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Arcane Missiles bug

PostPosted: Wed Jul 01, 2015 4:23 pm
by WizardHat
Currently on my level 11 Gnome mage Arcane missiles only shoots out 2 missiles and not the 3 its supposed to.

Re: Arcane Missiles bug

PostPosted: Mon Jul 06, 2015 1:32 pm
by Zejgar
Experiencing the same bug, Arcane Missiles rank 1 sometimes does not want to shoot out the third missile.
This isn't because of partial interruption due to damage, since the bug happens even if the target does not attack during the missiles channel.
Improved Arcane Missiles 5/5 protects from interruption but does not affect the bug.
It's a very annoying bug, to be honest.

EDIT: The bug also shows up when using Arcane Missiles rank 2, which suggests it may be present in all ranks of Arcane Missiles.

Re: Arcane Missiles bug

PostPosted: Wed Aug 05, 2015 10:26 pm
by Sa1ntKira
Same problem.

With all ranks.

Re: Arcane Missiles bug

PostPosted: Thu Aug 06, 2015 4:59 am
by skyracer500
I think it's just a visual bug. I've always seen the damage pop out at one point or another even if it doesn't visibly pop out from your hands.

Re: Arcane Missiles bug

PostPosted: Wed Sep 02, 2015 1:07 pm
by Mentorion
I tested it for the last 2 days, it really is buggy. It is really not about lag or a visual bug(easy to test). I also noticed that by multi-pressing the skill(so we dont miss millisecond between our spells) the bug will manifest a lot more often.

Really really buggy

MORE: the "added spell damage" coefficient seems to be zero. You need to test it without "Arcane Subtlety" or it will gives you false impressions.

I really hope it will fixed as it currently break all its pros: no delay, mana-cost(super huge now cuze the spell doesn't do all its tick, pve efficient(no more without spell dmg coefficient). I was going full arcane... sad I can't anymore

Re: Arcane Missiles bug

PostPosted: Wed Sep 02, 2015 2:49 pm
by Vorfidus
Dude. Full arcane was never viable in the first place. Mana costs are too high, plus you have to stand there for 5 (? I haven't used the spell since WotLK, and even then it was never at full cast time) full seconds. MC is pretty forgiving about positioning, and so is Onyxia. Howwever, in the more progressed raids you're gonna have to move around. So 1 second cast -> move = you just wasted 600 mana. Full arcane will never be viable in vanilla.

Re: Arcane Missiles bug

PostPosted: Thu Sep 03, 2015 2:36 pm
by Mentorion
You are absolutely right Vorfidus.

I think thats why this bug must be resolved: its not about efficiency, but more about fun. Personnally I left the official WoW because they removed build possibilities. Vanilla offer the pleasure of varieties.

Anyway, great server so far! Don't forget to solve this very annoying bug and thanks for all the hard work :D

Re: Arcane Missiles bug

PostPosted: Thu Sep 03, 2015 2:52 pm
by Ohr
Quick fix for devs: Increase tick speed/reduce initial tick delay by a very small margin.