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  1. #181
    RIDE ARMOR
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    Apr 2010
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    Ragnarok

    During the quest "Never the Twain Shall Meet" from Limsa Lominsa main plot story line, the quest target enemy inflicted me with Skull Sunder DoT effect, I finished the fight and the cut scene started and I had more than 80% of my HP left, apparently the DoT damage carried on during the long cut scenes, seeing how my character came out and dropped dead after it.

    Anyone else had this issue?

  2. #182
    Chram
    Join Date
    Nov 2005
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    FFXIV Character
    Coren Cypher
    FFXIV Server
    Sargatanas

    Quote Originally Posted by TriColors View Post
    During the quest "Never the Twain Shall Meet" from Limsa Lominsa main plot story line, the quest target enemy inflicted me with Skull Sunder DoT effect, I finished the fight and the cut scene started and I had more than 80% of my HP left, apparently the DoT damage carried on during the long cut scenes, seeing how my character came out and dropped dead after it.

    Anyone else had this issue?
    I'm pretty sure DoTs always stay with you after a fight, even BC-style ones. Or are you saying the bug is that due to the cutscenes, it did not wear off when it was supposed to, causing you to die? Is it possible it was a higher-damage version of the normal skull sunder?

  3. #183
    Melee Summoner
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    Apr 2010
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    FFXIV Character
    Katagai Mitsuaki
    FFXIV Server
    Hyperion
    FFXI Server
    Sylph

    Been running into an issue where upon triggering a skill/attack immediately after switching to active mode, the stamina bar decides to reset to 0 and slowly recovers. Saw someone fighting off some mobs and was almost dead. Stamina reset the instant I attempted to cast cure, emptied and told me I was too far. Moved closer, emptied again but by then the person was dead. Has me thinking it's a bug involving out-of-range actions. I also run across this often when doing the Camp Horizon leves involving footpads/raiders, tends to get triggered by using guard to enter active mode and running forward.

  4. #184
    Puppetmaster
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    Mar 2010
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    FFXI Server
    Quetzalcoatl

    Quote Originally Posted by Katagai View Post
    Been running into an issue where upon triggering a skill/attack immediately after switching to active mode, the stamina bar decides to reset to 0 and slowly recovers. Saw someone fighting off some mobs and was almost dead. Stamina reset the instant I attempted to cast cure, emptied and told me I was too far. Moved closer, emptied again but by then the person was dead. Has me thinking it's a bug involving out-of-range actions. I also run across this often when doing the Camp Horizon leves involving footpads/raiders, tends to get triggered by using guard to enter active mode and running forward.
    I've had this happen to me quite a bit, I target a mob and cast shock spikes on myself, stamina drops from full to 0, then refills enough to cast shock spikes, the cast goes off, drops back to 0 and then I have to wait for it to completely refill before I attack.

  5. #185
    New Spam Forum
    Join Date
    Apr 2010
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    163
    BG Level
    3
    FFXIV Character
    Felius Nightfox
    FFXIV Server
    Excalibur

    Quote Originally Posted by TriColors View Post
    During the quest "Never the Twain Shall Meet" from Limsa Lominsa main plot story line, the quest target enemy inflicted me with Skull Sunder DoT effect, I finished the fight and the cut scene started and I had more than 80% of my HP left, apparently the DoT damage carried on during the long cut scenes, seeing how my character came out and dropped dead after it.

    Anyone else had this issue?
    Same thing happened to me. I came out of the cutscene dead, though didn't realize it was from the DoT.
    Spoiler: show

    I thought it was them taking the tidal wave scene seriously lol

  6. #186
    Melee Summoner
    Join Date
    Jun 2010
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    35
    BG Level
    1
    FFXI Server
    Diabolos
    WoW Realm
    Undermine

    So there is a thread going on in Core where many posters are saying essentially that all stats are broken except for VIT and MND. They're saying VIT increases HP and MND increases MP and heals, but no gear stats including VIT and MND are having any effect. They're saying 99 INT is the same as 15 INT. What do you guys think; is there any truth to this?

  7. #187
    Smells like Onions
    Join Date
    Sep 2010
    Posts
    2
    BG Level
    0

    Bug: If you die while in active mode (which would be likely 99% of the time) and then use return, you'll have Fleet of Foot up and running in passive mode. 120% movement speed constantly.

    It doesn't wear as long as you don't do a few certain things, like going into active mode, changing classes or equipment, change any actions or traits or, sadly, craft something. Anything else is fine though. Zoning, teleporting, selling and buying items, grabbing leves, checking bazaars, sitting or talking to NPCs. There might be more that cancels it but whatever. This would have been more fun if it was possible to craft and keep it active, but oh well. It being a trait means it never wears, I've had it on for like 4+ hours now.

    youtube.com/watch?v=BPak5bGtWUI - sorry I can't post the url, copying and pasting works

    Keep an eye on the animation speed, it's speed up but it has an actual effect too so it's not just a graphical glitch. Sorry for the shitty quality. The numbers are:

    Code:
    2:55:16 - start with bug active
    2:55:55 - end point
    
    = 39 seconds
    
    Changed class to remove bug:
    
    2:56:27 - start with bug gone
    2:57:14 - end point
    
    = 47 seconds
    Chaossamurai did a test at the same place where he showed Fleet of Foot wasn't working at all, his regular run from the same points were also 47 seconds and active mode was 58.

    I know hundreds of people already know about this due to it being that easy to set up, you simply just die and return. But there's a reason why I'm bringing it up. People are going to be annoyed I said anything because it's so handy, but anyone with Fleet of Foot has already known this, unless you haven't died yet. It would have gotten patched eventually, that's just it, this never would have been a secret for long so don't get annoyed I'm reporting it.

    But here's where the fun is: because this actually benefits people I'm curious to see something. What will get patched first, this? Or:


    * Skill point gain falling off a cliff 20+, making it basically impossible to solo at any sort of acceptable rate
    * Skill point gain in groups still don't register for some people after the fight is finished resulting in 0 skill points (pretty sure this isn't completely fixed yet right?)
    * Not being able to gain skill points in a group if your party leader is in another zone. It's fun just waiting around doing nothing because one person hasn't arrived yet
    * Monsters not spawning in leves resulting in a fail
    * Crystals being too rare, making it extremely expensive and time consuming to craft at higher levels to progress
    * Weapons degrading at an obscenely high rate and when they get too low affect skill point gain. Can't grind for more than 1-2 hours before needing a repair back in town
    * Sickening amount of skill points needed to rank up at later ranks (20+!) that would make any Korean MMO grindfest blush

    Edit: I ranted a little bit in relation to the rest and this isn't really the thread for it, so I stuck it in a spoiler. If it needs to be moved I can do that, but I didn't report this bug simply because I came across it, but because I want the way SE handles bugs to be improved. I'm assuming people who work for SE gathering information read this bug thread now and then which is the only reason I've posted, because if this bug I'm reporting does get fixed quickly and stuff being reported on for months isn't I won't tolerate it.

    Spoiler: show
    What do all those have in common, aside from the fact they're fairly game breaking and should be fixed way sooner than this bug? They slow down progression. We saw the opposite with the AoE mage exploit to gain fast skill points, and how fast was that patched? How fast was the 3+ people in a group, someone always loses out on skill points fixed? A hell of a lot longer that's for sure. And is it even fixed, I'm pretty sure I heard that it wasn't even after the maint that was supposed to fix it.
    FFXI did this too, new method to beat AV? Emergency patch next week. Hundred Fists gave haste for capped Utsusemi casting automatically? That shit's patched in a month. Making a job's name not be preceeded by the letters lol? Years. One still has this problem.

    I am sick and tired of SE only doing fast patches when there's some exploit or glitch that benefits players, no matter how minor it is, and stuff that's broken and shitty stays shitty for years if it ever gets fixed. I don't have a problem with exploits having more priority but there's so much stuff that was a problem in alpha that's still in the game right now. There is a ton of stuff I'm forgetting about in XIV that slows player progression down and I know for a fact SE knows about them but is going "Oh no another glitch! Oh wait, that'll slow the players down, that's good! Don't bother fixing it unless way more people complain and subs look like they'll go down."

    Here's a hint SE: Happy players play longer than pissed off ones riddled with crap in the form of terrible design and bugs that slows them down. Maybe look into it.

    They fixed the mage exploit in a week. No excuse for the dozens upon dozens of other problems that slow players down. Slowing down = good. Benefit or even working as intended = bad. And if that's the way they want to do it, I'm never paying for this game no matter how well SE polishes this piece of shit. You don't keep broken stuff broken because it'll slow players down and they feel it's a good thing, the rate at which they fixed other issues in XIV and XI is enough to show they CAN do quick patches.

    If this is fixed before any of those problems listed above, or any others in this thread, I will never give SE a single cent. This is the only place I'm going to post this. Because this benefits people I'm not suprised I haven't seen it on another site yet, but I'm using this to expose SE as they are. Fuck the players, patch exploits in a week, leave stuff that slows people down immensely in tact until the very last moment. I'm not interested, and I've heard this being repeated many, many times by players all over FFXI and FFXIV boards, so I know I'm not alone in being sick of this. If this bug gets fixed before any of the other stuff people have complained about since alpha I'll never touch this game again, I had enough of it in XI and expected them to learn something. Show me what you got SE.

    Also if it wasn't obvious to everyone, no one at SE HQ plays FFXIV. How can you play with Fleet of Foot and never encounter this when all you have to do is die and return? Not even testers? No one at SE saw this? Hell the damn thing didn't even work at all before. How the hell can they make such a stupid mistake in the first place? I knew as soon as I got this there would be some way to glitch it and gain faster speeds, but even I didn't think it would be this simple. That's how much faith I have in SE and their dev team, and they delivered. No one at SE tests or plays their game, and I'm not sure why I should pay for a game who's devs or testers don't even log on once to make sure something works.

  8. #188
    CoP Dynamis
    Join Date
    Feb 2007
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  9. #189
    Bagel
    Join Date
    Jul 2006
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    1,391
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    6

    Arent new Local leves supposed to automatically exchange with my old Local?
    I had my journal full of local, waited the reset and went to the counter to grab new ones since I didnt want to do those in my journal. But the NPC kept repeating I couldnt get any more Local at the moment.
    Does that mean I am FORCED to go and fail them if I want new ones?

  10. #190
    Relic Weapons
    Join Date
    Aug 2008
    Posts
    325
    BG Level
    4

    Quote Originally Posted by Tomino View Post
    Arent new Local leves supposed to automatically exchange with my old Local?
    I had my journal full of local, waited the reset and went to the counter to grab new ones since I didnt want to do those in my journal. But the NPC kept repeating I couldnt get any more Local at the moment.
    Does that mean I am FORCED to go and fail them if I want new ones?
    yes..

    you cant exchange locals so you need to fail or do them to take them out of the leve inventory.

  11. #191
    the whitest knight u' know
    Join Date
    May 2006
    Posts
    15,485
    BG Level
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    FFXIV Character
    Miya Kai
    FFXIV Server
    Excalibur

    I think it works under the assumption that people aren't taking Local Leves that they don't want to do.

  12. #192
    Bagel
    Join Date
    Jul 2006
    Posts
    1,391
    BG Level
    6

    I think it works under the assumption that people aren't taking Local Leves that they don't want to do.
    I think the most blatant way to defend a bad designed UI is to bring "assumptions".

    But anyway, here's a simple case scenario:

    I wanted to try rank15 leves, being myself rank11-12. So I took 1 from Tanner and 1 from Armorer.
    Did the Tanner one and found out it was not meant to be as I was failing big times, even with Common support. So i said to myself "Ok, guess I'm biting more than I can chew" and decided it was pointless to do the Armorer one too.
    But no, i simply can't drop it.

  13. #193
    the whitest knight u' know
    Join Date
    May 2006
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    FFXIV Character
    Miya Kai
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    Excalibur

    I don't recall defending anything.

    Either way, available Local Leves are never so so difficult that their materials are not worth using up for the skill/exp, even if you're lacking the appropriate training (recommended facilities are a must). Rarely can you bite off more than you can chew, especially if your gear is up to date.

  14. #194
    Relic Weapons
    Join Date
    Oct 2005
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    370
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    4
    FFXI Server
    Ragnarok

    So I didn't want to create a new topic for this but it seems the stat losses after your gear loses X amount of durability to trigger gear and heavy gear damage aren't reflected at all in your stat screen.

    Case in point:

    My Silver Scepter totally broked and stats
    Spoiler: show




    My Silver Scepter right after fixing it and stats
    Spoiler: show




    To be honest I'm having doubts right now if broked items are even having any difference right now. Can't really tell the damage increase/decrease when weapon is fully fixed/broken...

  15. #195
    Puppetmaster
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    Apr 2010
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    FFXI Server
    Sylph
    WoW Realm
    Ghostlands

    Quote Originally Posted by Darte View Post
    So I didn't want to create a new topic for this but it seems the stat losses after your gear loses X amount of durability to trigger gear and heavy gear damage aren't reflected at all in your stat screen.

    To be honest I'm having doubts right now if broked items are even having any difference right now. Can't really tell the damage increase/decrease when weapon is fully fixed/broken...
    I noticed it as well. This along with stats not reflecting any changes except MP/HP on the stat menu is unsettling. My ATK and ACC are unchanged by no amount of STR or DEX. So, I stopped putting in stats once I had 80 STR, DEX, and VIT.

    **Removed Comment**
    Saw the physics bug was already posted on the front page.

  16. #196
    Vuitton
    Guest

    Anyone else experiencing their shockspikes reflecting 100% damage (sometimes it crits and reflects 150%) back to the enemy? Currently rank 15 conj, rank 11(?) thaum, with both shockspikes and punishing barbs equipped. I don't even use punishing barbs really, especially after seeing my shockspikes reflecting 100%.

    This is on my conjurer. Haven't tested on thaumaturge.

    It looks something like:

    X hits you for 50 damage.
    You counter X for 50 damage.
    X is stunned.

  17. #197
    Old Merits
    Join Date
    Dec 2007
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    1,232
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    Pretty sure normal damage for shockspikes is 50 damage or so (baring resists), regardless of what you get hit for.

  18. #198
    Vuitton
    Guest

    Quote Originally Posted by Jojimbo View Post
    Pretty sure normal damage for shockspikes is 50 damage or so (baring resists), regardless of what you get hit for.
    That would make sense. Maybe it reflects damage up to a certain minor amount. I have been hit for 24 and spikes countered for 24. Then I watched it again and it reflected the 50 for 50, which made me think it was a bug.

    Thanks!

  19. #199
    Ridill
    Join Date
    Jan 2005
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    19,023
    BG Level
    9

    That's how it works, I can get hit for 150-200 damage and shock spikes will only deal back 50 or so. For those interested, barbs seems to cap at around 559.

  20. #200
    Melee Summoner
    Join Date
    Jun 2007
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    35
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    1
    FFXI Server
    Valefor

    I did a quick search and didn't see this mentioned in here, or in the OP. If it has been, then i apologize in advance.

    Had this happen to myself, then a LS member about 10min later.

    If you're crafting an item per usual (IE: Not for a leve) and someone repairs an item you have in bazaar at the same time you finish your synth (just a guess on the finish, haven't had a chance to check if it'll do it during the middle of the synth as each time it happened we both finished our synth/repair at the same time), you will lose the item you are crafting. You'll get the message "Your loot list is full. Unable to obtain "item name here"." This'll happen even if you have 0 items in your loot list and your inventory has plenty of room. The repaired item is unaffected, its just the newly crafted item that gets lost in the void.

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