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[BUG] Consolidated list of Rogue bugs / issues

PostPosted: Wed Mar 11, 2015 10:49 pm
by Stench
In an effort to open dev / player communication lines about Rogue issues, this post will serve as a consolidation place for rogue bugs posted in the rogue sub-forum / in the support forum. I'll do my best to consolidate / update bugs here as they are reported there / posted here, and attempt to only bring real issues to the table. The intent is that this will be a "living" post and updated as real bugs are encountered / resolved.

===================================
Current known bugs:

Stealth:
  • When stealth'd, mobs do not "notice" you (turn and look at you) before attacking like they did on live vanilla if you get too close (but remain a reasonable distance away). Mobs typically would give warning if you walked too close to them (but still at distance) before engaging
  • When stealth'd, if you get too close to a mob and it agros, stealth immediately drops with 0 damage taken. Simply getting agro from a mob should not drop stealth until it hits you. This doesn't seem to be an issue in dungeons when the *group* gets agro, but only when the rogue directly gets agro.
  • Earthbind totem is breaking stealth. Earthbind totem should not break stealth.
  • Unconfirmed: Stealth may not be working well enough. Stealth'd players are too easily detected by other players / npcs (maybe related to the "notice" bug above?). Needs more testing/confirmation.

Combat:
  • When blade flurry attacks hit their secondy target, primary target + secondary targets armor is applied. Thus the secondary targets damage is significantly reduced

Lockpicking:
  • Lock boxes that have been unlocked by a rogue cannot be traded to another player - or mailed. The rogue must open the lockbox, empty its contents - and give the contents to the person wanting the box opened. These should be openable in trade window "will not be traded" section, and also be tradable once unlocked
  • Locked chests in the world / dungeons remained locked even after the rogue opens them. The rogue must unlock and loot the chest - and trade its contents to anyone in the party that may have won the loot rights for the chest. Once a chest is unlocked by a rogue, anyone should be able to open it.
===================================
Fixed, pending update:

Poisons:
  • Applying instant poison to offhand consumes a charge from the mainhand (and vice versa)
  • Instant poison procs from offhand consume charges from offhand *and* main hand (and vice versa). Mainhand procs should only consume charges from the mainhand, and offhand procs should only consume charges from the offhand.
  • Sheathing / unsheathing weapons consumes poison charges
===================================

Dev's, please let me know if this format / feedback is helpful. I'll do my best to adapt to what you need.

Re: Consolidated list of Rogue bugs / issues

PostPosted: Thu Mar 12, 2015 12:32 am
by Relix
u have to submit bug reports via ticket ingame

Re: Consolidated list of Rogue bugs / issues

PostPosted: Thu Mar 12, 2015 1:10 am
by Youfie
You can had the Blade Flurry (armor taken into account twice) bug to the list :).

Re: Consolidated list of Rogue bugs / issues

PostPosted: Thu Mar 12, 2015 4:38 pm
by Stench
Sorry not familiar with the blade flurry one - can you elaborate?

Re: Consolidated list of Rogue bugs / issues

PostPosted: Thu Mar 12, 2015 4:44 pm
by Youfie
Stench wrote:Sorry not familiar with the blade flurry one - can you elaborate?

Here you go :)

Youfie wrote:The bug on Blade Flurry is the following :

The armor of the secondary target is taken into account (which is good : it should be the case, it was only during early vanilla that it wasn't the case, i.e. you could hit a tank as if he were naked with your Blade Flurry), BUT it takes as base damage the damage dealt to the primary target, after the armor of the primary target was factored in, instead of the "real" base damage of the attack, and then factors in the second target's armor.

Long story short, damage wise, it's like the second target had its own amount of armor + the amount of armor of the primary target.

Exemple :
Target A has armor so that it reduces physical damage of the rogue by 20%.
Target B has armor so that it reduces physical damage of the rogue by 25%.
The Rogue uses Sinister Strike on target A, with Blade Flurry popped.
The damage of SS is 100 before factoring armor.

Currently, the first target will take 100 - 20% = 80 damage from SS, which is correct, but the second target will take 80 - 25% = 60 damage, instead of 100 - 25% = 75 damage.

There is a 99% chance that the same issue exist with the Warrior's Sweeping Strikes ability.

Re: Consolidated list of Rogue bugs / issues

PostPosted: Sat Mar 14, 2015 4:31 pm
by Stench
List is up to date as best as I know. Rogues, please keep reporting bugs here.

Re: Consolidated list of Rogue bugs / issues

PostPosted: Mon Mar 16, 2015 8:01 pm
by Stench
Added some lockpicking bugs

Re: Consolidated list of Rogue bugs / issues

PostPosted: Tue Mar 17, 2015 1:11 am
by Youfie
Stench wrote:Added some lockpicking bugs

You can't add the fact that a chest cannot be lock picked in the "item won't be traded" window (maybe you meant that too, in which case it's a bit unclear).

Re: Consolidated list of Rogue bugs / issues

PostPosted: Tue Mar 17, 2015 4:03 am
by Stench
Youfie wrote:
Stench wrote:Added some lockpicking bugs

You can't add the fact that a chest cannot be lock picked in the "item won't be traded" window (maybe you meant that too, in which case it's a bit unclear).


Can't? You mean can? You should be able to open boxes in the "will not be traded" portion of the trade window. That's what I stated?

Re: Consolidated list of Rogue bugs / issues

PostPosted: Tue Mar 17, 2015 5:56 am
by Youfie
Stench wrote:
Youfie wrote:
Stench wrote:Added some lockpicking bugs

You can't add the fact that a chest cannot be lock picked in the "item won't be traded" window (maybe you meant that too, in which case it's a bit unclear).


Can't? You mean can? You should be able to open boxes in the "will not be traded" portion of the trade window. That's what I stated?

(Sure I meant you can, sorry)
Well didn't see this exact issue in the list, but apparently I was a bit tired, my bad ;p