                       float average = (m_caster->GetFloatValue(UNIT_FIELD_MINDAMAGE) + m_caster->GetFloatValue(UNIT_FIELD_MAXDAMAGE)) / 2;
                       int32 count = m_caster->CalculateSpellDamage(m_spellInfo, 2, m_spellInfo->EffectBasePoints[2], unitTarget);
                       damage += count * int32(average * IN_MILISECONDS) / m_caster->GetAttackTime(BASE_ATTACK);
                   }

    Can anyone please explain to me in detail what is "count" variable, and what is it used for in this formula?

    Because I can not reproduce the damage I do on retail server using 100% exact parameters such as gear, enchants, buffs and talent spec. I'm trying to determine if spellpower is included in damage calculations, because it absolutely shouldn't be, according to tests on retail.

  6. Mangos Version: 9020

    Custom Patches: none

    SD2 Version: ScriptDev2 (1520)

    Database Name and Version: YTDB r523

    How it SHOULD work:

    http://www.wowhead.com/?spell=55078

    Blood Plague

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

    Base damage 0

    Bonus from attack power [AP * 0.055 * 1.15]

    How it DOES work:

    Blood Plague does not scale with your total attack power, at all

    For example, my female tauren death knight level 80, naked, no items, no spent talent points, no professions, has 588 attack power.

    both Frost Fever and Blood Plague use same damage formula: AP*0.055*1.15, where AP is your total attack power. So my base damage will be 588*0,055*1,15=37,191, rounded down to 37.

    If you look at your spellbook, spell tooltips indicate this is correct amount of damage.

    And i do that amount of damage with both spells.

    Fully equipped, with 4010 AP, I should do 4010*0.055*1.15=253,6325 damage.[

    However:

    Frost Fever tooltip in spellbook indicates 253 damage every 3 seconds, and it does that amount to target.

    Blood Plague tooltip in spellbook indicates 253 damage every 3 seconds, but it still does only 37 damage every 3 seconds.

    Your total attack power is not included in Blood Plague damage formula, it still uses base lvl 80 attack power.

    This problem exists since switch to 3.2.2a client version.

    Blood Plague u have in spellbook:

    http://www.wowhead.com/?spell=59879

    Blood Plague that is cast on target:

    http://www.wowhead.com/?spell=55078

    Hope this helps

  7. I've been waiting for this for quite some time. Thx

    PS i posted already in DB issues that 'entry' in all spell related tables must be resized,

    it simply can't handle any spell that appeared after patch 3.2.0 was released... no one answered.

    Spell entries after 3.2.x just can't fit into 'smallint'.

    BUMP

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