phaze
Exemplar
Posts: 368
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Post by phaze on May 18, 2014 9:59:36 GMT -5
In playing through the Underforge and facing enemies that require curses to manage, I have had issues with existing curses (Ethereal Anguish and Pinning Shot easiest) setting to a dysfunctional state upon triggering a "What's that..." alert while in the middle of battle.
It is most readily noticed when working with -AP curses as all of a sudden, I had a full three rounds of attacks in my face from the Spider Cultists in multiple occasions despite being cursed to 1 attack. I do not know if it applies to other curses, but I think yes based on the number of whiffs my team had (choking ashes and pinning shot) do a great job of making my attacks accurate to the 80-90% range normally. Plunging to less than 40% success is very noticeable on the same enemy.
This is really difficult in areas with multiple chests or close by enemies to trigger the alert.
I am playing on an iPhone 4s with version 7.1 (11D167) and running game version 2.41. I think I have noticed it on other game versions given the Underforge took me a long time to finish.
On a different note (game play), the Spider Hosts (cultists with 3 attacks) are amazingly difficult in my experience and were vastly more dangerous than Big V. 3 attacks that deliver at range enough damage to wipe out a fully buffed Vraes (including decent HP) is terrifying. They don't seem to attack at range all the time and have different attacks, but I did have several experiences of all 3 of their attacks being the physical damage variety and totaling Vraes in one round even being cursed with a level 6 meteoric shockwave.
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Post by fallen on May 18, 2014 11:03:01 GMT -5
phaze - Thanks for the report. What difficulty are you playing on? To summarize, you have the impression that if you curse some enemies and then trigger another group of enemies, the curses on the original enemies no longer function?
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phaze
Exemplar
Posts: 368
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Post by phaze on May 18, 2014 12:09:34 GMT -5
Playing on nightmare. Yes, that summary works although is inclusive of chest proximity alerts as well.
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Post by mushroom on May 18, 2014 17:46:16 GMT -5
I've seen something like this too. Seemed related to Pinning Shot, but it was usually in concert with Flash Freeze. The forged spiders were getting 2-3 attacks with pinning shot and FF both showing as active. In all cases if I exited out to the main menu and came back in, the monsters went back to the proper number of attacks.
(Samsung S4, kit kat, .41 or earlier was when I saw it)
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Post by Cory Trese on May 18, 2014 17:51:23 GMT -5
Thanks for the report.
Is it possible you are misunderstanding the new monster turn that occurs when a new room is sprung?
Your turn is not interrupted, but the monsters do get a fresh turn.
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phaze
Exemplar
Posts: 368
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Post by phaze on May 20, 2014 10:20:44 GMT -5
The sequence goes as follows:
Combat. Curse enemies (-AP) Trigger alert through my movement Enemies get fresh round with full number of attacks Normal flow of combat with enemies having reduced number of attacks after my next turn.
I have observed cursed spider hosts (reduced to 1 ap) get 3 attacks and once I have my next turn, the enemies will have reduced attacks following my turn. My curse duration indicates all curses are not expiring either.
Something seems off with enemies getting an interrupted round in these instances and -ap attacks. Very noticeable with spider hosts as they are quite dangerous.
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Post by fallen on May 20, 2014 10:53:12 GMT -5
phaze - thanks for the full details, that is very helpful. We will investigate and get this worked out.
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Post by Cory Trese on May 20, 2014 12:25:04 GMT -5
Such an odd report, I've been through the Underforge almost 100 times now and I'm usually playing builds that put 2-3 curses on each monster.
Is there anything else you can share? I've done your reproduction case a few times and everything is working exactly as I would expect (on iPhone, iPad, Nexus 7.)
Are there any other details you can share about the device, OS modifications or other things we should be thinking about?
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Post by Cory Trese on May 20, 2014 12:30:22 GMT -5
I'm testing most battles outside of story sections -- random encounters with monsters in the depths of the underforge.
Is that where you're seeing it? Or is this about an issue specific to story sections where the game takes control of the monsters and characters and moves them around for you?
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phaze
Exemplar
Posts: 368
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Post by phaze on May 21, 2014 10:02:36 GMT -5
I saw it in random battles. Not sure I witnessed it fighting big V.
My phone system does not have any modifications, just one outstanding update to do to the latest version.
I typically run 5 curses simultaneously, choking ashes, ethereal anguish, pinning shot, meteoric shockwave (a devastating talent by the way and under appreciated), and punishing blades.
I can't say it was consistent across battles, and I don't have a high n to work with unfortunately. I may not have noticed it with other enemies given that only spider hosts were so visibly threatening and could deliver high damage to catch my attention.
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Post by fallen on May 21, 2014 10:12:03 GMT -5
phaze - let us know if you see it in the newest version, 2.1.45.
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Post by Cory Trese on May 21, 2014 11:06:52 GMT -5
I believe it is an issue related to CPU timing in the sequence of events in battle.
If it is not fully resolved for your particular device's CPU, in 2.1.45 it will be in 2.1.47
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phaze
Exemplar
Posts: 368
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Post by phaze on May 21, 2014 12:27:14 GMT -5
V 2.1.41 currently.
Thanks for the responses and effort!
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Post by Cory Trese on May 21, 2014 12:33:27 GMT -5
Yeah, since you are on iOS you have to wait until Apple approves each version.
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phaze
Exemplar
Posts: 368
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Post by phaze on Jun 25, 2014 16:26:58 GMT -5
Just to update on this issue. I am running version 2.1.51 and playing on an iPhone 4S version 7.1.1. In running another party through episode 1, I am think that AP reducing curses are working correctly even when being interrupted with another alert. However, I still find that Choking Ashes can disengage when battle is disrupted. The curse appears to be nonfunctional in this time frame based on damage dealt and accuracy (tested on Arhaive Elites and running 1 AP blades on Vraes and Selen and very sensitive to armor levels).
It seems to be in the same category of error, so I am putting the note in this thread.
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