Jump to content

Ceris

Members
  • Posts

    124
  • Joined

  • Last visited

    Never
  • Donations

    0.00 GBP 

Everything posted by Ceris

  1. amount of aggro that you gain is irelevant, main is, that tank does greater aggro than DPS, value doesnt matter
  2. Yes confirmed and I think I know where is the problem 1) without spellpower, damage is multiplied like it should 2) but with spellpower, it is not multiplied like it should how it works now: base damage (without spelpower bonus) is multiplied by 4 and THEN spell power bonus has been added, so it may look like flat modifier how it should work: to base damage must be applied spell power bonus first, and AFTER THAT, spell damage must be multiplied by 4
  3. drain soul is dealing this "execute" damage as it should 1) If you START CHANNELING drain soul when target has more than 25% hp, than drain soul should (and is) dealing normal damage - this normal damage is dealth even if target drops below 25% health during channeling. 2) If you START CHANNELING drain soul when target is below 25% hp, than drain soul should (and is) dealing "execute" damage - this damage is dealth even if target is healed to more than 25% hp during channeling.
  4. mangos [10073] compiles fine for me (win32 release)
  5. according to http://www.wowwiki.com/Diminishing_return it has DIMINISHING_NONE and no it is not diminished by itself
  6. What bug does the patch fix? What features does the patch add? This patch fixes health of mana tide totem, which should be 10% of caster's health http://www.wowhead.com/spell=16190 For which repository revision was the patch created? [10049] Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. couldnt find any Who has been writing this patch? Please include either forum user names or email addresses. me diff --git a/src/game/Totem.cpp b/src/game/Totem.cpp index eae836f..8f5e348 100644 --- a/src/game/Totem.cpp +++ b/src/game/Totem.cpp @@ -53,6 +53,13 @@ void Totem::Update( uint32 time ) void Totem::Summon(Unit* owner) { + // Mana Tide Totem should have 10% of caster's health + if (GetSpell() == 16191) + { + SetMaxHealth(owner->GetMaxHealth()*10/100); + SetHealth(GetMaxHealth()); + } + owner->GetMap()->Add((Creature*)this); // select totem model in dependent from owner team
  7. this video is in cinematics folder in client
  8. You probably didnt copy new .exe and .dlls from your source code folder to your server folder
  9. so this patch means that auras/buffs with same effect will not stack this effects and effect will be applied only once?
  10. Could you please provide some more informations? Because SS should receive about 75% of casters spell power
  11. paladins shield of righteousness should be affected by block value cap too http://www.wowhead.com/spell=61411
  12. problem with this is maybe caused by that the pet talents cant be reseted by any means unless you tame new pet
  13. maybe it is better to use holy = holy < 0 ? 0 : holy; than if (holy < 0) holy = 0;
  14. mangos: 9851 database: UDB 390 ACID: 3.0.4 http://www.wowhead.com/spell=21084 http://www.wowhead.com/spell=33944 How it should work: dampen magic should decrease magic damage taken by certain amount How it is working now: in specific circumstances (see how to reproduce part), this combination of spells deals huge damage How to reproduce: 1) Take 2 characters, I was able to reproduce it with this combination: lvl 80 mage and lvl 1 paladin 2) with paladin, cast Seal of Righteousness 3) with mage, cast Dampen Magic (rank 6) on mage 4) with paladin, attack mage -> BOOM mage is killed for about 4 million damage from seal of righteousness I was not able to reproduce with lvl 80 mage against lvl 80 paladin It looks like damage decreasing for dampen magic is underflowing somewhere. This bug is very old
  15. have you copied new .exe and .dll files to your mangos folder?
  16. Ceris

    global cooldown

    If you read what is written in link you posted, than you should know, that Kill command and silencing shot is not triggering global cooldown or is not affected by global cooldowns but on our server, we found another a lot serious bug about global cooldowns - changing weapons must trigger global cooldown on all abilities and spells, but changing weapon in ranged slot doesnt cause global cooldown. This is serious because this is also affecting relic slots. So now you can (with macros) change relics depending on casted spells. Changing ranged slot (or relic slot) must cause global cooldown as it is caused by changing normal weapons (in main hand and off hand slot). Changing relics must cause global cooldown
  17. I think that this must be handled by some generic way, because ALL reputation gains for some Northrend factions has been increased by 30%, not only this badges.
  18. about scripted encounters: For working scripted encounters you must download scriptdev/ACID scripts. Check http://www.scriptdev2.com/ Scripted encounters doesnt work "out of the blue", but someone must first script them, then they could be reviewed by sd2 team and added to sources. That is why ToC, ICC and Ulduar is not working.
  19. Oh yes, I apologize, I didnt read this http://www.wowwiki.com/Buffs carefully, so resistances should not stack, but there is exceptions for some buffs for example if you have mark of the wild, and then receive for example shaman fire resist totem buff, then you must have fire resist taken from totem, but all other resistances must be taken from mark of the wild
  20. Mark of the Wild is supposed to stack with other resistance auras, because mark of the wild effect is gaining resistance to all schools (except holy) and is also gaining armor. This is other effect then totem auras, which gives only resistance to one school, so totem resistances must stack with mark of the wild, but totem resistances must not stack with the same resistance totems on different ranks.
  21. maybe there is some outdated spell in playercreateinfo_spell table You can try figure this out by comparing characters with this skill with characters without this skill
  22. oh, sorry, I didnt test it first time Yes, it is working, but chance for soul shard every tick part is not happening
  23. maybe use this two spells http://www.wowhead.com/spell=71761 http://www.wowhead.com/spell=71757
  24. but for drain soul, damage must be calculated only in time of spell start cast, not for every tick. So when target has less then 25% health and during drain soul is healed over 25%, then he should still receive four times normal damage. Also when target is taken below 25% health during drain soul, he should still receive only normal damage, not multiplicated damage every tick of drain soul must have only chance to gain soul shard
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy Terms of Use