Heiho,
a lot of the stuff I've recently posted over at the Phrozen Keep was covered in that AB thread. Since I seem to have a somewhat other approach to the game than most bnet forum members it's most probably useless, though I'll crosspost it here for reference:
1) Tomb Vipers
It's the subclass which attacks with poisjav_viper. This missile behaves odd, because it seems to transfer not only poison damage but also physical damage in the emitting clouds. A char will loose really _fast_ lots of life while moving through the poison clouds. It helps to wear lots of _physical_ damage reduced gear.
Also there seems to be an odd collision routine (which has the prupose to prevent a unit to take too much damage in too short of a time), because if you stand still you don't get as much damage unless there is another friendly unit in the same cloud, which seems to neglect the collision routine.
1b) the latter part is also true for the poison mats a druid's Poison Creeper (Plague Poppy) will spawn, at least here happens 'only' poison damage.
That is, if you have more than one foe crossing one mat, they'll be constantly poisoned, which increases their taken damage to an enormous amount (due to the first frame of poison damage is always applied)
best reference thread in Amazon Basin I'm aware of
_________________
2) Willowisps
aka Souls, they do an incredible amount of (pure) lightning damage. Excessive testing indicated that there is a wrong lookup routine to the El1, El2, El3 columns in MonStats.txt. It seems that everytime the game rolls El1 it actually uses the figures from El2 and vice versa. Since Willowisps have mana damage in El1 and added lightning damage in El2, and mana damage has always higher numbers than 'ordinary' life damage it'll increase their Lightning's damage vastly with the mana damage number.
The same is confirmed for Tainted ones, who also have mana damage in El1.
Most probably it happens all the time with all monster classes, but only the mana damage figures differ a lot from other figures used in that columns.
I don't know anything about El3, since that one isn't used in vanilla LoD.
best reference thread in Amazon Basin I'm aware of
__________________
3) a silly one: Fangskin
SuperUnique Fangskin has a nonexistent treasure classe assigned for Hell difficulty. Easy to fix, replace the 'Fangskin' string in that column with any existing TC (or invent a 'Fangskin' TC, if you like).
__________________
4) various Pets granted via oskills go poof
While 1.11b removed the ability of hirelings getting Pets through trigger events (a minion can't have other minions of his own, so the game crashed), still Pets from oskills are not very stable. Prominent is the Valkyrie from Peace&Harmony Runewords, who can't stand to be shouted at, and the Ravens from Heart of the Oak Runeword, who go poof without further reason. Maybe it's something along with equipping order checks in realtime, nobody knows.
_______________________
5) if you socket an ethereal item or upgrade a low quality ethereal item via Cube Recipes (both with all kinds of armor items, not weapons) it'll cumulate the ethereal 50% defense bonus again onto the item.
I'm not sure if it happens only with one of that recipes or both, my notes are a bit cross-eyed here, sorry.
_______________________
6) again a silly one: Runeword Principle
In Runes.txt it has as third attribute 'life', which is not the correct string (should be 'hp'); this prevents not only the bonus to life on that item but also all ones in following columns (which is in that case only the 150% bonus against Undead, but it may be interesting to you what happens when you use a wrong string in a column here)
______________________
7) using oskills or charges while having stuff with that skill in inventory and hovering them with the cursor
ehm, sorry, that sounds incredibly confusing ...
You play a Necro. You use Battle Orders as oskill from an item, because of being a whimp and not knowing how to play a char properly with his native skills. You find a Primal Helm with a bonus to Battle Orders. You can't wear it, so you want to sell it at the vendor's. You hover over the Primal Helm to sell it.
What's happening is you loose that BO ability from your gosu item, it vanishs from your spellboard, and you can only get it back when reequipping that gosu item. Then the spell is again available at your spellboard and can be assigned again with a Hotkey.
________________________
8) Questdrops from Andariel and Duriel
There is something wrong in the quest code here. If you have defeated Andy and talk to the NPCs in Camp, the quest state regarding quest drops is resetted and you'll again get a Quest Drop.
If you don't talk to anyone in Camp and create a new game, killing Andy again, she won't drop the Quest Drop but the normal drop.
But well, to proceed to Act2 you have to talk to anyone, be it just Warriv.
It is of no matter if you talk in the old game to anyone after defeating Andy or if you talk to anyone in the new game before killing Andy again.
Same for Duriel.
_____________________
9) various Attack Rating bugs
ok, this is more serious, and since all that AR stuff seems to be hardcoded I don't have a clue.
9a) Amazon/Penetrate and Paladin/Blessed Aim
an Amazon looses her Penetrate AR bonus when she comes under a friendly BlA Aura (Pal or hireling).
I only know german testing sources, so you'll have to take my word for it, it's not just a display bug.
9b) Amazon's (ranged) elemental skills
the AR Bonus on all elemental skills (bow&xbow, poison and plague javelin) doesn't work. But this one is displayed in the screen ... ^^
best reference thread in Amazon Basin I'm aware of
____________________
10) boss-mods
I just quote myself:
- a combination of FE+CE will cause each death nova to happen twice (yep, four spells at cost of one here, you can't say you don't get anything for your money)
- a combination of FE+LE will cause with each trigger (Hit Recovery) the lightning bolts to carry also the damage of the death fire explosion, to the range of the original explosion (not to full range of the bolts)
- a combination of CE+LE will cause with each trigger (Hit Recovery) the lightning bolts to carry also the damage of the death cold nova, to the range of the original nova (not to full range of the bolts)
- a combination of CE+FE+LE will add the former listed effects, so it will cause with each trigger (Hit Recovery) the lightning bolts to carry also the damage of the death cold nova plus the damage of the death fire explosion, to the range of the original nova/explosion (not to full range of the bolts); when the monster dies it will trigger cold nova and firte explosion twice
best reference thread in Amazon Basin I'm aware of
During 1.10 there was a serverside (dll) patch to nerf Hell FE boss' death damage, this was also implemented in 1.11 for SP. They didn't nerf NM damage, so in vanilla in NM the FE bosses are in fact more dangerous than in Hell.
10b) oh, and BTW we are quite sure the MonUMod.txt *constantdesc string is not always correct. It lists percentages where we think it's most probably an absolute number added for various boss/champion enhancements
_____________________
11) not really a bug, but interesting
We always thought monster damage is not increased by player count. This seems to be wrong. There seems to be a slight increase of roundabout 6% in damage with each player.
best reference thread in Amazon Basin I'm aware of
______________
12) Zon's Impale doesn't work with Zon's Critical Strike ?
I'm not sure about the testing scenario, because AFAIK you can't get mindam=maxdam, but maybe it's just a typo
testing thread thread in Amazon Basin
__________________
13) Leeching on PIs due to Bash ?
Again I'm not really sure about the testing scenario, but it seems you can leech via Barbarian's Bash skill when you can't with other pure physical attacks
testing thread thread in Amazon Basin
13b) the absolute bonus damage of Bash seems to only increase mindam, not maxdam
{13c) I'm not sure if this also happens with Zon's Magical Arrow}
___________________
14) +XXX damage
in damage order the attribute +XXX damage should be applied to the resulting damage after calculating offweapon damage. But it is added where +mindam/+maxdam are applied, too, and thus gets an incredible boost of damage while multiplicated via offweapon ED.
_____________________
15) Barbarian's Leap / Leap Attack
If a Barbarian is forced to GH mode in midjump he has to rejoin the game, because he can't attack anymore.
15b) Barb can hop into Lava, but can't get out of it
-> rejoin/recreate game
_____________________
16) Paladin's Sanctuary
The bonus damage against Undead doesn't work.
_____________________
17) slowing animations
If a monster is slowed by item_slow and gets another hit with another percentage of slowing it'll play its attack animations with the wrong velocity.
the new slowing percentage is smaller than the previous one (monster becomes faster serverside)
-> the graphics displays no punching or an interrupted punching, but still you get a whack round your ears
the new slowing percentage is bigger than the previous one (monster becomes even slower serverside)
-> the graphics displays a faster hit, but the pause between hits is longer
In both cases the graphics doesn't match anymore with events.
_________________________
18) strbug (MultiPlayer only)
if you wear items that grant you Faster Run/Wlak, but you're only able to wear them due to str charms other players won't get a correctdisplay of your movement.
_________________________
19) another damage bug
%ED in combination with a bonus to mindam or maxdam, all on the same item, works irregularly
best reference thread in Amazon Basin I'm aware of
________________________
20) a damage reduction issue
if you deal with very small amounts of several damage kinds absolute physical damage reduction works like Magical Damage Reduction
best reference thread in Amazon Basin I'm aware of
another thread at the Lurker Lounge
<edit>
more stuff
21) various hireling related ones
21a) Dream. You know that one already. If it's fixed it was done very recently.
21b) after resurrecting a deceased hireling Barb's Cries won't have an effect upon him
solution: re-enter game
21c) min/maxdam from equipment is added to base damage of the naked hireling and damage of his/her equipped weapon, thus works twice
(haven't rechecked that one on 1.11)
21d) 'Aura when equipped' doesn't work with just resurrected hirelings
solution: re-equip item
21e) especially Act2 hireling - the Smurf, the Sick and the Catatonic
- sometimes they don't get rid of the graphics overlay from cold/chill or poison
- Catatonism is noticeably more common since 1.10 (maybe due to increased leash), even more so when having lots of Pets; mercenary seems to have an AI implemented which cares a lot about masonry and botanics, not about fauna.
21f) 'Fires Exploding Arrows/Bolts' doesn't work on Rogues. It shows the graphics, but doesn't do ExAs. Funny thing, 'Fires Magical Arrows' works fine.
Of course I'm talking about the replacement of her normal arrows, not about when she's shooting her special arrow.
___________________
22) weird Map issues
22a) monsters spawning on places where the map should forbid it; most common in Abbadon, Acheron, Infernal Pit (monsters spawn in Lava)
22b) via Teleport you sometimes hit a gap between map segments
22c) doors and doorways sometimes are closed, but treated by NPC units like they're open
Seems to happen when many units with door opening ability and/or the char himself try to open the door at the same time.
Appropriate settings of sound and graphics get easily confused by such manners.
22d) sometimes NPC units fight on each side of a wall through a wall just beneath a (closed or open) door
noticeably better since 1.11
22e) sometimes you meet two Rogues at the farm and in very rare occasions in some of the outside Act1 maps (IIRC Dark Woods). They fight for themselves, but will profit from your friendly aura effects, if you have some, just like the regular Act5 Barbarian Warriors.
_______________________
23) charges on items
last charge won't work
_______________________
24) exp in 8ppl (Baal run) games (Multiplayer, don't know about /players8 in SP)
Since I don't do Baal runs I can only write from hearsay:
Achmel and his unraveling brethren don't give exp to a full party, one player has to leave during that wave.
The subordinated Skeletons give exp as they should, still in 8ppl games.
_______________________
25) conversed monsters
without being tackled by Conversion/Mind Blast/other such spells sometimes monsters fight on your side. They're selectable, but won't take damage from your attacks. They stay in about the same area where they spawned.
I know one way to force this, but sometimes it happens randomly with certainly no AI bending spells involved before.
_______________________
26) Spear Cats
there was a rumor that they don't damage pets, only players. I've found in Act5 guest Spear Cats (who had additional elemental damage) who in fact could damage my Skeletons, but the Javelins still hurt me. So they're somehow able to pierce. Couldn't find a clue in MonProp.txt.
_______________________
27) Paladin/Charge
no further comment ...
_______________________
28) sorc/Inferno
Druid/ArcticBlast?, IronWolf/Inferno?
only the first two parts of the missile do damage, the third is only graphics
_______________________
29) Amazon/Lightning Strike (also sorc/Chain Lightning)
doesn't work at all against tight groups, even when considering NextHit/NextDelay; works well if the first and second target are about 5-6yd distance from each other, distance between second and all following targets doesn't matter at all.
_______________________
30) Amazon Jab / mercenary Jab
most probably not a bug, but caused by the merc's own sequence animation; Zon has three hits, merc has two (merc is still overpowered, but that's another story)
_______________________
31) Necromancer spell range
range of curses is given in 'yards radius' but means 'yards diameter', same for CE.
not sure about all AoE spells, at least a lot of the others are listed with 'radius' and match ingame experience
_______________________
<edit#2>
32) probably not a bug, but a leftover from some beta business, or a blizz coder just disliked that crossclass business as much as I do:
when a Paladin uses Necromancer's Revives, Raise Skeleton Warrior or Raise Skeleton Mage he will loose 12,5% of his maxHP for each usage. Without intermediate healing he will die with the 8th usage of aforesaid skills. Happens in vanilla along with Revive charges from Bloodraven's Bow and was confirmed with modded testings.
Red Havoc mentioned it was known here already a looooong time ago.
________________________
33) uncomplete crossclass animations
due to different setting in sequence animations and business like that Arctic Blast causes very irritating behaviour with all classes (except for the druid, for obvious reasons).
Screenshots
(I think I messed up the order of the pics, but you get the idea.)
If I ever would do serious modding by myself, this either useless or completely unbalancing stuff would be the very first things I'd wipe out right away, instantly and completely.
Other weird things are known to happen along that line, since a Zon can transform into a Werebear (Runeword oskill stuff), but the D/A/E Animations then will be replaced by flickering of shapeshifting back to human form and back again to WB form.
Or the Necro TO Vampire's broken Cast Rate.
________________________
<edit#3>
34) Necromancer's Life Tap
works with ranged attacks since 1.1x.
This is not a bug.
Gives far more life back with ranged attacks than the attacked unit has.
This is one.
<edit#4>
35) again slowing, especially Baal
If Baal is under stacked slowing effects, namely Decrepify and Clay Golem (item_slow), he barely moves anymore, and worse, he almost never casts anything anymore. Basically helpless then, the poor sod. BigD deals a bit better with it, but is also very restricted in the variety of his actions.
</edit_all>
Of course removing bugs would be nice. Achieving better balance between classes and getting rid of some ridiculous stuff would actually cause me to download a new patch. If a new patch just would appear.
If it only brings more imbalance and silly stuff I'd rather write a modification of my own than download it, bugs given or taken.
<actual LL edit>
The PK thread you'll find here. Note some of the answers offer other reasons/solutions than my mere listing.
</done>
a lot of the stuff I've recently posted over at the Phrozen Keep was covered in that AB thread. Since I seem to have a somewhat other approach to the game than most bnet forum members it's most probably useless, though I'll crosspost it here for reference:
1) Tomb Vipers
It's the subclass which attacks with poisjav_viper. This missile behaves odd, because it seems to transfer not only poison damage but also physical damage in the emitting clouds. A char will loose really _fast_ lots of life while moving through the poison clouds. It helps to wear lots of _physical_ damage reduced gear.
Also there seems to be an odd collision routine (which has the prupose to prevent a unit to take too much damage in too short of a time), because if you stand still you don't get as much damage unless there is another friendly unit in the same cloud, which seems to neglect the collision routine.
1b) the latter part is also true for the poison mats a druid's Poison Creeper (Plague Poppy) will spawn, at least here happens 'only' poison damage.
That is, if you have more than one foe crossing one mat, they'll be constantly poisoned, which increases their taken damage to an enormous amount (due to the first frame of poison damage is always applied)
best reference thread in Amazon Basin I'm aware of
_________________
2) Willowisps
aka Souls, they do an incredible amount of (pure) lightning damage. Excessive testing indicated that there is a wrong lookup routine to the El1, El2, El3 columns in MonStats.txt. It seems that everytime the game rolls El1 it actually uses the figures from El2 and vice versa. Since Willowisps have mana damage in El1 and added lightning damage in El2, and mana damage has always higher numbers than 'ordinary' life damage it'll increase their Lightning's damage vastly with the mana damage number.
The same is confirmed for Tainted ones, who also have mana damage in El1.
Most probably it happens all the time with all monster classes, but only the mana damage figures differ a lot from other figures used in that columns.
I don't know anything about El3, since that one isn't used in vanilla LoD.
best reference thread in Amazon Basin I'm aware of
__________________
3) a silly one: Fangskin
SuperUnique Fangskin has a nonexistent treasure classe assigned for Hell difficulty. Easy to fix, replace the 'Fangskin' string in that column with any existing TC (or invent a 'Fangskin' TC, if you like).
__________________
4) various Pets granted via oskills go poof
While 1.11b removed the ability of hirelings getting Pets through trigger events (a minion can't have other minions of his own, so the game crashed), still Pets from oskills are not very stable. Prominent is the Valkyrie from Peace&Harmony Runewords, who can't stand to be shouted at, and the Ravens from Heart of the Oak Runeword, who go poof without further reason. Maybe it's something along with equipping order checks in realtime, nobody knows.
_______________________
5) if you socket an ethereal item or upgrade a low quality ethereal item via Cube Recipes (both with all kinds of armor items, not weapons) it'll cumulate the ethereal 50% defense bonus again onto the item.
I'm not sure if it happens only with one of that recipes or both, my notes are a bit cross-eyed here, sorry.
_______________________
6) again a silly one: Runeword Principle
In Runes.txt it has as third attribute 'life', which is not the correct string (should be 'hp'); this prevents not only the bonus to life on that item but also all ones in following columns (which is in that case only the 150% bonus against Undead, but it may be interesting to you what happens when you use a wrong string in a column here)
______________________
7) using oskills or charges while having stuff with that skill in inventory and hovering them with the cursor
ehm, sorry, that sounds incredibly confusing ...
You play a Necro. You use Battle Orders as oskill from an item, because of being a whimp and not knowing how to play a char properly with his native skills. You find a Primal Helm with a bonus to Battle Orders. You can't wear it, so you want to sell it at the vendor's. You hover over the Primal Helm to sell it.
What's happening is you loose that BO ability from your gosu item, it vanishs from your spellboard, and you can only get it back when reequipping that gosu item. Then the spell is again available at your spellboard and can be assigned again with a Hotkey.
________________________
8) Questdrops from Andariel and Duriel
There is something wrong in the quest code here. If you have defeated Andy and talk to the NPCs in Camp, the quest state regarding quest drops is resetted and you'll again get a Quest Drop.
If you don't talk to anyone in Camp and create a new game, killing Andy again, she won't drop the Quest Drop but the normal drop.
But well, to proceed to Act2 you have to talk to anyone, be it just Warriv.
It is of no matter if you talk in the old game to anyone after defeating Andy or if you talk to anyone in the new game before killing Andy again.
Same for Duriel.
_____________________
9) various Attack Rating bugs
ok, this is more serious, and since all that AR stuff seems to be hardcoded I don't have a clue.
9a) Amazon/Penetrate and Paladin/Blessed Aim
an Amazon looses her Penetrate AR bonus when she comes under a friendly BlA Aura (Pal or hireling).
I only know german testing sources, so you'll have to take my word for it, it's not just a display bug.
9b) Amazon's (ranged) elemental skills
the AR Bonus on all elemental skills (bow&xbow, poison and plague javelin) doesn't work. But this one is displayed in the screen ... ^^
best reference thread in Amazon Basin I'm aware of
____________________
10) boss-mods
I just quote myself:
- a combination of FE+CE will cause each death nova to happen twice (yep, four spells at cost of one here, you can't say you don't get anything for your money)
- a combination of FE+LE will cause with each trigger (Hit Recovery) the lightning bolts to carry also the damage of the death fire explosion, to the range of the original explosion (not to full range of the bolts)
- a combination of CE+LE will cause with each trigger (Hit Recovery) the lightning bolts to carry also the damage of the death cold nova, to the range of the original nova (not to full range of the bolts)
- a combination of CE+FE+LE will add the former listed effects, so it will cause with each trigger (Hit Recovery) the lightning bolts to carry also the damage of the death cold nova plus the damage of the death fire explosion, to the range of the original nova/explosion (not to full range of the bolts); when the monster dies it will trigger cold nova and firte explosion twice
best reference thread in Amazon Basin I'm aware of
During 1.10 there was a serverside (dll) patch to nerf Hell FE boss' death damage, this was also implemented in 1.11 for SP. They didn't nerf NM damage, so in vanilla in NM the FE bosses are in fact more dangerous than in Hell.
10b) oh, and BTW we are quite sure the MonUMod.txt *constantdesc string is not always correct. It lists percentages where we think it's most probably an absolute number added for various boss/champion enhancements
_____________________
11) not really a bug, but interesting
We always thought monster damage is not increased by player count. This seems to be wrong. There seems to be a slight increase of roundabout 6% in damage with each player.
best reference thread in Amazon Basin I'm aware of
______________
12) Zon's Impale doesn't work with Zon's Critical Strike ?
I'm not sure about the testing scenario, because AFAIK you can't get mindam=maxdam, but maybe it's just a typo
testing thread thread in Amazon Basin
__________________
13) Leeching on PIs due to Bash ?
Again I'm not really sure about the testing scenario, but it seems you can leech via Barbarian's Bash skill when you can't with other pure physical attacks
testing thread thread in Amazon Basin
13b) the absolute bonus damage of Bash seems to only increase mindam, not maxdam
{13c) I'm not sure if this also happens with Zon's Magical Arrow}
___________________
14) +XXX damage
in damage order the attribute +XXX damage should be applied to the resulting damage after calculating offweapon damage. But it is added where +mindam/+maxdam are applied, too, and thus gets an incredible boost of damage while multiplicated via offweapon ED.
_____________________
15) Barbarian's Leap / Leap Attack
If a Barbarian is forced to GH mode in midjump he has to rejoin the game, because he can't attack anymore.
15b) Barb can hop into Lava, but can't get out of it
-> rejoin/recreate game
_____________________
16) Paladin's Sanctuary
The bonus damage against Undead doesn't work.
_____________________
17) slowing animations
If a monster is slowed by item_slow and gets another hit with another percentage of slowing it'll play its attack animations with the wrong velocity.
the new slowing percentage is smaller than the previous one (monster becomes faster serverside)
-> the graphics displays no punching or an interrupted punching, but still you get a whack round your ears
the new slowing percentage is bigger than the previous one (monster becomes even slower serverside)
-> the graphics displays a faster hit, but the pause between hits is longer
In both cases the graphics doesn't match anymore with events.
_________________________
18) strbug (MultiPlayer only)
if you wear items that grant you Faster Run/Wlak, but you're only able to wear them due to str charms other players won't get a correctdisplay of your movement.
_________________________
19) another damage bug
%ED in combination with a bonus to mindam or maxdam, all on the same item, works irregularly
best reference thread in Amazon Basin I'm aware of
________________________
20) a damage reduction issue
if you deal with very small amounts of several damage kinds absolute physical damage reduction works like Magical Damage Reduction
best reference thread in Amazon Basin I'm aware of
another thread at the Lurker Lounge
<edit>
more stuff
21) various hireling related ones
21a) Dream. You know that one already. If it's fixed it was done very recently.
21b) after resurrecting a deceased hireling Barb's Cries won't have an effect upon him
solution: re-enter game
21c) min/maxdam from equipment is added to base damage of the naked hireling and damage of his/her equipped weapon, thus works twice
(haven't rechecked that one on 1.11)
21d) 'Aura when equipped' doesn't work with just resurrected hirelings
solution: re-equip item
21e) especially Act2 hireling - the Smurf, the Sick and the Catatonic
- sometimes they don't get rid of the graphics overlay from cold/chill or poison
- Catatonism is noticeably more common since 1.10 (maybe due to increased leash), even more so when having lots of Pets; mercenary seems to have an AI implemented which cares a lot about masonry and botanics, not about fauna.
21f) 'Fires Exploding Arrows/Bolts' doesn't work on Rogues. It shows the graphics, but doesn't do ExAs. Funny thing, 'Fires Magical Arrows' works fine.
Of course I'm talking about the replacement of her normal arrows, not about when she's shooting her special arrow.
___________________
22) weird Map issues
22a) monsters spawning on places where the map should forbid it; most common in Abbadon, Acheron, Infernal Pit (monsters spawn in Lava)
22b) via Teleport you sometimes hit a gap between map segments
22c) doors and doorways sometimes are closed, but treated by NPC units like they're open
Seems to happen when many units with door opening ability and/or the char himself try to open the door at the same time.
Appropriate settings of sound and graphics get easily confused by such manners.
22d) sometimes NPC units fight on each side of a wall through a wall just beneath a (closed or open) door
noticeably better since 1.11
22e) sometimes you meet two Rogues at the farm and in very rare occasions in some of the outside Act1 maps (IIRC Dark Woods). They fight for themselves, but will profit from your friendly aura effects, if you have some, just like the regular Act5 Barbarian Warriors.
_______________________
23) charges on items
last charge won't work
_______________________
24) exp in 8ppl (Baal run) games (Multiplayer, don't know about /players8 in SP)
Since I don't do Baal runs I can only write from hearsay:
Achmel and his unraveling brethren don't give exp to a full party, one player has to leave during that wave.
The subordinated Skeletons give exp as they should, still in 8ppl games.
_______________________
25) conversed monsters
without being tackled by Conversion/Mind Blast/other such spells sometimes monsters fight on your side. They're selectable, but won't take damage from your attacks. They stay in about the same area where they spawned.
I know one way to force this, but sometimes it happens randomly with certainly no AI bending spells involved before.
_______________________
26) Spear Cats
there was a rumor that they don't damage pets, only players. I've found in Act5 guest Spear Cats (who had additional elemental damage) who in fact could damage my Skeletons, but the Javelins still hurt me. So they're somehow able to pierce. Couldn't find a clue in MonProp.txt.
_______________________
27) Paladin/Charge
no further comment ...
_______________________
28) sorc/Inferno
Druid/ArcticBlast?, IronWolf/Inferno?
only the first two parts of the missile do damage, the third is only graphics
_______________________
29) Amazon/Lightning Strike (also sorc/Chain Lightning)
doesn't work at all against tight groups, even when considering NextHit/NextDelay; works well if the first and second target are about 5-6yd distance from each other, distance between second and all following targets doesn't matter at all.
_______________________
30) Amazon Jab / mercenary Jab
most probably not a bug, but caused by the merc's own sequence animation; Zon has three hits, merc has two (merc is still overpowered, but that's another story)
_______________________
31) Necromancer spell range
range of curses is given in 'yards radius' but means 'yards diameter', same for CE.
not sure about all AoE spells, at least a lot of the others are listed with 'radius' and match ingame experience
_______________________
<edit#2>
32) probably not a bug, but a leftover from some beta business, or a blizz coder just disliked that crossclass business as much as I do:
when a Paladin uses Necromancer's Revives, Raise Skeleton Warrior or Raise Skeleton Mage he will loose 12,5% of his maxHP for each usage. Without intermediate healing he will die with the 8th usage of aforesaid skills. Happens in vanilla along with Revive charges from Bloodraven's Bow and was confirmed with modded testings.
Red Havoc mentioned it was known here already a looooong time ago.
________________________
33) uncomplete crossclass animations
due to different setting in sequence animations and business like that Arctic Blast causes very irritating behaviour with all classes (except for the druid, for obvious reasons).
Screenshots
(I think I messed up the order of the pics, but you get the idea.)
If I ever would do serious modding by myself, this either useless or completely unbalancing stuff would be the very first things I'd wipe out right away, instantly and completely.
Other weird things are known to happen along that line, since a Zon can transform into a Werebear (Runeword oskill stuff), but the D/A/E Animations then will be replaced by flickering of shapeshifting back to human form and back again to WB form.
Or the Necro TO Vampire's broken Cast Rate.
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<edit#3>
34) Necromancer's Life Tap
works with ranged attacks since 1.1x.
This is not a bug.
Gives far more life back with ranged attacks than the attacked unit has.
This is one.
<edit#4>
35) again slowing, especially Baal
If Baal is under stacked slowing effects, namely Decrepify and Clay Golem (item_slow), he barely moves anymore, and worse, he almost never casts anything anymore. Basically helpless then, the poor sod. BigD deals a bit better with it, but is also very restricted in the variety of his actions.
</edit_all>
Of course removing bugs would be nice. Achieving better balance between classes and getting rid of some ridiculous stuff would actually cause me to download a new patch. If a new patch just would appear.
If it only brings more imbalance and silly stuff I'd rather write a modification of my own than download it, bugs given or taken.
<actual LL edit>
The PK thread you'll find here. Note some of the answers offer other reasons/solutions than my mere listing.
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