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[FIXED] [PvE] [Raid] The Nighthold: Star Augur
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Flamestalker

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Post Posted: 17-01-2018, 23:12:37 | Translate post to: ... (Click for more languages)

Please post here any bug you found regarding The Nighthold: Star Augur encounter, Normal, Heroic, Mythic

if you want to confirm a bug that it's been already reported please just use - like - button, otherwise we will delete your post
write difficulty and bug found
use this feature [spoiler] for youtube videos please so i can track each bug you post without scrolling my whole screen

Star Augur Etraeus

  • [FIXED] Fixed an issue where Icy Ejection that was applied on players after phase transition wasn't removed.
  • [FIXED] Fixed an issue where Fel Ejection that was applied on players after phase transition wasn't removed.
  • [FIXED] Fixed an issue where Fel Ejection' pools was sometimes invisible if the player was jumping.
  • [FIXED] Fixed an issue where Fel Ejection' pools were bigger than its visual.
  • [FIXED] Fixed an issue where Ice Crystals (Icy Ejection upon detonating) have been able to daze players by meleeing them.
  • [FIXED] Fixed an issue where Gravitational Pull mechanic was easily avoided by killing the current victim.
  • [FIXED] Fixed an issue where Void Shift that was applied on Star Augur if "Thing that should not be" was to close wasn't remove upon death.
  • [FIXED] Fixed an issue where Witness of Void was dealing double the damage he was supposed to do on mythic difficulty.
  • [FIXED] Fixed an issue where Witness of Void was applying Void Empowerment before cast therefore the damage was increased.
  • [FIXED] Fixed an issue where Void Empowerment had twice the amount that was supposed to have on mythic difficulty.
  • [FIXED] Fixed an issue where Eye of the Void was sometimes invisible even though he was still be able to cast World-Devouring Force but without showing the visual.
  • [FIXED] Fixed an issue where Grand Conjuction wasn't applied on players if they were having immunities up.

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Flamestalker

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Post Posted: 19-01-2018, 22:08:10 | Translate post to: ... (Click for more languages)

HP of the boss have been modified, from 4.4b to 4.2b because this is how much server can handle for the moment, so except for this tiny thing that is helping you please post the other bugs you find
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Pinocchio Evreiesc
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Post Posted: 19-01-2018, 23:45:31 | Translate post to: ... (Click for more languages)

-all ejections (icy/fel/void) are being constantly cast on melees, everytime (this was not happening on ptr)

-felflame has serious issues, sometimes there are invisible patches or the range is way bigger than the visual? (this was not happening on ptr)

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Elioths

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Post Posted: 20-01-2018, 00:21:28 | Translate post to: ... (Click for more languages)

Pinocchio Evreiesc wrote:
-all ejections (icy/fel/void) are being constantly cast on melees, everytime (this was not happening on ptr)

-felflame has serious issues, sometimes there are invisible patches or the range is way bigger than the visual? (this was not happening on ptr)


Changing the ejection target selection code in hopes to work around that problem, cant make any promises tho since im doing it in an environment where said problem doesnt happen.

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slitharine

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Post Posted: 20-01-2018, 11:05:32 | Translate post to: ... (Click for more languages)

1) Boss is casting Icy/Fel/Void Burst too fast. There should be a delay between two burst.


Proof:- https://youtube.com/watch?v=_OEP2ovgCFs:

.be (see the video in normal speed then see it at 0.25X SPEED in youtube)


In video you can clearly compare the freakz boss with retail. In retail when boss cast 2 Icyburst, in freakz it already have cast 3 and half. The issue is After burst there is an splash animation on tank, after that boss again start to cast. but in Freakz is boss is just spamming. The damage itslef is high and if boss spam it like this thaen tank is taking crazy damage and our 906 druid tank died so fast(he is not noob he know how to use deff cd).

So either make it like retail that boss will cast next icy burst after 1st icy burst splash animation on tank is over or just increase the time between two icyburst. Now dont say its minor bug cause its killing high geared tank like joke.


2) Felflame damage have some kind of issue! Either it is getting modified by player stat and critting or overlaping with some bugged invisible patch. Here is the screen shot of death recap by Felflame.

Proof:- https://imgur.com/a/wBKTw

in SS you can see that last three fel flame hit 700k, 1.1M and 1.6 M, where it should give damage like 430k damage per second. Player with 3.3M HP died like within 4 sec and if he even stand on fel pool he should only take 430k X 4= approx 1.2M total damage, he moved and still died. I will try to give a video proof of this also.

Please fix this high priority bugs! thanks in advance!

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Elioths

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Post Posted: 20-01-2018, 15:03:24 | Translate post to: ... (Click for more languages)

slitharine wrote:
1) Boss is casting Icy/Fel/Void Burst too fast. There should be a delay between two burst.


Proof:- https://youtube.com/watch?v=_OEP2ovgCFs:

.be (see the video in normal speed then see it at 0.25X SPEED in youtube)


In video you can clearly compare the freakz boss with retail. In retail when boss cast 2 Icyburst, in freakz it already have cast 3 and half. The issue is After burst there is an splash animation on tank, after that boss again start to cast. but in Freakz is boss is just spamming. The damage itslef is high and if boss spam it like this thaen tank is taking crazy damage and our 906 druid tank died so fast(he is not noob he know how to use deff cd).

So either make it like retail that boss will cast next icy burst after 1st icy burst splash animation on tank is over or just increase the time between two icyburst. Now dont say its minor bug cause its killing high geared tank like joke.


2) Felflame damage have some kind of issue! Either it is getting modified by player stat and critting or overlaping with some bugged invisible patch. Here is the screen shot of death recap by Felflame.

Proof:- https://imgur.com/a/wBKTw

in SS you can see that last three fel flame hit 700k, 1.1M and 1.6 M, where it should give damage like 430k damage per second. Player with 3.3M HP died like within 4 sec and if he even stand on fel pool he should only take 430k X 4= approx 1.2M total damage, he moved and still died. I will try to give a video proof of this also.

Please fix this high priority bugs! thanks in advance!


Yeah i checked sniff data and there is indeed a 500ms wait inbetween each cast, will fix that.

Regarding felflame, theres no such thing as scaling with player crit of w/e because the spell is casted by the boss itself onto the player. What happens is that the effect stack up as long as you stand inside a fel pool, it stacks every time the aura ticks for damage, but there is a gracetimer of 2s where you can step in and out of the fel pool without gaining a new stack on the aura.

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slitharine

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Post Posted: 20-01-2018, 16:28:36 | Translate post to: ... (Click for more languages)

[quote="Elioths"]
slitharine wrote:
Yeah i checked sniff data and there is indeed a 500ms wait inbetween each cast, will fix that.

Regarding felflame, theres no such thing as scaling with player crit of w/e because the spell is casted by the boss itself onto the player. What happens is that the effect stack up as long as you stand inside a fel pool, it stacks every time the aura ticks for damage, but there is a gracetimer of 2s where you can step in and out of the fel pool without gaining a new stack on the aura.



https://youtube.com/watch?v=GZB8-sllCIo:




see this video please in slow motion(0.25X). I was never under pool of felflame still my big wig warn me that i am under pool (may be invisible) and i got 2 stack of felflame. There is definitely something wrong with it.

This video support the statement what Pinocchio Evreiesc said in the upper post:=

" felflame has serious issues, sometimes there are invisible patches or the range is way bigger than the visual? (this was not happening on ptr) "

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Elioths

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Post Posted: 20-01-2018, 17:03:39 | Translate post to: ... (Click for more languages)

[quote="slitharine"]
Elioths wrote:
slitharine wrote:
Yeah i checked sniff data and there is indeed a 500ms wait inbetween each cast, will fix that.

Regarding felflame, theres no such thing as scaling with player crit of w/e because the spell is casted by the boss itself onto the player. What happens is that the effect stack up as long as you stand inside a fel pool, it stacks every time the aura ticks for damage, but there is a gracetimer of 2s where you can step in and out of the fel pool without gaining a new stack on the aura.



https://youtube.com/watch?v=GZB8-sllCIo:




see this video please in slow motion(0.25X). I was never under pool of felflame still my big wig warn me that i am under pool (may be invisible) and i got 2 stack of felflame. There is definitely something wrong with it.

This video support the statement what Pinocchio Evreiesc said in the upper post:=

" felflame has serious issues, sometimes there are invisible patches or the range is way bigger than the visual? (this was not happening on ptr) "


I am 100% sure that the reason you got stacks is because right at 0:03 you strafed right, and when doing it you happened to enter on the bottom part of that felflame patch hitbox with you character model (the blue circle below you), you halted for a split second, grace timer prolly wore off, and you started getting stacks. This isnt a problem of "invisible patches", distance detection works from source hitbox border to target hitbox border (again, that blue thing below you).

This can be hackfixed i think by reducing the hitbox size of the fel pool, but leaving it as the same visual size you see now. Will see what i can do.

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slitharine

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Post Posted: 20-01-2018, 18:08:12 | Translate post to: ... (Click for more languages)

I understand! But then reduce the hit box because it is almost impossible to notice that whether the blue circle of my character is touching fel flame a bit or not during encounter and the tick is so high! Its the biggest issue to kill this boss even on hc :/
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Elioths

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Post Posted: 20-01-2018, 21:19:14 | Translate post to: ... (Click for more languages)

Done, the changes should be live once shocker decide to pull the changes from test realm and restart the live realm.

- Added a 500ms delay inbetween each "burst" spell of star augur.
- Reduced fel pool target searching radius to allow players to precisely navigate between patches of fel without getting damage by one patch or the other.
Edit1: - Ejections should now prioritize targets that are are close to the dummy ejection npc (that is spawned by default on the furthermost targets away from augur), rather than the targets that are closer to augur (tanks and melee dps)

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Maev

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Post Posted: 21-01-2018, 00:15:58 | Translate post to: ... (Click for more languages)

https://youtube.com/watch?v=xBzeq5Mzfzc:



Icy / Fel / Void Ejection must not be on tanks
P.S sry forgot to put the part with void ejection on tanks .




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slitharine

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Post Posted: 23-01-2018, 19:38:27 | Translate post to: ... (Click for more languages)

Star Augur Boss health is Not scaling properly with raid members. It was on heroic difficulty. Did not check normal difficulty and other bosses Health scaling.

Proof:- Freakz boss health:- https://imgur.com/a/aI5Cq (in 21 man 3614M that is 509M more)



Retail boss health:- https://youtube.com/watch?v=BhFkH-8tNsU:

(in the video you can see that 22 man Star Augur HP is 3105M)


N.B. 509 M more health is way lot. please fix this.

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Warbike

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Post Posted: 24-01-2018, 01:50:36 | Translate post to: ... (Click for more languages)

WoW Freakz link: https://www.wow-freakz.com/spells.php?spell=208952&&name=astromancer-skybox-1
https://www.wow-freakz.com/spells.php?spell=208955&&name=astromancer-skybox-2
https://www.wow-freakz.com/spells.php?spell=208957&&name=astromancer-skybox-3

Bug description: When you kill this boss the Skybox texture buff isn't cancel.

Quote:
Fel pool more wide than visual.

I can confirm the range of the fel pools is a bit wide than visual.

Proof: https://imgur.com/jgWGIiO



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norbert.pls
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Post Posted: 24-01-2018, 12:16:55 | Translate post to: ... (Click for more languages)

Icy ejection crits, this should not happen.

Electric Warlock Acid Witch
Legion Guide - Destruction Warlock in PVE
Legion Guide - Restoration Shaman in PVE

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Elioths

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Post Posted: 24-01-2018, 15:55:23 | Translate post to: ... (Click for more languages)

Maev wrote:
https://youtube.com/watch?v=xBzeq5Mzfzc:



Icy / Fel / Void Ejection must not be on tanks
P.S sry forgot to put the part with void ejection on tanks .


Should be fixed already, if not, it will come live next friday.

slitharine wrote:
Star Augur Boss health is Not scaling properly with raid members. It was on heroic difficulty. Did not check normal difficulty and other bosses Health scaling.

Proof:- Freakz boss health:- https://imgur.com/a/aI5Cq (in 21 man 3614M that is 509M more)



Retail boss health:- https://youtube.com/watch?v=BhFkH-8tNsU:

(in the video you can see that 22 man Star Augur HP is 3105M)


N.B. 509 M more health is way lot. please fix this.


Im not responsible for the boss and adds health sorry, freakz use their own kind of scaling.

Warbike wrote:
WoW Freakz link: https://www.wow-freakz.com/spells.php?spell=208952&&name=astromancer-skybox-1
https://www.wow-freakz.com/spells.php?spell=208955&&name=astromancer-skybox-2
https://www.wow-freakz.com/spells.php?spell=208957&&name=astromancer-skybox-3

Bug description: When you kill this boss the Skybox texture buff isn't cancel.

Quote:
Fel pool more wide than visual.

I can confirm the range of the fel pools is a bit wide than visual.

Proof: https://imgur.com/jgWGIiO


Will fix the skybox stuff, fel pool size should be ok if my last changes went trough after last restarts. Worst case scenario, they will go live next friday.

norbert.pls wrote:
Icy ejection crits, this should not happen.


Can you bring proof of that? that spell has SPELL_ATTR2_CANT_CRIT, and also SPELL_ATTR6_NO_DONE_PCT_DAMAGE_MODS, wich prevents it from scaling off of both flat and % modifiers.

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