Bugs - 1.21

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Re: Bugs - 1.21

Postby Drain_Pipe » Tue Jun 08, 2010 7:31 pm

I suppose everything but their fire emission could be slowed, i think. It might be related to the mechanic of the spell, which would make it either really buggy, or something else entirely, when affected by blueshit.
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Re: Bugs - 1.21

Postby Cassiel » Wed Jun 09, 2010 2:56 am

Nah, unselectable units just aren't picked up by Blueshift. I may add Juju Bees, Fireflies and Dead Can Dance to it for the next version.
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Re: Bugs - 1.21

Postby boogieman » Wed Jun 09, 2010 3:43 am

In two games people have complained about brightdarken not working to refresh there ult on assists/kills.

In a game I played earlier today it was only working part of the time for Jimmy, I didn't notice any trends on when it did and didn't work for him.

I don't think it works properly at all with Toro in Redbull mode probably due to the nature of redbull.


I've had the bloodbath bug reoccur once on pirate giving him the usual 4k hp and +300 damage. I forgot to save the replay but I've only seen this happened once in 10+ games with 1.21.
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Re: Bugs - 1.21

Postby Cassiel » Wed Jun 09, 2010 4:25 am

You can't refresh a cooldown while an ability is being cast. For any channeling ability it won't refresh until casting stops, and for any morph ability it won't refresh until the morph ends.
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Re: Bugs - 1.21

Postby Mur » Wed Jun 09, 2010 6:48 am

FIREFLIES, IMMUNE TO TIME.
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Re: Bugs - 1.21

Postby Viikuna- » Wed Jun 09, 2010 8:34 am

I still think they ( fireflies ) should have some max movespeed, so you can actually run away from them.
This way you could incerease their damage, and make targetting self or allies more viable solution. Also slow and stun effects would incerease firefly damage output.

It just feel lil weird that they can follow Malfs Gone With The Wind and everything.
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Re: Bugs - 1.21

Postby Cassiel » Wed Jun 09, 2010 8:46 pm

boogieman wrote:I've had the bloodbath bug reoccur once on pirate giving him the usual 4k hp and +300 damage. I forgot to save the replay but I've only seen this happened once in 10+ games with 1.21.

Can I get a replay of this?
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Re: Bugs - 1.21

Postby Cassiel » Wed Jun 09, 2010 11:08 pm

Cassiel wrote:Nah, unselectable units just aren't picked up by Blueshift. I may add Juju Bees, Fireflies and Dead Can Dance to it for the next version.

Scratch that. Because of the way locust animations take Bees and Fireflies off their center, when they pivot it swings them around really fast, regardless of turn rate or move speed. Thus, they can't be seamlessly integrated with Blueshift. Dead Can Dance is fine though.
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Re: Bugs - 1.21

Postby Merlin » Thu Jun 10, 2010 4:45 pm

I have a replay of Malf hitting 8092 HP and +870 damage at level 8.

http://www.mediafire.com/?gkznlqynng1

Happens at 17:30, on the lower-middle lane.
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Re: Bugs - 1.21

Postby Cassiel » Thu Jun 10, 2010 5:50 pm

No idea what's causing that. When you use BB the values get set:

Code: Select all
set factor = charge / MAX
set damage = factor * 100.
set life   = factor * u:MaxLife

And then they're applied when the buff is added:

Code: Select all
call UnitModifyDamage (target, damage)
call UnitModifyMaxLife(target, life)
set multiplier = factor

There isn't really a place where this can go wrong, and other buffs aren't having a problem. Charge can never be greater than MAX, so I don't know what the deal is. It's also worth noting that a) the Life and Damage bonuses were out of sync--+870 Damage means a factor of 8.7, while 8092 life from a base of 825 means a factor of 9.8--and b) the bonus to Spell Power wasn't off like Life and Damage were.

I'm going to need a way to reproduce this to fix it.
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Re: Bugs - 1.21

Postby Turkey_Slayer » Thu Jun 10, 2010 6:14 pm

Somebody could easily assume from these replays that I'm frequently on the ass end of these bugs.
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Re: Bugs - 1.21

Postby Merlin » Thu Jun 10, 2010 7:18 pm

Found another replay. This one is of Rat hitting 8020 HP and +368 damage at level 11.

http://www.mediafire.com/?qmlnygmzg2u

Happens at 28:55, on the top lane.
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Re: Bugs - 1.21

Postby theboogleman » Thu Jun 10, 2010 7:42 pm

Cassiel wrote: It's also worth noting that a) the Life and Damage bonuses were out of sync--+870 Damage means a factor of 8.7, while 8092 life from a base of 825 means a factor of 9.8--and b) the bonus to Spell Power wasn't off like Life and Damage were.


If that's true then it's probably something to do with the modify dmg/life functions. Try maybe putting a cd on bloodbath, 1 second, maybe they're pressing it twice and it's causing sync issues.
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Re: Bugs - 1.21

Postby Cassiel » Thu Jun 10, 2010 8:03 pm

It's definitely not a problem with Unit Properties. There's a potential issue with casting it twice though, now that you mention it. The cast has a check to prevent this, but that check was written a long time ago when the buff system worked slightly differently. This still doesn't explain the problem you guys found though, as the data is stored to the buff, not the unit, and thus the amount of life and damage would still be consistent.
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Re: Bugs - 1.21

Postby theboogleman » Thu Jun 10, 2010 9:24 pm

Make a test map where you can set the blood meter to any amount and we can test it.
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Re: Bugs - 1.21

Postby theboogleman » Fri Jun 11, 2010 12:44 am

theboogleman wrote:Make a test map where you can set the blood meter to any amount and we can test it.
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Re: Bugs - 1.21

Postby Mur » Fri Jun 11, 2010 1:10 am

Make Bloodbath have a 1% chance to be a SUPER BLOODBATH.

PROBLEM SOLVED LUL.
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Re: Bugs - 1.21

Postby Cassiel » Fri Jun 11, 2010 1:11 am

Whatever's causing Life to be out of step with Damage, removing the window should fix it anyway. There shouldn't be any need for testing.
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