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Old 09-23-2009, 08:43 AM   #171
kamax
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I just have some test with my lock, i can cast a spell WITHOUT removing my finger from the forward/backward key. It stops me, cast the spell and i continue to move BUT to do it i must press left or rigth at least one time, the time i press forward/backward.

If i stand and just press forward/backward and try to launch a spell, i go in combat mode but it don't stop me.

I don't know what the "normal" should be, but we have a bug here.
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Old 09-23-2009, 09:31 AM   #172
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This is not a major problem but archer "shot sound" is heard as the archer is still aiming. Playing the sound at the good time would be a way for archer to know they can move again.

Last edited by Gourmandine; 09-23-2009 at 11:43 AM. Reason: correcting mistake
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Old 09-23-2009, 09:32 AM   #173
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Quote:
Originally Posted by KryHavoK View Post
...


Damage per second for Archer normals is still nerfed on Amun. I'm still getting the same numbers as I was earlier in the week. Normals are only getting approximately 77%-87% (depending on the range 30 long bow I use) of the damage per second on Amun as they are on Ra. Is this intentional?
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Old 09-23-2009, 09:37 AM   #174
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I like the update from 11:33 AM GMT+1 on Amun

Casting berserk when running
  • With W button, before character did not get buff, but lost mana.
    Now mana is keept if buff casting has been interrupted by pressing run forward button - fixed
  • With F button, character was stopping after casting berserk.
    Now it stops temporarily and continue running after casting skill - fixed

I am very happy about those fixes. That's a good job NGD, thank You.
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Old 09-23-2009, 09:50 AM   #175
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Quote:
Originally Posted by Mashu View Post
I like the update from 11:33 AM GMT+1 on Amun

Casting berserk when running
  • With W button, before character did not get buff, but lost mana.
    Now mana is keept if buff casting has been interrupted by pressing run forward button - fixed
  • With F button, character was stopping after casting berserk.
    Now it stops temporarily and continue running after casting skill - fixed

I am very happy about those fixes. That's a good job NGD, thank You.
Howl while running (forward, backpedal or strafing) still does not stop your char, cast, and continue moving.


Howl and Deafening Roar are still bugged and will not cast while moving using movement keys (and probably a few more are like that too).

However, I can confirm that TFB and Berzerk now do cast while moving using movement keys.
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Old 09-23-2009, 09:56 AM   #176
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Quote:
Originally Posted by KryHavoK View Post
Damage per second for Archer normals is still nerfed on Amun. I'm still getting the same numbers as I was earlier in the week. Normals are only getting approximately 77%-87% (depending on the range 30 long bow I use) of the damage per second on Amun as they are on Ra. Is this intentional?
And you are not considering the fact we have to move between shots, which makes our DPS rate decrease a lot.
Even with a slow bow, moving backward after a shot cancel the next shot as the archer is beginning a new shot straight away. Making the attack speed 100% faster means divide all duration by 2, not almost remove time between shots and let shot duration as long as it was before. This way, grinding will be a pain (especially with actual mobs evasion rate).
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Old 09-23-2009, 10:09 AM   #177
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and yet with all these bugs and complaints they choose to go live
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Old 09-23-2009, 10:51 AM   #178
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Quote:
Originally Posted by Ulmanyar View Post
Actually, when I tested this I found that it actually costs mana if you move after casting started. This is seriously really annoying since most of the times when I move, it's due to a flaw in the game rather than a running-happy finger.

I haven't tested it for two days, so they might have fixed it? If not, they really should.




Also, I agree with everyone else that states that this update is no way near ready for live servers.
I saw this too, mana is still consumed if you move while casting. Just not as much as the actual cost of the spell you cancelled. This is because before you cast a spell, it uses 1/3 or 1/4 (something like that) of the mana you need faster than the other 2/3 or 3/4. It's always been that way, but now it's kind of annoying.

Hopefully they fixed/updated most of the things already for the patch and they just haven't told us.
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Old 09-23-2009, 11:07 AM   #179
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Yes, i was very surprised when i saw that the updates is going to be today. Not even close to ready, so much to work out and so many bugs still there. I know you guys want to try to keep a schedule and all, but we are on such a good roll there with this update. Many of us feel its not ready, lets spend some more time working on bugs and correcting gameplay issues before we go live.

Also, i have noticed that you stop while moving a LOT more while holding the 'W' key, especially in combat mode mode.
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Old 09-23-2009, 11:08 AM   #180
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One annoying thing I found, which isn't a huge problem, but if you attack with a melee weapon, then cast a melee spell afterwards, you "half swing" for the next spell, then do whatever animation that spell has. Example: I attack with a normal hit using a sword, then press SC immediately after the normal hit is completed. On my next animation, I start to swing my sword, then the normal attack animation abruptly stops and I twist around to cast SC.
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