#63 submitted the 2016/12/19 - Last updated the 2017/03/23
Sometimes when going into an instance with a party, you're not able to see all your group members even though they are all inside. Others can sometimes see them but you are unable to see, buff, or even heal them. The only fix I've found to work is either relogging or zoning in and out (Doesnt always work).
Should be able to see, target, buff and heal all party members inside and instance.
#2307 submitted the 2017/02/02 - Last updated the 2017/03/24
Currently you will not receive 2,5y melee leeway while both you and your target is running. You still have only 5y melee range should be 7,5 while both running.
How it's suppose to work:
If you and your target is running, the game client will give you a +2.5 yard leeway range, same goes for your target, basically the range indicator for your melee abilities will be white when you're within 7.5 yards of the target(point to point). The server should allow you to cast your melee abilties as well as auto-attack during this mechanic.
There are some conditions to the mechanic though: *Both you and the target has to be running/moving
*Leeway mechanic will immediately stop if you or your target becomes slowed to more than -29% of normal run speed(-30% is when your character will switch animation to walking instead of running). Note that it has to be more than -29% of normal running speed, meaning if you or your enemy is on a 100% and become slowed, but the slow doesn't slow down enough to go below -29% normal run speed, then mechanic will still work. Example: Warlock with Curse of Exhaustion talented to grant 30% slow, you cast it on a rogue that has 8% run speed boots enchant. Then leeway mechanic will still work.
#2318 submitted the 2017/02/02 - Last updated the 2017/03/24
Character in fear can be sometimes disconnected after getting some types of crowd control effects. There was some reports of this issue(like fear+stun during combat with Nefarian causes disconnects), but the problem is bigger than that, so I decided to create new one.
We was able to reproduce bug with both warlock(Fear spell=6215) and priest(Psychic Scream spell=10890) fears and with following cc effects:
We suppose that this bug connected with pathing in fear, because we had 2 situations( when I use "CC" here i mean one of listed above types of CC):
We tried but failed to reproduce bug with: -some slow effects(Frost Bolt spell=10181, Hamstring spell=1715) -Mind Control (spell=605) (We suppose that we just could not cast MC in time to get disconnect, because players sometimes get disconnect after getting MC on battleground) -Blind (spell=2094) -Scatter Shot (spell=19503) with this spells character wasn't teleported anywhere.
Character was teleported, but we failed to get disconnect with Gouge spell=1776 (Again, we suppose that it is possible, we just couldn't do it)
Some movies from 01.02.2017. Each moment from two viewers: one who gets fear and CC and one who doesn't.
Fear + Frost Nova on warrior Warrior cancels fear with Berserker Rage and get disconnected.
Fear+Freezing Trap on warrior Mage casts Fire Blast to interrupt trap effect(fear remains). In this video mage blinked from trap to show the distance. First time the range of "teleportation" was small and warrior hasn't get disconnected. Second time the range of "teleportation" was a bit bigger than blink range and warrior get disconnected.
Fear + Seduction(from different warlocks) on mage Warlock stops casting Seduction. Mage uses Ice Block after he was teleported. He get disconnected after a freeze.
Seduction+Fear(from one warlock) on mage Warlock stops casting Seduction. Mage uses Ice Block after warlock has seen mage's teleportation. No disconnect here, but mage's paths from warlock's and mage's view differs too much.
Players should not be teleported or disconnected.
#538 submitted the 2016/12/26 - Last updated the 2017/03/18
How it currently works: https://www.youtube.com/watch?v=LctyKPuC7j4
You're currently able to "steer" players in any direction you want, it will always take the casters position and run 180 degrees from him.
Example of how it should work: https://youtu.be/FcwIUEXSUfc?t=11m26s
Basically just random I suppose.
#1297 submitted the 2017/01/11 - Last updated the 2017/03/19
Pets do not keep up with their masters like they did in vanilla WoW. The pet always seems to be lagging behind instead of being in sync with the master's movements. Pets also slow down when entering combat.
Example of all of this: https://www.youtube.com/watch?v=UPjqlhyq4Vc
The pet should keep up with the master. Several classic WoW videos illustrate this mechanic quite well.
#1142 submitted the 2017/01/07 - Last updated the 2017/03/13
I'm askin the developers to pay attention to these problems. Respectfully yours, Cherno.
#1088 submitted the 2017/01/05 - Last updated the 2017/03/21
Weapon +damage enchants like "Enchant Weapon - Superior Striking" as well as Weightstones and Sharpening Stones boost damage while shapeshifted into Bear, Dire Bear, or Cat Form.
Weapon DPS, weapon +damage enchants like "Enchant Weapon - Superior Striking" and Weightstones and Sharpening Stones have no effect while shapeshifted into Bear, Dire Bear or Cat Form. However, armor pieces such as the Might of Cenarius ring that boost weapon damage do work. Weapon enchants that boost stats such as Attack Power and Agility rather than weapon damage also work.
#282 submitted the 2016/12/22 - Last updated the 2017/03/24
Seal of Righteousness (SoR) should never have partial resists
#567 submitted the 2016/12/27 - Last updated the 2017/03/24
I have noticed that the raid markers will often disappear when one of the marked mobs is killed. For example, if mobs are marked with a skull, X, and moon and any of those mobs are killed, the other symbols above the remaining mobs disappears immediately. This occurs both outside in the open world, and in dungeons. I have ruled out an addon problem by disabling all of them and I have confirmed this issue with others experiencing it.
The correct behavior should be that when one of the marked mobs is killed, the remaining mobs retain their marked symbols. They should not disappear when one of the mobs is killed. Please advise on if this is a known bug and if it will be fixed.
#1473 submitted the 2017/01/20 - Last updated the 2017/03/23
Hi, I am here to report that there are some items missing in 2 loot tables on the server 'Darrowshire' and possibly the other servers aswell. I am positive some Priests, Warlocks and Mages will be thrilled if these items are added in the near future.
Azuregos: This items are: 1[Crystal Adorned Crown] 2[Snowblind Shoes] 3[Typhoon].
Molten core: This items are: [Mana Igniting Cord], [Sash of Whispered Secrets], [Robe of Volatile Power]
Below are the correct patches the items listed above should drop on:
Azuregos [Crystal Adorned Crown]: Patch 1.5.0 (2005-06-07): Added. [Snowblind Shoes]: Patch 1.5.0 (2005-06-07): Added. [Typhoon]: Patch 1.4.0 (2005-05-05): Added
Molten core Mana Igniting Cord drops from various bosses in Molten Core: ◾Baron Geddon, ◾Golemagg the Incinerator ◾Garr ◾Magmadar [Mana Igniting Cord], Patch 1.5.0 (2005-06-07): Added.
The Sash of Whispered Secrets is found in the Cache of the Firelord which appears by defeating Majordomo Executus in the Molten Core. [Sash of Whispered Secrets], Patch 1.4.0 (2005-05-05): Added.
Robe of Volatile Power drops from Gehennas, Lucifron, Shazzrah and Sulfuron Harbinger in Molten Core. [Robe of Volatile Power] Patch 1.5.0 (2005-06-07): Added.
#1469 submitted the 2017/01/16 - Last updated the 2017/03/13
I found this out by finishing making my twink yesterday. I noticed that my crit was much lower than it should be compared to a twink back in vanilla with very similar gear. My current anathema twink has around 12.5% crit. It should have around 24% The reason must be because crit is calculated off of what's needed for crit at level 60. Lower level characters are needing far more agility than they should to get a comparable level of crit as it should be in vanilla.
Secondary stats like crit and dodge are fed by other stats like agility. Depending on the character level, different amounts of the stat are needed to get to a certain percentage. That's why with all the guides back in the day you'd see the phrase "stat values needed for a level 60 character" because the presumption is that that number does not hold up if you are lower level. Agility at lower levels should give much more crit than it currently does. It seems like dodge may be right though I don't have proof or resources to see what it was in vanilla.
#3456 submitted the 2017/03/04 - Last updated the 2017/03/22
I am aware that this has been reported here, and that Fenrir commented saying he was not able to reproduce the issue.
I have recorded this bug to illustrate under what exact circumstances this happens. I have a 100 % reproduction rate of this bug on Anathema.
The bug manifests itself in the following way: When Corruption or Curse of Agony deal their first tick of damage (meaning Corruption tick number one out of six, or Curse of Agony Tick number one out of twelve), they will consume a charge of Improved Shadow Bolt.
Any subsequent ticks will not consume charges.
To reproduce it, apply Improved Shadow Bolt to a mob, apply either DoT, and watch as the first tick consumes a charge.
To verify that it is only the first tick of the spell, and not the first tick dealing damage after the application of ISB, you can apply Corruption, let it tick once, then apply ISB - no charges will be consumed.
Periodic damage spells should not be consuming a charge of Improved Shadow Bolt.
#3649 submitted the 2017/03/12 - Last updated the 2017/03/24
Currently, Thunderfury has a 15% procrate on Auto attacks and special attacks. data
Buff Thunderfury procrate to 25%.
I will borrow some info from nost forums, courtesy of Zetox:
Timeline for Proc Chance
December 17-22, 2005 – Multiple Poster’s talking about 15% and 18% Static Proc Chance, with additional confirmation of the Half Proc Rate. Plus nerf outrage Q1. “half procrate” Q2. “the rogue I know with it tested it and said it was around 15% for him” Q3. “Proc rate is nerfed to 18%. I tested a lot of swings.” Q4. “The weapon is completely not worth the money now…I’m banking mine. Waste of time” [http://forums.nurfed.com/showthread.php?5886-Thunderfury-nerf]
Important Note: This post starts continuous theme you’ll see throughout the timeline where Thunderfury is Nerfed and Buffed between Patches, but then officially announced later.
Jan 2,2006– (day before patch) – Thunderfury Proc Rate Nerfed, and Cannot Proc off itself and other damage effects ( poisons, trinkets, enchants etc). Q. “Actual proc-rate are not lowered, except on Thunderfury…..they changed it so that On Next Swing abilities don’t have a chance to proc twice on hit (like they do now), and so that you can’t proc off a proc.” [http://wow.allakhazam.com/forum.html?forum=21&mid=1136245524240202932#10]
– Extremely useful post – 30% Proc to 15% and Nerf Outrage Confirmation from Community Q1. ” still had a 30% proc rate (compared to it's 15% now). Pg1 Q2. “thunderfury is now pretty useless.. Or maybe the 20+ page thread of people complaining about it and how it's now a former shell of what it used to be is wrong and you're the only person who knows right? Why don't you go correct the hundreds of people on the WoW forums who have done the math, posted there recap logs to back it up, and know for a fact that TF is now gimp.” Pg1 Q3. “the tripple nerfing it got was too far though and ruined the weapon. Just changing it to not proc off procs would have been enough to make it still worthy of the orange name.” pg2 [https://forums.multiplay.com/world-warcraft/38577-power-thunder-fury]
April 16 – Cites 19% auto attack Proc Chance – CTRL + F “actual proc rate” to find Q:“actual proc rate is around 19% on auto attack” [https://web.archive.org/web/20060707214440/http://wow.allakhazam.com/db/item.html?witem=19019]
August 8 – Threat Theory Crafter Cites 20% proc rate Q: “TF proc is (300+241)*1.45 = 783 agro with a 20% proc rate.” [http://forums.elitistjerks.com/topic/7618-thunderfury-vs-widows-remosewhich-is-better-for-a-mt/#entry174477]
August 31 – Cites changes in proc rate from 5.2 hits per proc(19%) to 4.3 (23%) (2700 attack iteration) Q: “Prior to 1.12, Procwatch was giving me a TF "hits per proc" of around 5.2. Currently, with something like 2700 attacks, it's giving me a "hits per proc" of 4.3. Anyone else seeing an increase in proc rate? Or have I just been either lucky since the patch, or unlucky previous to it. :)” [http://forums.elitistjerks.com/topic/7997-thunderfury-weilders/]
– Cites going off about 20-25% of attacks. Now we can see the 25% during the middle of the 1.12 Patch. (Search Dunamis to find his post at the bottom of the page) Q: “going off about 20-25% of attacks.” [http://z7.invisionfree.com/UGA/ar/t124.htm]
Note: Here you are starting to see the 25% proc more commonly.
WoWWiki – Cites ‘the proc effect has been observed to be approximately 20-25%. Q: [http://www.wowwiki.com/Thunderfury,_Blessed_Blade_of_the_Windseeker?oldid=388455]
Buff Thunderfury to 25% procrate - that it should have.
The important thing here to note is that since the weapon was never emulated in the strongest state nor did Nostalrius have the intention to do so, they choose to not emulate it's worst state.
UPDATE item_template SET spellppmRate_1 = 7.8945 WHERE entry = 19019;
#502 submitted the 2016/12/26 - Last updated the 2017/03/13
Stuck in the air after traveling on boat. I have tried to access the Z-movement fix but to no avail. My character is stuck indefinitely and I don't know what do besides ask for further assistance from a GM. Please help because I am not the only one and other players seem to be experiencing the same issue.
#288 submitted the 2016/12/22 - Last updated the 2017/03/13
Mining and Herbalism nodes cannot be reached because the server changes "phases" and the node disappears.
Example: As of 12:34 AM (PST -8) December 22nd, 2016, if you log onto the Nostalrius PvP and run to (35.0, 25.5) in Durotar (Or run west out of Orgrimmar and then swim down the river with the Find Minerals buff on you will notice a Copper Vein in Durotar up on some rocks. Sadly, this Copper Vein cannot be mined because as you run closer to the vein you "phase" and the node disappears.
All mining and herbalism nodes should be accessible.
In my opinion, the "correct/easiest" solution to program would be to make sure mining and herbalism nodes do not spawn outside of the boundaries of a phase. To reiterate, the phase that contains the terrain that a node spawns on should be the only phase that can spawn a node on that terrain.
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