What was the old poison trap (Traps) proc bug?
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I believe that it used to proc on every tic of damage rather than once upon exploding, and once every 10 seconds thereafter. And it did such unpatched for, like, a REALLY long time.
I cannot find the record of it. Poison trap used to behave a lot differently proc wise and I know some corrections were made to it.
Can someone describe what the problem was and what was occurring? I *think* I may have found something that is replicating it but on a different power in another powerset. |
If I remember right, it wasn't so much a change to how it procced, but to how the power worked.
It used to scale up with the size of the spawn you used it on. So if you used it on a group of 10 mobs, it spawned 10 gas clouds (maybe not 10, but more than 1), I believe it also had no target cap.
This caused a TON of proc rolls to occur, so you were guaranteed to get a hefty amount to go off.
There were times where I'd use it on a full 8-man spawn and it nearly killed them all, a single AoE blast finished them off.
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This is it - the Self Destruct power that spawned the clouds used to be have a much higher max target count (it's now 1, I think it was 16 before). Lots of clouds led to lots of procs going off, and a mini-nuke phenomenon with all of the damage procs that hold powers can take.
If I remember right, it wasn't so much a change to how it procced, but to how the power worked.
It used to scale up with the size of the spawn you used it on. So if you used it on a group of 10 mobs, it spawned 10 gas clouds (maybe not 10, but more than 1), I believe it also had no target cap. This caused a TON of proc rolls to occur, so you were guaranteed to get a hefty amount to go off. There were times where I'd use it on a full 8-man spawn and it nearly killed them all, a single AoE blast finished them off. |
The large number of clouds spawned is also why it would seem to have a much better chance to hold - which got the chance to hold nerfed both in percentage and frequency of checks for each cloud and, iirc, never set back when the maximum number of targets was changed.
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it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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I cannot find the record of it. Poison trap used to behave a lot differently proc wise and I know some corrections were made to it.
Can someone describe what the problem was and what was occurring? I *think* I may have found something that is replicating it but on a different power in another powerset.