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Razeroc

Developer (Retired)
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Posts posted by Razeroc

  1. NAME: Ironclad (red)'s damage against frozen aura continues after it finished the abbility, but only part of it

    DESCRIPTION: This is a special one. Ironclad (red)'s aura when using its ability has two parts: Ignore the 50% frozen reduction and increase the damage against frozen targets by 50%. So when attacking a frozen target other units deal 150% of their base damage during Ironcald's cast. After the cast the buff persists on friendly units for 10 more seconds, but only the second part. The frozen reduction ignore is lost directly after the cast. So during those 10 seconds friendly units deal 75% damage against frozen targets. Either let both parts of the aura persist 10 seconds after cast or neither.

    REPRODUCIBILITY: can be tested with every friendly unit against a frozen target.

  2. NAME: Tempest U3 doesn't deal double damage against frozen targets like all Upgrades before

    DESCRIPTION: So Tempest U0-2 deal double damage against frozen targets and with the 50% reduction of freeze they deal their base damage per shot against frozen targets. U3 doesn't. At U3 it deals 50 against unfrozen targets and only 48 against frozen targets.

    REPRODUCIBILITY: let it attack a frozen target at U0-U2 and see their normal damage, at U3 though it's only 48 damage.

    ADDITIONAL_INFO: After looking in the tool I saw that it applies a second instance of damage against frozen targets with the same strength as the base damage. Atleast for U0-2. At U3 the second instance only deals 46-70 damage thus resulting in the 48 (= (50+46)*0.5) damage against frozen targets.

  3. NAME: Winter Witch U1 uses Gift of Winter of U2

    DESCRIPTION: The shield given by Gift of Winter on U1 is 1800 even though it should only be 1500. It's not only the description on the buff but also the actual value.

    REPRODUCIBILITY: activate gift of Winter U1 on the winter witch and walk out of the circle. Only after 6 Eruptions the shield is gone (6*300=1800)

  4. NAME: "Mo's better blues" of Promo Mo only increases damage against units by 50% 

    DESCRIPTION: "Mo's better blues" of normal Mo increases damage by 50% against units and structures but the same ability of promo Mo only increases the damage vs units

    REPRODUCIBILITY: Fallen Skyelf (100 damage per attack) with the buff from normal Mo does 150 Damage against units and structures. With the buff from promo Mo it's only 150 against units and 100 against structures

  5. NAME: Core Dredge (blue) U3 doesn't deal increased damage against frozen buildings with Shatter Ice

    DESCRIPTION: When freezing buildings with Rageflame (red), then Core Dredge (blue) U3 only ignores the usual damage reduction of the frozen building but doesn't deal 50% more damage. That 50% works against units. Cards like Northstar and Lost Wanderer (blue) also increase the damage against frozen buildings (not only ignore of the damage reduction).

    REPRODUCIBILITY: freeze building with rageflame (red) and walk away with the card, attack with core dredge (blue) U2 (deals 200 damage with one hit), tower takes 200 damage, but should be 300.

     

     

  6. NAME: Frontier Keep (red) casts it's ability twice resulting in unfrozen units showing the 'resisted' text

    DESCRIPTION: When using the ability of Frontier Keep (red) all units hit (regardless of if their unfrozen or frozen) show the 'resisted' text. I think that is because the ability is cast two times in a row with a really really small delay.

    REPRODUCIBILITY: summon Keep, summon enemy, use ability

  7. NAME: Moon applies the dark arts ability twice in a row

    DESCRIPTION: normally it should be 3000 hp from corpses converted into 6000 healing for units. But when testing with a Spore Launcher at 100/8300 hp and a dead spore launcher to the side the ability healed the spore launcher back to full in two ticks (~0,5 secs delay). More testing showed that it just activates twice in a row, so taking 2x3000 hp from corpses to heal 2x6000 hp for units.

    REPRODUCIBILITY: 3 Spore launcher on low hp + Moon + 6000+ hp corspes => Moon heals the 3 spore Launchers for 4000 hp each

    Mynoduesp likes this
  8. NAME: Ice Age (blue) applies the shield restore twice

    DESCRIPTION: the 800-1000 shield restore that gets applied on all ice shields when casting Ice Age (blue) is applied twice in a row (~0.5 sec delay).

    REPRODUCIBILITY: get a Ice Shield over 1000 (winter witch, or Avatar of frost work) and low enough that it wouldn't be full with one restore. Cast Ice Age and see the ice shield max out. To perfectly see it use the avatar of frost U3, hit him with Inferno U3 and activate Ice Age (blue). Inferno puts him at 100/2500 shield and ice age restores back to 2100/2500 (timing is iffy with avatar of frost's passive though)

  9. NAME: Mountain Rowdy (blue)'s Ice Block ability actually has a 30 sec cool-down instead of 15/20 sec as the card says (and as the other affinity has)

    DESCRIPTION: The ability has an actual cooldown of 30 seconds. Description says it should be 15/20 (U0+1/2+3) which matches the other affinity (that one has the actual 20 sec cd).

    REPRODUCIBILITY: use the ability and use a timer (30 sec on all upgrade stages)

  10. NAME: Mountain Rowdy (both affinities)'s Ice Block ability has a 20m radius (in text and actually) but the the circle on hover is only 15m

    DESCRIPTION: The ability has an actual range of 20m and that's what's written in the description as well. Just the circle that's shown on hover is too small (only 15m)

    REPRODUCIBILITY: hover over the ability and compare with the circle from surge of light (that one is 15m)

  11. NAME: Northstar (green) gives Ice Breaker buff to itself, the other affinity doesn't (low priority bug)

    DESCRIPTION: The two affinities of Northstar behave differently. One give the "damage against frozen"-buff to itself the other one doesn't. Gameplay wise it's not important since both don't do any damage, but regarding consistency smth can be gained here. Going by the description ("...all Friendly Entities...") the Northstar (green) behaves correctly and (blue) needs to be changes

    REPRODUCIBILITY: Just spawn them alone and look if it has the buff. The green one has it, the blue one doesn't.

  12. Then the card would be absolute garbage (even more so that it is) since it increases enemy damage by 50%!
    I think you don't understand what happens here. Earthkeeper takes double the damage he absorbes. No other nature/frost card works that way. Lifestream absorbs 80% damage and only takes 20% of that damage themselves. Earthkeeper absorbs 50% damage and takes 200% of that damage themselves?!?
    Eruption only targeting the absorb-target, deals 150 to that and 300 to the earthkeeper, so 450 over all when only targeting 1 unit!
    btw. Earthkeeper (blue) works as intented. Absorbs 100% damage and stonekin take 100% of that damage. So the eruption-target takes 0 damage and stonekin take 300. No increase here.

  13. NAME: Earthkeeper (red): Infused Backup reduces damage on the target only by 50% but the full 100% original damage are shared for the stonekin 

    DESCRIPTION: Infused Backup absorbs 50% damage on the targeted unit (U3 eruption only deals 150 damage) but the damage that is shared is not the absorbed 150 but instead the full 100%! So Eruption deals 150 to the target and 300 to the earthkeeper (split with other stonekins around)

    REPRODUCIBILITY: Eruption U3 on any not stonekin unit that is backed up by Earthkeeper (red) and watch the Earthkeeper take the full 300 damage even if only 150 are absorbed

  14. NAME: Northern Keep (blue) passively takes less damage according to its Blessed Trench ability

    DESCRIPTION: Blessed Trench of Northern Keep (blue) should make the building take 10/15/15/20 % less damage when activated. Turns out that the tower constantly takes that amount less damage, but it instead is not increased when the ability is activated.

    REPRODUCIBILITY: Eruption U3 on Northern Keep (blue) deals 270/255/255/240 damage depending on Upgrade Level of Northern Keep (blue). When the ability is activated the damage stays the same. Compare that to Northern Keep (red) or some other tower and the bug will be obvious.

  15. NAME: Glaciation (blue) does not prevent units being knocked of from walls

    DESCRIPTION: "Glaciation (blue)"'s Blessed Walls says, that it prevents mounted units from being knocked off. The effect description of the buffed walls also says that, but the units on the walls themselves don't have an effect that prevents them from being knocked of.

    REPRODUCIBILITY: In the forge summon units on the walls, apply Glaciation (blue) and cast hurricane as the opponent and watch them being thrown of the wall.

    ADDITIONAL INFORMATION: I guess the spell just needs to apply an actual effect on the units on the walls (just how the Glaciation (red) does with it's 50% damage boost). And I tested with all upgrade stages and the bug is true for U0-3.

  16. NAME: Differing Rate of Fire between two spawns of the same Unit

    DESCRIPTION: 

    So yesterday I started analyzing the actual attack speed of units to fix the description and values on the card. I started with Dryad and used a timer to measure the time between two attacks of hers. But after double-checking a few hours later I got different values and noticed that every spawned unit has a slightly differing rate of fire. Mynoduesp linked me to another thread that mentioned the same "bug" that I was witnessing (https://forum.skylords.eu/index.php?/topic/6921-attack-speed-goin-crazy/).

    I did alot of testing with different units and found out that only units that have a pause between their attack animations differ in rate of fire between spawns. Units like the Nox trooper, Fire Dragon or skyfire Drake always attack with the same rate of fire, since there is no time for them to pause.
    All other units have pause between their attack animations that differs in length from unit to unit.

    When a unit is spawned it has a fixed pause length that never changes as long as the unit is alive and no matter what it attacks. I'd assume it's a property that's generated on spawn and saved somewhere on the unit-object. Sadly I can't look into the code to help with that "bug".

    I use quotes because I think that behavior was intended by the initial devs to make the units more unique. Maybe they thought it looks strange when 6 units in a squad fire in perfect unison (they do have a point with that). But for non-squad units it's horrible when one spawn is up to ~30% better than another. (Don't tell the pvp players this bug exists, they are gonna blame their losses on this :P)

    REPRODUCIBILITY: use 2 units with idle animations and let them attack the same target. They are gonna desync 100%. Use 2 units without idle animations between attacks, and they will never desync.

    SCREENSHOT/VIDEO: I have 3 videos I took showing the bug for Shamans, Dryads and Fire Stalkers. But the file size is too big >.< Will send them over discord if need be.

    ADDITIONAL INFORMATION: I have no clue if this also applies for melee units. I don't think it does though, because they don't pause that much.

  17. Card Description of White Rangers is really uninformative and plain wrong.
    Testing showed that the correct description should be:

    Bow Attack: "Every 3 seconds, unit fires arrows at enemies that deal 11 damage."
    Home Defense: "Activate to fire a volley of 4 arrows every 2.5 seconds that each deal 8/10/12/14 damage to enemies in a 4m radius around the target, up to 14/15/17/19 in total..." <- The rest of the description is fine
    -> Their correct attack value should be 440

    => Correction to card text and attack value needed

    Dallarian likes this
  18. NAME: Healing Garden's active buff is applied to structures
    DESCRIPTION: Healing Garden's healing-buff also applies to structures (not sure if also wells and monuments) and actually works with things like koboldtrick. Got the spell to heal 2310 hp on a building and I don't think that's intended. The text only states units are effected (which makes a lot more sense).
    REPRODUCIBILITY: Always happens. Just get a tower low, active the healing-buff and watch as koboldtrick heals for 2310 hp

  19. Lifestream actually has a hidden limit on how much damage it can absorb before it will end (not mentioned in the card text)
    My test showed it should be around 11000 damage on U3 (my test unit took around ~2,8k damage till the buff stopped. Since it only takes 20% of the damage, the other 80% ~= 11k have been blocked).
    I hope actual values can be found in the code :D

    => Correction to card text needed

  20. 19 hours ago, Mynoduesp said:

    Wrong attack times and therefor wrong Attack Values:

    - Shaman attacks every 4 seconds and not 3. So his attack value should be: 362,5
    - Dryad attacks every 2,5 seconds and not 2. So her attack value should be: 480 (U3)

    from Razeroc#4175 on Discord

    To complete the information:

    Shaman attacks every 4 seconds with 58-87 (U0-3).
    -> So the attack value should be 362,5 for U0-3 (365 if you round the average damage on hit)
    => Correction to card text and attack value needed

    Dryad attacks every 2,5 seconds with 35/40/50-55/60/70 (U0/1+2/3).
    -> So the attack values should be 360/400/480 for U0/1+2/3
    => Correction to card text and attack value needed

    Attack Values were calculated with the splash formula (min + max) / 2 = average damage on hit

    Dallarian likes this
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