A quick note on Patch 1.1 and the Ability Action Queue (AAQ):
For some people this patch changed the default AAQ setting to 0.5.
This happened to me. My AAQ is normally set to 0.0. It was changed to 0.5 following my patch to 1.1. Another Operative in my guild experienced the same issue. If you have been noticing a strange delay in your abilities following installation of the patch, please check your AAQ setting in the Preferences tab. You may need to change the setting from 0.5 to the number that you prefer.
Showing posts with label Bug Report. Show all posts
Showing posts with label Bug Report. Show all posts
1.21.2012
12.19.2011
The Foundry (Early Access Note)
Just a quick note to let you know that the last boss of the Foundry has the potential to bug. I'm not yet sure what caused it for my group, but I figured you guys would want to know.
The "Mysterious Jedi" you fight at the end of the Flashpoint casts a shield that is supposed to "pop" toward the very end of encounter (think less than 7% health remaining). Our boss stayed shielded and nothing we did could get the shield to engage properly. I discussed the bug with a few guildies and it's possible that we pushed through the phase so fast that the graphic effects that were supposed to occur (a burst of lightning) locked up and didn't play.
Unfortunately, that meant the shield stayed up as well! We fought the boss at about 4% health for something like ten minutes while we tried to figure out the special gimmick.
Turns out we should have just jumped over the railings, re-entered the Flashpoint, and tried again. The fight played out correctly on the second try.
The "Mysterious Jedi" you fight at the end of the Flashpoint casts a shield that is supposed to "pop" toward the very end of encounter (think less than 7% health remaining). Our boss stayed shielded and nothing we did could get the shield to engage properly. I discussed the bug with a few guildies and it's possible that we pushed through the phase so fast that the graphic effects that were supposed to occur (a burst of lightning) locked up and didn't play.
Unfortunately, that meant the shield stayed up as well! We fought the boss at about 4% health for something like ten minutes while we tried to figure out the special gimmick.
Turns out we should have just jumped over the railings, re-entered the Flashpoint, and tried again. The fight played out correctly on the second try.
12.14.2011
Natural Cover (Early Access Note)
This is a quick note to tell you about something I've observed on the origin/capital worlds. Some "natural" cover points seem to think you're still moving when you drop into them (your charged abilities, like Snipe, will be spontaneously and mysteriously interrupted time and again, and your character may look like it's "twitching" in place). I'm not sure this is exactly what's happening, but it looks like a familiar issue I've seen in the past.
Temporary fix: Get out of the green cover point and hit "Shift-F" to take portable cover in place. You can set it up behind natural cover if you need to.
If you see your channeled "Snipe" getting interrupted, don't try to keep recasting. Just go straight to portable cover. It'll save some time.
Edit: Please note that this is affecting only a handful of specific natural cover points, not all natural cover points. If you find a "bugged" one just take a moment to Shift-F into portable cover in place (or crouch, if you haven't gotten your AC yet).
Temporary fix: Get out of the green cover point and hit "Shift-F" to take portable cover in place. You can set it up behind natural cover if you need to.
If you see your channeled "Snipe" getting interrupted, don't try to keep recasting. Just go straight to portable cover. It'll save some time.
Edit: Please note that this is affecting only a handful of specific natural cover points, not all natural cover points. If you find a "bugged" one just take a moment to Shift-F into portable cover in place (or crouch, if you haven't gotten your AC yet).
12.08.2011
Public Service Announcement: TORhead's tooltip numbers
Update: Received confirmation from Cody at TORhead that they'll be adding a disclaimer. I commend their professionalism (and look forward to continuing to use their database/tooltips).
TORhead's tooltip numbers are (currently) flatly inaccurate representations of the damage your abilities will do as a level 50 Sniper. Do not use their damage estimates either to theorycraft or attempt to justify a talent build. If you see anyone using these numbers where Sniper is concerned, stop them!
TORhead calculations currently do not account for buffs to basic damage, crit rating, surge rating, and other facts of life that have a large impact on Sniper damage at level 50. They are no good for you and have faint basis in reality.
Edit: Added some "overestimates." Snipe is not as good as TORhead has it calculated.
TORhead's tooltip numbers are (currently) flatly inaccurate representations of the damage your abilities will do as a level 50 Sniper. Do not use their damage estimates either to theorycraft or attempt to justify a talent build. If you see anyone using these numbers where Sniper is concerned, stop them!
TORhead calculations currently do not account for buffs to basic damage, crit rating, surge rating, and other facts of life that have a large impact on Sniper damage at level 50. They are no good for you and have faint basis in reality.
Edit: Added some "overestimates." Snipe is not as good as TORhead has it calculated.
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