[Bug] Something is seriously wrong with loot (resolved with 0.10.7)
to help on that issue a little more based on my experience
It doesnt happens all the time. When the ground fire kills the boss fast it drops normally. I could mainly notice the problem when i throw a trap and the ground keeps burning the boss for a while. It kinda kills the boss on the last second of the skill effect So while it kept burning the boss for a while (and i dont do any other kind of damage during that) it drops no loot at all hope it helps ty! |
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Let me start by saying thanks a lot for both taking the time to reply and looking into this. At least for my part its greatly appreciated. Now, regarding this bug.
" 1. Sync never seemed to be an issue. Performed /oos in many cases and even portaling out and back into the map changed nothing. So I highly doubt this is related to it but of course I can not prove it >< 2. Surprising as this may be at least now we know so from now on all tests/issues related to this that I raise in this post will relate to unique bosses (which I assume always drop at least something?) 3. Well with the little knowledge I have with regards to the game design that seems to be the only possible culprit. " I honestly do not mind at all doing my part and providing as much information as possible. However, I am not able to run fraps on this PC so its impossible to show exactly what is happening, the best I can do is provide a description/screenshot/timestamp. If there is anything more I can do to help please let me know. " Well for the purpose of this bug report, those skills are not really related unless you consider Arc to be inside that list of 'special' skills. I have seen this happening as mentioned in the first post with Arc linked to IIQ, IIR, Culling and Life Leech. The issue raised has occurred both with totems and minions active and without. Its just that it happens a lot more when there are minions around which lead me to believe space allocation is the issue. So once again, thanks for letting us know and keeping us on the loop. Cant really stress enough how much this is appreciated. \o
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playing elemental ranger mostly solo and relying on spelltotem/summon skelleton for aggroing.
im seeing the same thing when using spell totem with summon skelleton and faster casting. it "feels" like the fact that spelltotem nonstop spawn skelletons they are taking up alot of the space around the unique bosses (not talking about rare/magic mobs but assume the same goes for them). Have had unique map bosses drop from 1-2 to 20+ combined white/magic/rare items while using same gear (about 130% quantity and 150-200% rarity +map quantity) my quantity/rarity are linked with frenzy so shouldnt be affected by these issues going on with traps, burning, damage over time etc. have abour 100% quant/100% rarity without the gems so still shouldnt get as little as 1-2 drops. most likly reason for my situation would be that skelletons use up the space around the boss and with constant spawning the "engine" of the game sees the whole area as full. this again leads to that more items can not be dropped in that space as there is only room for so much in the area around boss and objects can not be in the same space in this game. these situation have otherwise been in open areas away from walls or any objects ingame that otherwise could take up the space. |
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Best place to test this : Spider Lair Map.
Pull it in a narrow tunnel, summon as many minions as u can and will be obvious that boss drop the loot outside map. I have over 300 IIR and 50 IIQ. Even without skill gems this value is high and boss should drop more than 0-3 items. Looks like each item need a certain space on the ground. If map space is a narrow tunnel or a corner and most of that space is full of minions/totems drops will jump in closest free space there is (somewhere outside map). You will never have this problem in Vaal chamber (couse is a big square and enough space on ground to drop) but it will always appear in narrow places (catacombs tunnels, doors frame). Maybe you can avoid this by allowing drop to stack on 1 space (sometimes there is not a single space free). Thanks for answer Neon and have fun testing this! :) |
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@Boned
Thanks for the clarification, but, I actually notice MORE SO that dual boss maps (rather than twinned) probably always drop almost nothing from one of the bosses, for me. @Neon (btw.. Maximation Neon?) As for rare monsters not being guaranteed to drop, that's good explanation, however is it in the bounds of normal probability for me to extremely often run say, a Labarinth + random ~15%/extra champs/rares or a random 30-40% map etc, even with 20 chisel on top (granted with only a small personal IIx)... and come out with only a quality white flask (for bauble recipe) if I'm lucky (ignoring all the blues ofc) ? As for 'space' as I've said earlier, for example I killed the Wharf boss in a completely open area and it dropped 1 blue and 2 white only. In CB I put these down to power syphon/culling strike being iffy. This carried on into OB. I see these results on both a Power Syphon Wander and a Freeze Pulse Shadow. Thanks. Casually casual.
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" Thank you very much for your post. While playing summoner, call all of your zombies, spectres, then try to find a rare monster and make sure it will run away in a corner or narrow place. Then you should cast some packs of skeletons to make the rare monster surrounded by your minions. It is likely that the monster will drop nothing or reduced amount of items. You can try to do that with boss of the Springs map, she is based on Alira so she will always run away from your minions to a corner. Take a look at my experience (i've made this screenshot couple of days ago)
Spoiler
![]() Only one item dropped. Also i've noticed some cases, when rare didn't drop anything if it was killed by minion instability explosion OR maybe even 4L Arc+Culling Strike + Rarity+Quantity. Dernière édition par silverthorne#6135, le 12 avr. 2013 à 08:24:10
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I've started recording my map runs.
At the very first run i've found couple of suspicious rare monsters, both dropped only one blue ring on death. You can watch this moments by following the links below: 1) Suspicious Rare Archer drops only coral ring surrounded by Skellies - http://www.youtube.com/watch?feature=player_detailpage&v=p96-yFjbTyk#t=63s 2) Again, only one blue ring, and again - Rare Zombie surrounded by minions: http://www.youtube.com/watch?feature=player_detailpage&v=p96-yFjbTyk#t=254s I am pretty sure that i've did a culling strike to this monster with my rarity+quantity Arc, so rarity and quantity considering the map's quantity(30%) were 197% + 64%. I'll keep recording and posting my observations about the summoner's loot. Dernière édition par silverthorne#6135, le 12 avr. 2013 à 10:34:43
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u should monitor unique bosses instead of rare mobs
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This might be a related issue: my group was doing a map run (vaal pyramid), and one of the rare mobs that died against a wall dropped items on both sides of the wall. Since the other side of the wall was an accessible room, we got the loot. Hope this is helpful.
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I remember in beta there was a problem with currency getting stuck behind chests. is this still in the game? it was very rare and only happened to me in flooded depths (not alot of space, currency fell behind chest.)
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