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June 3rd
Good news everyone! The staff has decided that it is time to slowly kill off this Bug Tracker. We will begin the process of slowly migrating from this Bug Tracker over to our Github Issues which can be found here: https://github.com/HerculesWS/Hercules/issues

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Update - June 7th 2015: Creating new bug posts has been disabled. Please use our https://github.com/HerculesWS/Hercules/issues tracker to post bugs. Users are still able to reply to existing bug posts.

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Issue Information

  • #005530

  • 2 - Fair

  • Fixed

Issue Confirmations

  • Yes (0)No (0)
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[Wanderer] Deep Sleep Lullaby

Posted by Hercules Bot on 31 March 2012 - 11:48 PM

Originally posted by Poseid0n
I'm not sure, but I think there is a bug with "Deep Sleep" effect.

I explain :

When a player A cast the skill "Deep Sleep Lullaby", a player B receive the effect "Deep Sleep". On the left of the screen from the player B, there is an icon which indicates the deep sleep status, with a timer, which represents the remaining time before the character wake up.

But here's the problem :

If the player A cast again "Deep Sleep Lullaby" before the character B wake up (the timer from the first deep sleep isn't over), the timer is restart.

consequence :

If the player A use "Deep Sleep Lullaby" each 5 -10 seconds, the character B and all characters within range will NEVER wake up. (especially since it is impossible to be immune to deep sleep status).

as it should work :

If the character B has the "Deep Sleep" status, the timer should be completed (and the character B wake up) before character B can have the status again.

Poseidon

Originally posted by MarkZD
I think you're suggesting a feature and not reporting a bug as every status but those specifically written telling it are this way, there're some ways to be temporary immune to this skill as some poisons from GC, hover from mecha a skill that remove status from ab, I think RG and SL have 1 skill that make it too.

For sure it'd be cool in the way you said, but it's the official way, I suppose.

This skills isn't also 100% sure it'll pass status, it's not so hard to get a good resistance for some classes, it's also reduced, not much but is by int and luk.

Just to make things easiest:
Could you provide some source from an official server showing what you said?
It'd make the research phase from developers easier so it'd be implemented fastest, if it's the case.

Originally posted by xRaisen
This could be a possible problem. Wanderers can spam it and the target will never woke-up since there's no known resistance according to him.

Originally posted by Poseid0n
As I said, I'm not sure this is a bug.

But I have notice this problem after a big pvp on my server, where a wanderer had paralyzed everyone. Therefore I have do some test with this skill.

- chances to pass the status are 98 % (at level 5)
- int only reduce the sleeping time, not the chances to be deep sleeped. (with 120 int, sleeping time down at 10 seconds).
- luk don't seems reduce a lot. (or not at all ?).
- and there is no card which grant immunity.

I have do research, but I have not found a video from Kro with this skill. It'why I have do this subject, for ask if someone who have a character on Kro can do the test. Because it is a very disabling problem.

Poseidon

Originally posted by Rytech
Deep Sleep Lullaby
Fixed Cast Time: 1 second
Variable Cast Time: 2 seconds
Skill re-use Delay: 10 seconds
Global Skill Delay: 1 second
Self-target skill
AoE: Level 1: 11x11
Level 2: 13x13
Level 3: 15x15
Level 4: 17x17
Level 5: 19x19
Duration: (10 + 2 * Skill Level) - {(Target’s Base Level / 20) + (Target’s Base INT / 20)}] seconds.
Minimum of 5 second duration.
Success Chance: [(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster’s Base Level / 15) + (Caster’s Job Level / 5)] %

Additional Info For 2011 Patch Notes...

Deep Sleep Lullaby
Changed to be self targeted.
Area of effect is changed (11x11 / 13x13 / 15x15 / 17x17 / 19x19).
Skill success rate is changed.
The targets stats can lower the success rate.
Deep sleep can be cancelled by the Bishop skill 'Lauda Ramus', Sura skill 'Lion Howl' and Wanderer/Maestro skill 'Sound of Destruction'.

Info in the iRO Wiki isnt reliable as its still saying its ground targeted (Used to be), dating back to May 2011 with no info on formula's.

Originally posted by MarkZD
From rA original source:
case SC_DEEPSLEEP:
  tick_def = status->int_ / 10 + status_get_lv(bl) * 65 / 1000; // Seems to be -1 sec every 10 int and -5% chance every 10 int.
  sc_def = 5 * status->int_ /10;
  break;

sc_def is the resistance you can get, tick_def is the amout is reduced in time, every status that has as case is reduced by luk in rA, but the amount reduced in configured in the config files, probably is your server it's set to a big value so it almost makes no differences but it does.

sc_def = 5 * int /10;
with 100 int you get 50% resistance, I think there's no mage in your server as you said everyone was affeted the whole time, so your server may not be very well balanced, there's a lot of class for this, one helping another.

With a cooldown of 10 seconds and if a mage(3º class) is full int, mage will probably leave from deepsleep before he's hit again so he can hit his deepseelp against the wanderer, in this time there's a time for the others move  and leave from the range of deepsleep.


Yes, iRO is not so reliable, what you showed is a nerf very appreciable, but the question is about the restart time from the status, maybe you Rytech should open another issue to tell that the skill is taregeted and has changed a few.

Originally posted by Ind
need confirmation on whether this status may be re-cast to override the duration or not.

Originally posted by PiroKun
I just testedin the emulatorand it seems thatthis skill(andthe skill of thesorcerer) have afixed deepsleep time,andaren't guidedbythese reductions listed above.

Originally posted by MarkZD

I just testedin the emulatorand it seems thatthis skill(andthe skill of thesorcerer) have afixed deepsleep time,andaren't guidedbythese reductions listed above.


How do you know about sorcerer's skills if they even don't work on rA?


sorcerer is not yet enabled. deep lullaby bug confirmed and fixed -- will commit once I'm done fixing some other bug


http://rathena.org/b...ullaby-problem/


The status reduction should be working the way I said, as it's coded in status.c what emulator are you using?

Note: Maybe it'll really not reset the status when the player is already affected and it didn't end.

I tried to test, but the maestros in bRO are not really cool, they don't help very much.

One said it'd not reset nor finish status, but each said a different thing and some Sorcerers I tested with didn't have a decent skill level, level 2 finished even before it could be recast.

If some can test it on iRO or anyother server it'd great.

I'll look for some player to test with me again, but no warranty.

Edited by MarkZD, 13 April 2012 - 04:17 PM.


Originally posted by PiroKun
oh sry, that was a mistake, im thinking in 3ceam xd, but rathena seems to have the same error in deepsleep on wanderer skill.

Originally posted by xRaisen
To solve this, my suggestion is to break whenever the effects on the target is still on going, so it will ignore it and the time duration will not reset. And applied only to the new targets or has no effects yet applied.

Edited by xRaisen, 17 April 2012 - 06:46 PM.


Originally posted by Ind
I confirmed the behavior on a official server, casting it again doesn't make the duration reset/increase.

Originally posted by Ind
Fixed in [rev=15870]

moved issue from Skills