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Subject: "Recap: Throwing bugs" Archived thread - Read only
 
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T_Hawk
Charter Member
04-Mar-02, 10:13 AM (GMT)
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"Recap: Throwing bugs"
 
   Just to recap this situation, in hopes that someone at Blizzard is still paying attention:

Throwing weapons still have the exact same damage bugs as the old 1.03-era bows. That is, enhanced damage prefixes on the weapon DO NOT WORK when thrown. Also, items other than the weapon that add min/max damage DO NOT WORK when thrown. (Both work in melee.) The Lying Character Screen says they do, but they don't, at least as of SP/Open 1.09. (Bob only knows whether they've patched it server-side since then; I don't truck with the Realms nonsense anymore.)


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  Subject     Author     Message Date     ID  
Recap: Throwing bugs [View All] T_Hawk 04-Mar-02 TOP
  RE: Recap: Throwing bugs Heri 09-Mar-02 1
     RE: Recap: Throwing bugs Grinning_Man 13-Apr-02 5
         RE: Recap: Throwing bugs CowInvader 09-Jun-02 6
             RE: Recap: Throwing bugs TrenShadow 11-Jul-02 8
  RE: Recap: Throwing bugs BobThePumpkin 15-Mar-02 2
     RE: Recap: Throwing bugs Zakrah 16-Mar-02 3
         RE: Recap: Throwing bugs davcol 22-Mar-02 4
         RE: Recap: Throwing bugs Swiss Mercenary 13-Jun-02 7

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Heri
Charter Member
09-Mar-02, 05:03 PM (GMT)
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1. "RE: Recap: Throwing bugs"
In response to message #0
 
I've tested it in 1.09/SP:

>Throwing weapons still have the exact same damage bugs as
>the old 1.03-era bows. That is, enhanced damage prefixes on
>the weapon DO NOT WORK when thrown.

No. I tested javelins, throwing axes and throwing knifes, the damage modifier worked on all items:

Raw weapon (changed the MPQ values to 100-101, target HP to 7000):
- charscreen damage (throw) 626-627
- 11 hits (throwing)

Weapon with damage modifier:
- charscreen damage (throw) 732-1264
- 7 hits (throwing)

>Also, items other than
>the weapon that add min/max damage DO NOT WORK when thrown.
>(Both work in melee.) The Lying Character Screen says they
>do, but they don't, at least as of SP/Open 1.09.

Well, they don't work on the weapon itself, too. But that is clearly visible on the weapon and in the charscreen:

Weapon with +63 minimum damage:
- charscreen damage (throw) 626-627
- charscreen damage (normal) 1018-1019


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Grinning_Man
Charter Member
13-Apr-02, 03:32 AM (GMT)
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5. "RE: Recap: Throwing bugs"
In response to message #1
 
   LAST EDITED ON 04-14-02 AT 02:58 AM (PDT)
 
Some other bugs which I discovered on SP. The first may not be specific to throwing weapons, I think the second is a throwing/barb dual wield problem. Sorry if anyone has already mentioned these.

I was playing an Ironman barb and found a Throwing axe of Replenishing (Woohoo!). When its quantity went to zero, it got that red shading in the background and I couldn't use it. However, even when the quantity replenished back up to 1 and above, I still couldn't use it - as though some 'unusable' flag had been checked when it got to zero durability and not unchecked when the quantity was increased above zero. When I repaired the throwing axe in this unusable state (breaking my Ironman vows for that sake of bug-testing) it restored the weapon to full quantity and usability for only 1 gold. This may be the case with all repairs-durability weapons, I don't know.

The second problem - when I equip my barb with a non throwing weapon in the right hand and throwing weapon in the left hand, if I throw the weapon in the left hand, it does no damage. If he's equipped with a throwing weapon in both hands, then a left hand throw does do damage. Weird.

*edit* Got left hand and right hand mixed up



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CowInvader
Charter Member
09-Jun-02, 02:06 PM (GMT)
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6. "RE: Recap: Throwing bugs"
In response to message #5
 
>I was playing an Ironman barb and found a Throwing axe of
>Replenishing (Woohoo!). When its quantity went to zero, it
>got that red shading in the background and I couldn't use
>it. However, even when the quantity replenished back up to
>1 and above, I still couldn't use it - as though some
>'unusable' flag had been checked when it got to zero
>durability and not unchecked when the quantity was increased
>above zero. When I repaired the throwing axe in this
>unusable state (breaking my Ironman vows for that sake of
>bug-testing) it restored the weapon to full quantity and
>usability for only 1 gold. This may be the case with all
>repairs-durability weapons, I don't know.

This is in fact true for all throwing weapons that replenish, thats why I always laugh when the SoJ kings with their 200% ethereal titans revenge that they spent some high amount of sojs on throw them all and then they are stuck with an expensive pile of broken javs


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TrenShadow
Member since 16-Jul-02
11-Jul-02, 06:42 PM (GMT)
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8. "RE: Recap: Throwing bugs"
In response to message #6
 
   >>I was playing an Ironman barb and found a Throwing axe of
>>Replenishing (Woohoo!). When its quantity went to zero, it
>>got that red shading in the background and I couldn't use
>>it. However, even when the quantity replenished back up to
>>1 and above, I still couldn't use it - as though some
>>'unusable' flag had been checked when it got to zero
>>durability and not unchecked when the quantity was increased
>>above zero. When I repaired the throwing axe in this
>>unusable state (breaking my Ironman vows for that sake of
>>bug-testing) it restored the weapon to full quantity and
>>usability for only 1 gold. This may be the case with all
>>repairs-durability weapons, I don't know.
>
>This is in fact true for all throwing weapons that
>replenish, thats why I always laugh when the SoJ kings with
>their 200% ethereal titans revenge that they spent some high
>amount of sojs on throw them all and then they are stuck
>with an expensive pile of broken javs

I'm one of them poor suckers who got jibbed when I traded for some ethereal titans and only discovered after the fact that they were broken ... Do people here think that this is a bug or a 'feature'?


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BobThePumpkin
Member since 20-Jan-03
15-Mar-02, 10:03 AM (GMT)
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2. "RE: Recap: Throwing bugs"
In response to message #0
 
Bob only knows whether they've patched it server-side

I assure you, I do not know.

Rain does not fall on one roof alone


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Zakrah
Charter Member
16-Mar-02, 12:31 PM (GMT)
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3. "RE: Recap: Throwing bugs"
In response to message #2
 
>Bob only knows whether they've patched it server-side
>
>I assure you, I do not know.

Well then, there ya go. Bob's yer Uncle.


Another odd throwing bug, discovered by Guardian Scrumpy the dwarf hurl barb:

Equip 85% IAS (not including weapon IAS) on a hurl barb with the unique franciscas Scalper in RH and unique knives Deathbits in LH... then, the stack of Franciscas NEVER RUN OUT with double throw.

Unfortunately, while the Franciscas don't run out, the Deathbits do. So town runs for reloading are still necessary. Oh well!

I got my IAS from a jeweled twitch (35%), sigons gloves plus another of the set (the helm or belt, for 30%) and cat's eye amulet (20%). There is also 20% IAS on the Scalpers. The bug disappears with less or more IAS, or by swapping the weapons.

Just another strange thing about a strange, entertaining subclass.

Zakrah


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davcol
Member since 11-Mar-02
22-Mar-02, 01:13 PM (GMT)
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4. "RE: Recap: Throwing bugs"
In response to message #3
 
   I've also seen this with a throw barb. I was wearing Twitchthroe with a 15% IAS jewel set in it. I put on Laying of Hands (10% IAS?) and discovered that weapons only emptied from my left hand. The amount of damage I was doing seemed consistent with both weapons being used in the games calculations.

I was using a rare hurlbat and a high elemental damage balanced axe at the time.


davcol


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Swiss Mercenary
Charter Member
13-Jun-02, 04:08 PM (GMT)
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7. "RE: Recap: Throwing bugs"
In response to message #3
 
   IIRC, when your attack speed is -75(?), then, right hand throwing weapons don't dissapear with double throw.

However, the left handed weapons dissapear at 2x the speed, IIRC.


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