Gladiator's pull bug

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Gladiator's pull bug

Postby Yoummu » 06 Apr 2019 03:46

Ferocius Earthquake
https://aiondb.ru/skills/fighter/5273.html
Deals damage at 25m and pull nearby enemies.

In retail the pull has a delayed effect: you shoot the skill and 1s after the pull is activated.
In notaion the pull is instant.
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Re: Gladiator's pull bug

Postby Ecto » 10 Apr 2019 13:56

I have tried to find the cause of this bug too, it is not a simple thing.

Things tried:
> Performing leap on player with different movement statuses (gliding, jumping, running, slowed)
> Performing leap with various debuffs on the player (slow, root, paralyse etc)
> Performing leap at the same time as other players
> Performing leap and cleave (which also has paralyse) at the same time

I successfully procced the bug twice. When the bug happens you will notice you do not get the "you are no longer immobilised" message in chat log after. This message is displayed when the skill does not bug. The bug is also specifically that you can't move afterwards, it is still possible to use skills.

https://i.imgur.com/iNJHo7f.jpg

Other bugs found while doing this
A)The AOE portion of the skill is not working. With two enemies standing within 3 meters of each other, the damage and pull are still only applied to the single target. Going by the skill description at least it should have an AOE pull effect of 3 meters. https://aioncodex.com/us/skill/5273/

B) Leap skill is currently removing Ankle Snare. I do not know if it should or shouldn't do this, but given the behaviour of ankle snare and roots with temp pulls, it shouldn't?

C) There is a weird "1 damage due to the effect of wild tremor" message appearing too. Not sure is this is somehow linked to the immobilisation not being removed.

Retail Examples of the Skill in Action
https://www.youtube.com/watch?v=OaniOHlZMdg&t=79s
https://www.youtube.com/watch?v=OaniOHlZMdg&t=171s
Note that in the second video due to terrain the gladi can't leap to the player, but the player is still pulled 13 meters back to the gladi! There is also no immobilisation debuff applied on retail, only the capture.

*** Anyone with retail access a video would result in a small reward from me for your efforts. ***
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Re: Gladiator's pull bug

Postby Harboe » 10 Apr 2019 14:32

^^ this is why Ecto still staff. What a boss :kappachino:
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Re: Gladiator's pull bug

Postby Harboe » 10 Apr 2019 18:25

I think the reason why it works so funky is because it's a skill with highly tiered effects to a degree I don't think has existed before. The attack skill Wild Tremor (id: 5273) launches Effect: Wild Tremor (id: 9395) which itself counts as an attack skill with an AoE of 3 meters. The attack part of the skill launches a subeffect which is the Pulled effect, but Effect: Wild Tremor also contains a secondary effect, a 2 second root. I'll try to see what I can do to amend things.
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Re: Gladiator's pull bug

Postby Yoummu » 10 Apr 2019 19:04

Retail Examples of the Skill in Action
https://www.youtube.com/watch?v=OaniOHlZMdg&t=79s
https://www.youtube.com/watch?v=OaniOHlZMdg&t=171s
Note that in the second video due to terrain the gladi can't leap to the player, but the player is still pulled 13 meters back to the gladi! There is also no immobilisation debuff applied on retail, only the capture.

The inmobilisation debuff of ferocius earthquake was added with an update after the first 6.5, probably you can't see the debuff in those videos because probably they were recorded before this update.

https://imgur.com/a/t26N2XS
https://imgur.com/a/vYK6ie2

B) Leap skill is currently removing Ankle Snare. I do not know if it should or shouldn't do this, but given the behaviour of ankle snare and roots with temp pulls, it shouldn't?

Ecto is right, the inmobilisation debuff of ferocius earthquake shouldn't erase ankle grab. You can see verify it with the second picture.

C) There is a weird "1 damage due to the effect of wild tremor" message appearing too. Not sure is this is somehow linked to the immobilisation not being removed.

That 1 damage is the additional effect (the pull + root in this case), you can see the same using for example the daevanion aether hold of Bard, Gladiator, Sorcerer (for this 1 dmg these skills can give the shock effect even if the enemy has a 100% absorving damage shield, for example stone skin or panoply of protection. This 1 dmg is a physical hit: a chanter with perfect parry can parry that 1 dmg using perfect parry buff. Usually if the enemy has a shock resistance and resist the shock, instead of that 1 dmg you can see "dodge").

I didn't pay attention to that 1 of these aether holds in notaion, so i don't know if they are the reason of https://forum.notaion.com/viewtopic.php?f=32&t=9780 but in retail i can see that 1 dmg always.

*** Anyone with retail access a video would result in a small reward from me for your efforts. ***

Can i receive that small reward being you a member of EU staff? I am a NA player.
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Re: Gladiator's pull bug

Postby Ecto » 10 Apr 2019 19:43

Ok cool, there will be some reason for adding it, we would need to see a retail video from somewhere. The capture effect and immobilise effect lasted the same amount of time anyway, so long as it works mechanically the same as retail, I think everyone will be happy.

And about the reward, if you help solve the bug I'd be happy to pop on NA and give you something. We will need to wait until tomorrow first of all though.

Edit*** In the second video there is no immobilise effect because the opponent has strengthen wings. But as I said above, so long as it works mechanically the same, we're good.

Edit 2: In the first video it is actually possible to see both effects, but the capture lasts a few frames longer than the immobilise effect anyway. Perhaps it is something they added to make it less bug-prone on retail
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Re: Gladiator's pull bug

Postby Harboe » 11 Apr 2019 18:40

Is anyone experiencing the paralyze bug since the update this morning?
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Re: Gladiator's pull bug

Postby Ecto » 12 Apr 2019 12:46

No further reports of people getting stuck. However currently on Not Aion, the pull doesn't seem to be working.

Other behavioural traits of the leap:

The immobilise side of things does change one thing, when you leap on a KD'd target it prevents the opponent from moving if they stand up before the immobilise is done. The capture effect doesn't occur on a KD'd target of course:
Retail A - https://www.youtube.com/watch?v=BS0J5UDpZ_8&t=1m34s
Retail B - https://www.youtube.com/watch?v=BS0J5UDpZ_8&t=44s
- thinking about it, this may well have been what was causing the bug before, it would explain the rarity and independence of what preceded it

And watching this part of the video in slow-mo shows the behaviour really well:
https://www.youtube.com/watch?v=BS0J5UDpZ_8&t=2m52s

--1-- Initiates skill
--2-- Animation finishes, gladi lands where opponent was when skill initiated, damage of skill applies
--3-- Short delay thereafter the debuffs, and their 1 damage appoint apply
--4-- Opponent pulled back to where here was when gladi pressed skill, 2 seconds* after initial press
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Re: Gladiator's pull bug

Postby Harboe » 14 Apr 2019 15:18

I can't reproduce pull not working. It was working when I tested the changes before pushing it live and it still works on test server today.
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Re: Gladiator's pull bug

Postby Harboe » 14 Apr 2019 15:33

Anyway, re-enabling the root from next update, so it should work like retail.
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Re: Gladiator's pull bug

Postby Youmu » 29 Jun 2019 21:59

Actually in notaion the pull isn't pulling the target (moving the target to my position), it is just paralizing the target with the normal paralize of a pull.

In retail the pull moves the target to your position, like the templar's pull.

Please fix this with the 7.0 comming.
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Re: Gladiator's pull bug

Postby Harboe » 29 Jun 2019 22:18

That's absolute bullshit. I may not have tested it for a long time, but the pull always pulled on Not Aion whereas on retail it more than often doesn't.
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Re: Gladiator's pull bug

Postby Youmu » 30 Jun 2019 23:36

Maybe i wasn't enoughly clear.

https://www.youtube.com/watch?v=OaniOHlZMdg&t=171s This is retail. SiJeon uses the pull while the enemy is running and the animation of the skill is going while the enemy is still running and finally the enemy gets the pull with its 2 characteristics (the enemy is paralized and the enemy goes in front to the spot where SiJeon did land using the skill).

In notaion this pull is only paralizing the enemy but the enemy isn't going to the gladiator's spot. This is very bad specially if your enemy has 12 speed because until you walk to his spot you use half of the paralize time.
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Re: Gladiator's pull bug

Postby Youmu » 20 Jul 2019 02:35

I think you did put the code of this skill correctly, but the problem that i wrote above probably was because https://forum.notaion.com/viewtopic.php?f=32&t=9948 wasn't fixed yet.
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