This will be fixed.
For future reference, please use the "/bug" command so we can more easily replicate and track down bugs like this (especially helpful for terrain/level generation bugs).
This will be fixed.
For future reference, please use the "/bug" command so we can more easily replicate and track down bugs like this (especially helpful for terrain/level generation bugs).
I was wrong. And it's something that I said could be possible in the initial post itself. I apologize and i'm sure I was taking time away from you working on other real bugs but appreciate you taking the time to test this as I was not the only one curious about some issues I was having. Im not sure why reddit is obsessed with humiliating someone that already feels bad but I guess that's just reddit. Path of exile is an extremely complex game and the same is true with the damage system within it. Bugs have been happening more frequently this league than others and I thought I had a real possibility on my hands. Turns out not so much. Thank you again for properly testing something that I couldn't and educating me on more mechanics in the process. I deleted the post because i still didnt want people thinking that there is a bug even though it says misleading in the title. Path is my favorite game of all time and I dont want to do anything to try and tarnish a mechanic or effect that is working properly. I hope you can understand and forgive my ignorance.
It's OK. I actually think your build is pretty fun and has good damage even on a 2 link. Sorry if that wasn't clear.
The game is pretty complex, yeah, which can make it hard to test things sometimes. I appreciate you taking some time and effort to simplify the situation (e.g. removing extraneous support gems) and provide a (relatively) simple test case. It makes our lives a lot easier. So thanks!
Of course. https://www.pathofexile.com/account/view-profile/bobkelso/characters
PowerOutageTooStrong is the character name. Using Lacerate. Have no chest piece atm due to testing. Feel free to test with the belly and with any other chest piece though. Only support gem I used to test was chance to bleed to make sure it was over 100%. Its late here in America so I will have to sleep now. I hope this is enough information to hold you over. Thank you for looking into this further.
I have tried your character "PowerOutageTooStrong". I used normal rarity Dunes maps with no mods to test. I did not use any flasks (they were all purely defensive).
But I did not see any appreciable difference with/without Belly of the Beast. Other than the Extra Gore, of course. I could still explode entire packs either way, most of the time. However I noticed a few things that might be causing confusion...?
Your main hand chance to bleed is 95% (as seen on your character sheet) so you occasionally fail to apply bleeds to some monsters.
You are using the Vulnerability aura, but the radius of the Aura is smaller than the distance of your Lacerates, so you are sometimes getting the benefit of it, sometimes not, depending on your distance from the monsters.
Auras don't update every frame, so if you are moving and attacking fast enough, it is possible to hit nearby monsters before the Aura has updated to affect them.
You have two Lacerate skill gems equipped. I used the one in your ma...
I don't think you understand. I literally took off belly of the beast and had NO chest piece at all having 100% hit and 100% chance to bleed on a white map. If there are any "stat(s)" on chest pieces that I should be aware of that would cause bleed explosions not to happen, I would like you to list them please. When I tested with the belly on, the ONLY time the bleed explosions would work correctly would be on Golem monsters which cannot be affected by extra gore (This was on a white map and changing nothing else). This needs to be looked into further and not just pushed aside by user error. Others are having the same issues with extra gore pieces. Please don't write this off as misleading.
Can you link me your character? I'll take a look and see if I can replicate it with your setup.
extra gore isn't just a visual????
Extra Gore is just a visual. The server (in charge of deciding hits and misses) literally doesn't care about Extra Gore at all. I checked again in response to this thread, and the only thing that checks for Extra Gore is the game client, when adding on-hit effects, which by definition happens after hits and misses have already been determined.
If OP is getting less bleed explosions with Belly of the Beast, then something else must be the culprit. Like maybe he actually needed some other stat(s) from his previous body armor, for example.
(reposting as a top-level comment)
Extra Gore is just a visual. The server (in charge of deciding hits and misses) literally doesn't care about Extra Gore at all. I checked again in response to this thread, and the only thing that checks for Extra Gore is the game client, when adding on-hit effects, which by definition happens after hits and misses have already been determined.
If OP is getting less bleed explosions with Belly of the Beast, then something else must be the culprit. Like maybe he actually needed some other stat(s) from his previous body armor, for example.
Read moreDo you want us to bug report when we get instance crashes or does the client/server automatically track those?
We do track instance crashes and collect data automatically, but it's still helpful for people to post a bug report with additional info about what they were doing at the time.
What's even the point of this fix?
It now provides some visual feedback and has a useful error message, rather than your portals just mysteriously vanishing with no indication why. Also it has a different error message if the Map times out vs. unexpectedly closing/crashing.
Literally getting fixed.
ded.
Will the completed room be combined when the server merging (standard + synthesis) occurs? I'm tired of not getting her to lvl 7... Jun was so easy to get in comparison.
Alva's room exploration should get merged into Standard, yes.
While I had to suffer through it, I am SO glad you made this post to help people out in the future. Kudos.
Update: we're improving our systems to automatically fix this kind of thing (losing achievements due to changing requirements). We actually do store completed achievements, so we can recover from this type of error.
Even if you stop trying to level Jun now, you should get the achievement again at some point soon.
please reread what i said. i know that master levels are kept between leagues. Progress between levels is not.
It's intended.
First of all, achievements "uncompleting" is definitely a bug, and shouldn't be happening. I will look into this.
Regarding the Master decoration levels (and the Forsaken Masters achievement), we intentionally pitched these to not be too difficult, in terms of time-to-grind. This is why you don't need to fully complete anything to reach level 7 for them:
For clarity, Alva and Jun are not quite as straight-forward as the others, and worth elaborating on.
For Alva, there are 24 types of rooms each with 3 tiers, plus the Apex. Thus, a total of 73 rooms. Exploring higher-tier rooms will automatically grant their cor...
Read moreAs a programmer, can I ask how you'd go about looking into this issue? Do you just have a program that runs a bunch of simulations for the map layout and flags it if this issue occurs? Or do you have to manually check each simulated layout?
We have tools to quickly regenerate levels with specific features, where we can use a "bird's eye view" camera to see if there are any obvious problems. Usually that's enough, unless the problem is extremely rare.
Yup! Flooded Mines
Thanks. Will look into it.
What area is this? We've already fixed many cases of this, but there are still a couple of areas that can do this sometimes.
This will be fixed. Sorry for the inconvenience.
Please help those of us who cannot trigger Cavas after skipping it in acts, we are all stuck with maximum memory count without the ability to trigger Cavas quest line, there is no way for us to even play the league mechanic currently.
This is also being fixed. Sorry about that.
This was not intended and will be fixed.
I am glad all my work was rewarded with an honest answer, thank you for clarifying the reasoning behind the current mechanics : ) I it wouldn't be too much to ask for actual numbers of the way adjacent maps are weighted ?
Thanks to KarvarouskuGaming for making the post and helping me with ideas of how to setup the tests. I might have not attempted to do it without his feedback.
As you have more-or-less shown, there is a 2x weighting for incomplete maps, and 4x weighting for adjacent maps, multiplicative.