Top rated issues

Darrowshire WIP Other 23
Cant see group members in instance

#63 submitted the 2016/12/19 - Last updated the 2017/07/07

Bugged information

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).

Correct information

Should be able to see, target, buff and heal all party members inside and instance.

Anathema Confirmed Spell Pathfinding 8
Fear Pathing Bug

#538 submitted the 2016/12/26 - Last updated the 2017/07/07

Bugged information

How it currently works:

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.

Correct information

Example of how it should work:

Basically just random I suppose.

Anathema Confirmed Hunter Warlock Pathfinding Creature 2
Pets do not keep up with their masters

#1297 submitted the 2017/01/11 - Last updated the 2017/07/07

Bugged information

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:

Correct information

The pet should keep up with the master. Several classic WoW videos illustrate this mechanic quite well.

Anathema WIP Rogue Spell Item 16
Several Lockpicking Bugs (important)

#1142 submitted the 2017/01/07 - Last updated the 2017/07/07

Bugged information

  1. Rogues unable to pick locks via "will not be traded" slot in trade window.
  2. Rogues unable to trade or mail opened boxes.
  3. Rogue trainers do not point the player to an appropriate area with boxes to unlock.

Correct information

1. Trade unlocking

  • Patch 1.2.2 says: "Rogues now correctly gain Lockpicking skill from items picked in the trade window". This note points to rogue ability to unlock boxes via trade option.
  • Wowhead and Allakhazam topics from old times describes the retail realities of trade unlocking via "will not be traded" slot in trade window.
  • Lockpicking etiquette says: "If you have only one or two lockboxes, put them in the "Will not be traded" slot of the trade window. Otherwise, you can trade your boxes to the lockpicker in bulk and they can unlock them from their inventory, then trade them back to you".

2. Mailing/trading opened lockboxes.

  • I don't exactly know how it supposed to work. On our server, it seems, unlocking boxes is kinda enchanting, that turn boxes soulbound. It makes them unable to put into trade window or mailbox, so it's impossible to transfer opened boxes between players. Anyone, who have any evidence of retail mechanics of opened box transfer is called to this discussion!
  • Lockpicking etiquette says: "You can mail the boxes to them, and they can send them back unlocked (if you do, list the boxes in the message, so they have a note to respond to, and as a reminder of who sent what)".

3. Rogue trainers guidance.

  • Since Patch 1.4.0 rogue trainers should point the player to an appropriate area with boxes to unlock depending on the lockpicking skill of the player. There is no such thing on our server realised.

I'm askin the developers to pay attention to these problems. Respectfully yours, Cherno.

Darrowshire New Druid Item 32
+ weapon damage is working for feral shapeshifting damage

#1088 submitted the 2017/01/05 - Last updated the 2017/07/07

Bugged information

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.

Correct information

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.

Anathema Need sources Other 11
Crit as a secondary stat is not being calculated correctly for characters below level 60

#1469 submitted the 2017/01/16 - Last updated the 2017/07/07

Bugged information

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.

Correct information

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.

Anathema New Item 11
Thunderfury Proc undertuned

#3649 submitted the 2017/03/12 - Last updated the 2017/07/25

Bugged information

Currently, Thunderfury has a 15% procrate on Auto attacks and special attacks. data

  1. Considering the PvP Gear are kept at their latest version according to Nostalrius item patches, Thunderfury should be no exception. It should have the procrate 25% that it had on Nostalrius (It used to be 15% but they buffed it to 25%).
  2. Thunderfury was never at it's pre 1.8 state where it could proc from maelstrom, HoJ, poisons etc with procrate of 30%. It's worst state is being emulated while it's best state never was. If you cannot emulate the best state you should not emulate the worst either.
  3. Nost intentions was never to make Thunderfury useless like blizzard did, nor keep it overpowered as in it's original state. They instead choose to put it in it's 1.12 state as a compromise to still make it useful.
  4. No itemization patches alters the PPM of Thunderfury, and Thunderfury has stock mangos 5.24 PPM (source: Elysium database


Buff Thunderfury procrate to 25%.

Correct information

25% procrate.

I will borrow some info from nost forums, courtesy of Zetox:

Timeline for Proc Chance

Patch 1.8.4

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” []

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.

Patch 1.9

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.” []

Feb 2, 2006

– 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 []

Patch 1.10.1

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” []

Patch 1.11.2

August 8 – Threat Theory Crafter Cites 20% proc rate Q: “TF proc is (300+241)*1.45 = 783 agro with a 20% proc rate.” []

Patch 1.12

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. :)” []

November 17 - 2015

– 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.” []

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: [,_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.

Suggested Fix (setting PPM to make weapon 25% procrate)

UPDATE item_template SET spellppmRate_1 = 7.8945 WHERE entry = 19019;

Anathema New Other 6
Phasing causes unobtainable mining and herbalism nodes.

#288 submitted the 2016/12/22 - Last updated the 2017/07/02

Bugged information

Severity: Low

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.

Correct information

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.

Anathema WIP Mage 73
I can not talk in chat

#628 submitted the 2016/12/29 - Last updated the 2017/06/23

Bugged information

I can't talk, and I have no idea why? can help me pls?

Correct information

If I could talk, the behavior would be corrected

Anathema New Item 4
Annihilator proc rate

#4073 submitted the 2017/04/14 - Last updated the 2017/06/20

Bugged information

Proc chance is MUCH lower than intended(Its 1ppm right now!!!). Making item completely useless. (mats cost for it ~500g...)

Correct information

Discussable. ~27% proc rate. According to old EJ topic. But I believe it should be rough 15%, same as other crafted tank weapons from this "line" Masterwork Stormhammer and Frostguard(btw theyr proc rates are bugged too)

Anathema WIP Item 2
Badge of the Swarmguard doesn't work as intended

#4413 submitted the 2017/05/09 - Last updated the 2017/06/22

Bugged information

This trinket does not work accordingly to vanilla WoW in the way that the proc rate is significantly diminished. On average it stacks roughly 3 times before expiring, note that this is with Blade Flurry + Slice and Dice running simultaneously. Another flaw within the badge is the on-use 30-second long shared cooldown set in motion by this trinket upon activating it. These aspects do not align with the trinket in its original state.

Correct information

Reaching 6 stacks should not take any longer that 8-10 seconds assuming that the conditions are ideal (Slince and Dice etc). Nor should the trinket activate any sort of shared cooldown, be it earthstrike or Jom'Gabbar alike.

Darrowshire Confirmed Creature 5
NPC Stealth too strong

#852 submitted the 2017/01/02 - Last updated the 2017/06/28

Bugged information

Stealthed NPCs are impossible to detect.

Level 39 hunter with Track Hidden should be able to detect stealthed level 15 elite deviate raptors in the WC caverns without an issue, instead I can walk right through them and won't see them unless they aggro and attack. Same issue with the stealthed satyrs in the BFD cavern.

Because of this, Theramore Infiltrators cannot be found unless AOE is used in the area they spawn, due to them being neutral.

Correct information

Stealth needs to be correctly applied to NPCs.

Anathema WIP Quest 12
The Quest "Stormwind Rendezvous" - Not able to speak with Squire Rowe

#842 submitted the 2017/01/02 - Last updated the 2017/03/07

Bugged information

He just stands there not able to speak to.

Correct information

You should be able to speak with Squire Rowe and the quest should start.

Anathema New Item 1
Goblin Rocket Helm Use Fails To Apply An Effect

#2138 submitted the 2017/01/30 - Last updated the 2017/06/19

Bugged information

Very often (perhaps +80%, the Goblin Rocket Helm will not register any event.

The player who is wearing the Goblin Rocket Helm when the helmet registers no event will charge towards their target, but the target will not be incapacitated.

When the Goblin Rocket Helm fails to register an event, the player wearing the helmet is not knocked down.

I do not know why this is happening. The resist chance might be at an unreasonable level. Maybe this is intended behaviour, but there is just no combat log event.

Correct information

The rocket helm should more often than not incapacitate the target, and knock down the user.

Elysium New Warlock 4
Nemesis Skullcap bugged

#2981 submitted the 2017/02/17 - Last updated the 2017/06/23

Bugged information

As you can see in the screenshot, it says "Use: Increased damage and healing done by magical spells and effects by up to 20." which obviously is wrong. The helmet also give me a 30 second cooldown on it once I equip it however it is not even usable. I tested the helmet (didn't wear any other items) and casting tons of shadow bolts - it does not give me any spell damage whatsoever. Oh ye, it also prolly has the wrong stats as I deleted my WDB folder a dozen times.

PS: I'm not 100% sure but I feel like this bug happened once I put 8 Int on it. I also deleted my WDB folder tons of times.

Correct information

Just like every other item, the correct version would be: "Equip: Increased damage and healing done by magical spells and effects by up to 20." or the 30 shadow spelldamage version,

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