Sephiroth1983
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Posts posted by Sephiroth1983
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About bladestorm if someone wants to fix the first effect
Apply Aura: Add Creature Immunity (1733)
This should mean immunity to Charm, Disarm, Root, Pacify, Sleep and Snare effects.
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Cool one, this will make it much more real
after this the other 2 big things to implement are mind control and vehicles.
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Link expired, this patch is still needed, nice talent.Unknown post id, it may have expired or been deleted -
This won't work on all systems, use capital letters like DELETE FROM for the statementsDelete fromanyway, your source is always the well-known wiki, right?
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Huh? Seems to work fine for me; the 2 you highlighted refers to "PROC_EX_CRITICAL_HIT = 0x0000002." The proc flag is retrieved from dbc.
So you added proc ex for criticals, and DBC gives proc flag for melee only? Ok.
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Sorry for double post, one tester found an important information, is about the hidden cooldown of procs, it should be 1 second to avoid different procs at the same hit
Why you got slightly less then doubled procs is because the innate cooldown of SoC I think, as the 1 sec cooldown would prevent successive SoC procs from any hits you deal within 1 sec. Say your white hit and CS dealt damage within 1 sec then no matter how lucky you are, SoC would proc only once from then at most, which really hurts the damage of SoC. Furthermore, when you get better gear(I am sure Blizzard would still put some haste on them), your white attacks happen more often, which will have higher potential to block other ablities proccign SoC.-- Seal of Command proc hidden cooldown DELETE FROM `spell_proc_event` WHERE `entry` = 20375; INSERT INTO `spell_proc_event` (`entry`, `SchoolMask`, `SpellFamilyName`, `SpellFamilyMask0`, `SpellFamilyMask1`, `SpellFamilyMask2`, `procFlags`, `procEx`, `ppmRate`, `CustomChance`, `Cooldown`) VALUES (20375, 0x00, 0, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 7, 0.000000, 1);
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nos4r2zod, in the group of spells already in spell_proc_event you have repeated a mistake of SVN
('58901','0','0','0','0','0','0','2','0','0','45'), -- Tears of Bitter Anguishyou make it proc on direct spell now, as you also said before, it should proc on melee criticals.
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This gives a real value only < lvl 70, and if you read the first page too, you notice that Vladimir told us that this cannot be considered as a soultion, and someone wrote that it caused lvl 80 players to hit for about ~500 holy dmg, what's not correct.
Yeah, but I feel like it will be fixed in few days, hope it doesn't remain a sensation so I will find again interest in test PvP.
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The real problem of Lifebloom is the overpower
the stacks are handled wrongly in mangos as was stated by an offy player like Deafboy
and the actual coefficient doesn't help either, its healing a lot for each stack and very fast if stacked to max, it should work that way.
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nos4r2zod you can also add all yours and my fixes to your last post, is easier for the main topic author to add them all, I will cleanup my post when you do it.
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Yeah this hardcoded stuff is not needed now, easy to accept - you can do it!
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Check the enums in SpellMgr.h:
PROC_FLAG_SUCCESSFUL_MILEE_HIT = 0x00000004 ... PROC_EX_CRITICAL_HIT = 0x0000002
I think that's what you're looking for.
I'm not familiar with hex stuff or core stuff
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Nice, in fact with spelliconID check would look bad
now it will be accepted fast, for sure.
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There are some bugged procs that don't have their internal cooldowns,I'll some of them here:
Lightweave Embroidery
Swordguard Embroidery
Darkglow Embroidery
Tsunami Talisman
Hourglass of The Unraveller
Sextant of Unstable Currents
Quagmiran's Eye
Scarab of the Infinite Cycle
Shiffar's Nexus-horn
Tears of Bitter Anguish
That's all I can think of now.
-- moved to nos4 post
The only doubt is about Tears of Bitter Anguish, should proc only on melee crits and UDB Wiki is outdated when is about procEx field so I used the procflag shown.
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I don't want to make another post, would like to ask if spell 60089 is currently casted when you use 16857 in Dire Bear and Bear Forms
if code is still not doing, we can at least add the 0.05 attack power coefficient as said in the tooltip
in the case is needed and not managed by c++ code already:Decrease the armor of the target by 175 for 40 sec. While affected, the target cannot stealth or turn invisible. Deals [AP * 0.05 + 1] damage and additional threat when used in Bear Form or Dire Bear Form.-- has been added to main post
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Thanks, this prevents some unexpected problems as well.
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Amazing
I hope this patch is finished soon, so you can get your ass back on spells!! joke
Really promising change.
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This is a little pointless for me since quest 11490 isn't working right now. Wich is required for the next quest: 11492.
This would make Magister's Terrace heroic mode unplayable by generic non-gm characters
What a nonsense, so it is better to keep it non-implemented if quest doesn't work?
Quest is something external and can be fixed at a later time
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I always thought this would have to be done as required_aura, since the quest awards a dummy spell as you know (46591)
But I guess is the same and maybe easier to mantain, since auras sometimes get deleted by accident like was happening time ago with arena preparation deleting all buffs, even "unaffected by invulnerability".
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('31661', '0.1936', '0', '0', 'Mage - Dragons Breath'), ('120', '0.214', '0', '0', 'Mage - Cone of Cold'),
Hm 2 cone spells, wonder why so different coefficient, they also share cooldown category.
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Developers of mangos core are just great, but the problem exists (time)
hope some more developers will be added to the team (I want thenecromancer back to rock) who can AT LEAST give advices on the approach to use.
Something like a filter Dev who will say to experienced Devs like Vladimir which patches are REALLY ready for review.
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Thanks, was annoying to see Hot Streak proc and see it disappear before using when casting AoE (and then Firestarter proc overwriting Hot Streak buff).
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Looks ok, should be checked.
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bump
its very important to nerf these warriors
Nice by you, since you are one of them good.
About the fix, makes sense to me, implementing this aura will not allow using other abilities - now only need a Dev to say if the fix is proper.
[Patch][8956] Implement aura SPELL_AURA_ALLOW_ONLY_ABILITY
in ... acceptedOld
Posted
Quoting again my post because you guys maybe don't understand... the first effect says which immunities it should grant, implementing the aura will fix them, is the same as creatures immunities.
If is proven there should be some additional effect immunity like fear, only that needs to be hardcoded.