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[FIXED] Scatter Shot
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Nho

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Post Posted: 01-11-2010, 12:25:10 | Translate post to: ... (Click for more languages)

nu am mai stat sa traduc pentru k fix aceasi problema este si aici(Belakor can confirm, and many hunters too)
Quote:

What steps will reproduce the problem?
1. Use scatter shot on the target
2. use freezing arrow/trap on same target in position where it was while gettin scatter disorient
3. sometimes target is running 10 yd from scatter ( its seems like visual bug) when he is very fast running back , but there is no more time and he is leaving scatter ~5yd from starting position ( where got scattered , i will name it "zero position")
sometimes targets are staying in "zero position" for i.e 2s and then move fast forward few yards and there disorient ends ...


What is the expected output? What do you see instead?
This is VERY gamebreaking for hunters, they rely on CC to do damage and win in arena's they cant outdamage heals therfor require CC. This is so gamebreaking + annoying

What revision of the Core are you using? On what operating system?
Latest trinity Rev (seems bugged on all trinity servers)

Please provide any additional information below.

look around 30s , 1.45 , 2.19 2.50 3.16 3.54 6.23 8.55 9.40 and i think best moment is 8.20 u see how target shold move while scattered...
http://warcraftmovies.com/movieview.php?id=163429



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Alexander0810

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Post Posted: 01-11-2010, 13:20:04 | Translate post to: ... (Click for more languages)

Da, s-a mai postat odata, tot ce ia facut a fost sa ii apilce efectul de Daze. Ce e de facut ( si e foarte greu oricum, deci nu o sa vedem prea curand) e sa faca mr shocker ca scatter sa te intoarca pe pozitia din care il iei.

Confimed btw, ITS ANOYING

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besthunterEurope
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Post Posted: 01-11-2010, 19:31:21 | Translate post to: ... (Click for more languages)

http://forum.wow-freakz.com/FIXED-scatter-shot-t47572.html
zi mersi ca merge scatteru cum merge acu, ca daca il vedeai inainte sa i se aplice efectu de daze te luai cu mainile de cap.

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Alexander0810

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Post Posted: 30-11-2010, 21:06:50 | Translate post to: ... (Click for more languages)

Totusi nu se poate cumva sa te intoarca de unde il iei?? Sunt o gramada de paldini care evita trapu fara sacrifice sau intervene prin simplu fapt ca e buguit si se poate evita trapu.

Si cum scatter->trap e cam main spell combination vs majoriteatea healer/dps how are we supposed to win?? Eu fac cu resto druid si e un cosmar avand in vedere ca teamul se bazeaza pe cc chains, concluzia e get a priest it can dispell pe private -, deseori trapu e dumb luck sau stat pana se gata scatter pray cal duce unde zici tu cal duce si pierzi un gcd de dmg.

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Shocker

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Post Posted: 30-11-2010, 22:05:22 | Translate post to: ... (Click for more languages)

Nu prea usor, disorient-ul ala care il ei functioneaza dupa mecanismul generatorului principal confuse/run uncontrolled(fear/poly/disorient/etc) si probabil iti dai seama ca e un mecanism foarte complex si nu atat de simplu de modificat

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besthunterEurope
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Post Posted: 01-12-2010, 08:58:56 | Translate post to: ... (Click for more languages)

sau...sa se faca cum s-a facut pe un mare server pvp...sa se scada delayu la trap. trapu are ~2 sec delay. adica il pui jos, si trebuie sa astepti 2 secunde pana respectivu il si ia. sa se scada la 1 secunda....si ar fi cam imposibil sa ratezi trap oricum ar merge scatter...
repet...just an ideea.

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killeru

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Post Posted: 09-03-2011, 13:38:28 | Translate post to: ... (Click for more languages)

Tot pe un alt server, reducandu-i rangeul initial la jumate la facut sa mearga aproape ca pe retail fara daze.
Aici, din cauza daze-ului nu revine la pozitia initiala.

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Drcox
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Post Posted: 09-03-2011, 13:43:42 | Translate post to: ... (Click for more languages)

off:lol hai ma nu mariti si durata la mortal strike cu inca 10 secunde???ca tre reaplicat cam des...


on:learn to trap people...e alta metoda mult mai eficienta fara scater cu rata de succes garantata

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Alexander0810

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Post Posted: 09-03-2011, 13:49:32 | Translate post to: ... (Click for more languages)

killeru wrote:
Tot pe un alt server, reducandu-i rangeul initial la jumate la facut sa mearga aproape ca pe retail fara daze.
Aici, din cauza daze-ului nu revine la pozitia initiala.


Daze a fost aplicat ca sa nu il teleporteze asa de grav la 10-12 yards de unde lua scatter.

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killeru

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Post Posted: 09-03-2011, 20:34:26 | Translate post to: ... (Click for more languages)

Am inteles Alexander, tocmai de asta am zis sa i se reduca zona de alergat.

http://code.google.com/p/trinitycore/issues/detail?id=4260

Este postat si un fix aici. Nu prea inteleg ce inseamna dar cred ca este legat tot de distanta de miscare.


diff -r 19dbdc473051 -r f4d507543f83 src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp
--- a/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp Sun Oct 31 19:18:45 2010 +0100
+++ b/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp Sun Oct 31 19:24:36 2010 +0100
@@ -32,7 +32,7 @@
void
ConfusedMovementGenerator<T>::Initialize(T &unit)
{
- const float wander_distance = 11;
+ const float wander_distance = 4;
float x,y,z;
x = unit.GetPositionX();
y = unit.GetPositionY();

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cizma

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Post Posted: 09-03-2011, 21:35:12 | Translate post to: ... (Click for more languages)

Alexander0810 wrote:
killeru wrote:
Tot pe un alt server, reducandu-i rangeul initial la jumate la facut sa mearga aproape ca pe retail fara daze.
Aici, din cauza daze-ului nu revine la pozitia initiala.


Daze a fost aplicat ca sa nu il teleporteze asa de grav la 10-12 yards de unde lua scatter.



si totusi dazeu persista si dupa ce scatter shotu sa dus.. ceea ce il face cam overpowered -

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besthunterEurope
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Post Posted: 09-03-2011, 22:13:38 | Translate post to: ... (Click for more languages)

cizma wrote:
Alexander0810 wrote:
killeru wrote:
Tot pe un alt server, reducandu-i rangeul initial la jumate la facut sa mearga aproape ca pe retail fara daze.
Aici, din cauza daze-ului nu revine la pozitia initiala.


Daze a fost aplicat ca sa nu il teleporteze asa de grav la 10-12 yards de unde lua scatter.



si totusi dazeu persista si dupa ce scatter shotu sa dus.. ceea ce il face cam overpowered :|



Iti dai seama ce gamebraking e...Asta daca e adevarat, n-am auzit pe nimeni sa se planga ca are daze dupa ce se termina scatter.

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GhiciCine

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Post Posted: 09-03-2011, 23:45:29 | Translate post to: ... (Click for more languages)

Eu ce nu suport ca unii playeri de pe server jaoca cu non combat pet in arena. Adica il exploateaza daca dau scatter shot si au non combat pet , petul va lua trapul in locul playerului il va face immune nu prae am ce poze sa fac la asa ceva decat un filmuletz sau sa dai confirm cei care incercati in joc.

P.S Vazusem un fix pe un server ptr faza cu scatter cand dadeai scatter dadea plasa pe player 4 secunde plasa daca nu avea talente puse gen 30% stun/disorient reduce.



http://eu.battle.net/wow/en/character/magtheridon/Ghicicine/simple
http://armory.freakz.ro/character-sheet.xml?r=Genesis&n=Gc
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Alexander0810

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Post Posted: 15-04-2011, 11:41:55 | Translate post to: ... (Click for more languages)

BUmp
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Neversober
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Post Posted: 15-04-2011, 21:28:21 | Translate post to: ... (Click for more languages)

Shocker wrote:
Nu prea usor, disorient-ul ala care il ei functioneaza dupa mecanismul generatorului principal confuse/run uncontrolled(fear/poly/disorient/etc) si probabil iti dai seama ca e un mecanism foarte complex si nu atat de simplu de modificat

O simpla sugestie, (nu sunt campion mondial in wow, so don't blame), nu se poate face ca scatter shot, sa ii dea stun playerului, in loc de disorient? (Precizez ca stun'ul trebuie sa fie oprit de dmg) Astfel, acest target va sta pe loc, si nu va mai fi nevoie sa se face un script ca sa fie intors de unde a primit scatter shot.
Nu stiu daca bat campii sau nu, dar eu vad in propunerea mea o solutie.


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