jluis859
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Posts posted by jluis859
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spell 75 (auto-shot) has no gcd (StartRecoveryCategory = 0, StartRecoveryTime = 0)
spell 53209 (chimera shot) has the standard gcd (StartRecoveryCategory = 133, StartRecoveryTime = 1500)
spell 34490 (silencing shot) is again with no gcd (both values 0), so shouldn't interfere with chimera
That "another thing" you say must be a spell with no gcd or in a different category to be able to cast it succefully on a single gcd. So maybe you should say "MM burst exploit is dead"?
First at all, thanks for answer quickly.
I dont agree, try this: run with the hunter and stop, the autoshot will not shot inmediately, I think it has 0.1-0.2s at the begin.
Other thing, if you use for example chimera and wait 1s and you use silincing shot and after that you spam the key for the next skill, it will block the next skill and you will need to wait a short time for use the skill that you want again. I dont know if you understand me.
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It is an epic fail for the hunter MM, SV, the autoshot is not working well, it is generating a gcd and you cant do the sequence for example: chimera shot + silencing shot + another thing, it says skill not able, it means the burst in MM has dead, the second thing is when you run and stop the autoshot is not working well also, you have to wait for a while to shot, this is a big nerf for the hunter in general.
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steady shot has the cast time too long, it must have 1.5s, but it has now 2.0s of casting
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And everybody forgot this...I think the most important is fixing every class, but in this days mangos is not improving it, only pve.
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Is there a possibility to make a rev of this? the shaman enhament is extremely nerf without this, this is really important for the damage of a shaman, this can make you win in an arena with a big burst, but without this the shamanes fight like "Señoritas".
Can someone of the staff of mangos read this?
Greetings.
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I only answer the post before mine
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you are right, but the most important is already the multiple pets for feral spirits support, I saw it in core modifications and I saw a implementation of this but the feral spirits was over in damage with a code that we put after the core mod, I think it can be solve for someone who knows the code, I dont see it difficult to graduate the real damage of the feral spirits. Maybe it only needs someone with a heart for the enhancement shamans.
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I hope mangos fix the enhancment shamans and take part in this soon also.
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The wolves dont heal the owner. And the damage it's not correct.
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the snakes only do physical attack, the poisons are the most important and it's not stable to depend of sd2 I think.
but where can I find the script for it? does the script of milk13 work with poisons? we were using selector's wk and the snake trap worked fine with poisons there because it integrated an own sd2, but now it's discontinued that's why we return to a clean mangos version.
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It's SD2 part not a MaNGOS part
but we cant depend of sd2, it should be in mangos, dont you think so?
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The pet stats are really bad, it is taking long time to put this like accepted patch.
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but it passed a long time already, does anybody have news about this?
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hi pasdVn, when will you finish your super patch for pets please? could it be posible to put it on a propertly rev of mangos?
Thanks in advance for your answer.
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when will mangos put this into a rev?
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is there a way to develop a revision to mangos?
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Or another solution that works very well without script:
UPDATE `creature_template` SET `faction_A` = 1802,`faction_H` = 1801, `family` = 35 WHERE `entry` = 19833; UPDATE `creature_template` SET `faction_A` = 1802,`faction_H` = 1801, `family` = 35 WHERE `entry` = 19921;
does this work on arena system or pvp? or does it work only in pve?
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I modified and simplify script, and now work fine for me.
What revision did you use?
where can I put this?
thanks in advance for your answer.
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Is there a way to put this on a last revision of mangos?
thanks in advance for your answer
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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
and this can it be resolve?
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Abilities noted for not affecting nor being affected by the global cooldown:
# Hunter
* [Deterrence]
* [Kill Command]
* [silencing Shot]
Those abilities don't have global cooldown, you can make a macro with those. Deterrence is bug because it has a 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 cooldownsbut 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
This is a big overbug.
Greetings.
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It's work on my serv with mangos-0.12
is it work on my serv with mangos-0.12?
Can you put a picture of this?
thanks in advance for your answer.
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what happens with the implementation?
can someone review this?
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what happens with this?
[update][9503] autot repeating spells behaviour
in ... acceptedOld
Posted
maybe we need to check again the autoshot.