[FIXED] Draekon bugged

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ocsi
Posts: 180

[FIXED] Draekon bugged

Post#1 » Thu May 28, 2015 9:38 pm

Name of character: Eschew, Linamani, Taladar, Linari, Sakoya, Arokai, Nodrop
Class of character: Warrior, Druid, Necro, Mag, Shaman, Bard, Berserker.

I listed all of us present just in case it mattered.

Is in a group: (Yes/No) - Yes
Is in a raid: (Yes/No) - Yes
Has a Bot spawned: (Yes/No) - No
Zone: (all or specific zone(s) - Halls of Honor

Nature of Bug: Draekon is behaving the same way as Vlad, Vlar, Vlan, and parser dummies. He is moving around as I am hitting him with my team, but does not despawn or get ported further from me. He just moves bit by bit backwards, as if i am knocking him back. This boss is supposed to be rooted, so the closest player is to be hit by him. With this current bug, he is not hitting anything but the tank no matter how close characters stand to him or where they stand in his little room.

EDIT: this is happening with non-rooted mobs too... they slowly back up as you are killing them, confirmed by killing the spiders during the Volkara event.

He also does some crazy damage compared to live, but this was already posted. His HP seemed to be way higher than on live as well... he died pretty slow compared, and I have my fair share of experience farming Draekon on live =)

It is also worth mentioning that upon zoning in to Draekon's instance, to the right there is a non-targetable vampire figure, that is not moving, who looks like the illusion of Xeru's item (or his vampire form with the red cape). He looks suspicious =)

Client type: (Titanium/SoD/UF) - SOD and UF
Bug reproducible on live server: (Yes/No) - No
Your friendly neighborhood gnome,

Eschew.

Noren
Posts: 1053

Re: Draekon bugged

Post#2 » Thu May 28, 2015 10:37 pm

Thanks, sounds like a knockback issue. Recent EQEmu code changes cause more EQLive-like melee where players/npcs slide a little bit when struck by a melee attack. Definitely shouldn't happen to rooted and probably not tethered mobs.

Vaion
Posts: 3712

Re: Draekon bugged

Post#3 » Fri May 29, 2015 7:01 am

This one is fixed internally. The issue is that some mobs while appearing to be rooted are not. They were just 1 unit tethered with an extremely slow run speed, so they would not move much. As Noren said, the new melee push code did not account for the small tether rule.

Will leave this open until test is rebooted with code change tomorrow :)
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

Vaion
Posts: 3712

Re: Draekon bugged

Post#4 » Sat May 30, 2015 4:30 am

Fixed :)
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

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