ALL Patch 5.1 Pet Battle Bugs Listed

100 Blood Elf Paladin
18690
Last Updated 1/23/2013

So, there are a LOT of bugs with Pet Battles at the moment. Some are extremely common (Duplicate pets, accuracy issues, Wind-Up bugging out passives, Dragonkin passive quirkyness, etc) and some are extremely obscure ("loss of control" bug, battle crash with Terrible Turnip/Lil' Ragnaros, Snap/Magma Trap bug), but almost everything on this list is important (well, the tooltips are less important but also much, much easier to fix).

It would be great if people could help get the word out about this thread (i.e. request sticky, mention to your friends, etc), but most importantly, if you know of a bug that isn't on this list, please post it and detail as much information as possible!

To see what's been fixed so far in Patch 5.2, go here! - http://us.battle.net/wow/en/forum/topic/7708412656 and http://us.battle.net/wow/en/blog/8226552#pet_battles

General System-wide Pet Battle Bugs (in order of severity)
  • Spell Stacks: Spells that increase in damage each time they are used (Arcane Blast, Frog Kiss, Sleeping Gas, etc) reset every time the enemy pet is swapped or dies. This makes them less effective than normal attacks because it is rare that the opponent will leave their pet in Battle for more than 3-4 rounds.
  • Accuracy Issue #1: All Heals and Buffs can miss when accuracy debuffs are in play (such as Call Darkness, Sandstorm, and Stench). Additionally, several Heals and Buffs can miss AND can be dodged without any debuffs active. That bug has been confirmed to occur with the following abilities when no accuracy modifiers are in play: Decoy, Uncanny Luck, and Wish. I believe that many Weather abilities have the accuracy of their secondary effect (applying the weather) set to 200% to avoid this bug. It is likely you could solve this issue by changing the accuracy % on heals and buffs to 200%.
  • Accuracy Issue #2: Additionally, +/-accuracy effects (Call Darkness, Stench, Uncanny Luck, etc) AND the base dodge/miss chance are incorrectly applying to secondary ability effects. For example, it says that Screeching Gears has a 25% chance to stun. In reality, this is more like 15% (after dodge/miss) and if there is a Sandstorm/Darkness present, it is actually 5%. Basically, it causes double-dipping RNG with any ability that uses two rolls.
  • Accuracy Issue #3: This DOES include things like Slicing Wind (hits the enemy 1-3 times for X) and Thrash (hits the enemy for 1-2 times for X or 2-3 for X if it goes first) because it takes +/-Accuracy% and base dodge/miss into account when calculating how many times to even attempt to hit, then does the roll for dodge/miss on top of that. For example, with Stench active, Slicing Wind will -never- attempt to hit 3 times. It will always only try for 1-2 hits.
  • Damage Reduction: The order of operations in the Damage Reduction formula is very likely incorrect. Currently, it is (Damage from attack – damage reduction) * damage multiplier. This strongly weakens the viability of moves like Swarm and Flock, which rely almost entirely on that damage multiplier to do damage. Damage reduction should be subtracted from the overall damage after all other factors are considered.
  • There is a floating point error in your Rarity variable, causing most pets to have incorrect stats when they are Rare and above level 5-10.
  • There is a floating point error in your Wild Pet HP nerf's variable, causing most wild pets to have even more incorrect HP values.
Edited by Simca on 6/3/2013 11:38 AM PDT
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100 Blood Elf Paladin
18690
Pet Battle Animation, Display, and Sound Bugs
  • After using Prowl, the casting pet will remain transparent for the rest of the match.
  • Call Lightning's animation delay is extremely unreasonable. There is a 1-2 second delay between the damage going off from Call Lightning and the next ability in sequence going off. No delay should exist for an animation that takes a sliver of a second to fire.
  • Cyclone, oh dear god, Cyclone. Frequently (I've heard it said it is related to battling on a hill), Cyclone will take 5-10+ seconds to decide whether or not it wants to hit the next target.
  • Devour munches animations for ending of Battle including EXP and Loot notifications. (Does not seem to be consistent)(Need more information from Players)
  • If Cocoon Strike's cocoon is supposed to be broken by a DoT or something like Cyclone (confirmed) then the animation for the cocoon will remain for the entire match, even though the buff correctly fades. (Appears to be clientside; bug occured at different times for different users in duel testing.)
  • The third wave of pets is missing from Flock, Murder, Stampede, and Swarm. This bug started in Patch 5.1 and is probably a result of trying to fix the bug where the extra pets would stick around until the pet battle was over.


Pet Battle Achievement, Loot, Quest, and User Interface Bugs
  • Since Patch 5.1, the quests require you to defeat all of the Pet Tamers on a specific continent are no longer available again at the beginning of every day, with the exception of the Horde having access to the Kalimdor one (and only that one). Either all quests should be restored to both factions or all quests should be removed from both factions.
  • Defeating a group of pets when the first enemy pet was a Dragonkin currently rewards a Beast Battle-Stone instead of an Dragonkin one.
  • Defeating a group of pets when the first enemy pet was an Elemental currently rewards a Dragonkin Battle-Stone instead of an Elemental one.
  • Rarely after a Pet Battle, you will receive a notification that you have unlocked a trap, long after you already truly unlocked that trap.
  • If you change the pet order during a Pet Battle (in the Pet Journal) and then one of your pets levels up, the toast notification shows the pet name and pet skills for the pet currently occupying the slot where the pet who leveled up was before the fight started.
  • Sometimes, certain Pet Battle tamers cannot be battled if you battled them first with a character of a different faction.
  • Oftentimes, trying to abandon an incomplete Pet Battle quest results in "nothing happening" (it stays in your quest log). However, after logging out and back in, the quest will be correctly gone.
  • Rarely after picking up a Pet Battle quest, the quest will immediately be "complete" and you cannot battle the tamer to truly complete the quest. As with the previous bug, this bug is fixed by logging out and logging back in.
  • The achievements "On A Roll" and "Win Streak" do not properly require consecutive wins; you can lose 10 battles then win one and get the achievement.
  • Players can receive Flawless Battle-Stones from winning (not turning in the quest) against the Darkmoon Pet Tamer, Jeremy Feasel.


Pet Battle AI and Tamer Bugs (ordered from most important to least important)
  • The Kun Lai Tamer's (Courageous Yon's) first two pets (Lapin and Piqua) have base stats of 9, 9, 9 when they should be 8, 8, 8. This makes them stronger than Legendary pets.
  • The AI still spam-casts certain buffs (Hawk Eye and Photosynthesis are the biggest offenders, but I've seen it with Spiked Skin and Thorns too).
  • The AI will not refresh buffs or enemy debuffs when it has no other moves available; instead it will pass its turn even if the debuff/buff has one turn left. Additionally, if you switch a pet with a debuff out for a fresh pet and the AI can only cast the debuff that is on the swapped out pet, it will pass its turn instead of correctly debuffing the active pet. Both issues can be fixed by making the AI reconsider buffing itself or debuffing the enemy if there are no other possible actions.
  • The AI will often cast heals while at full HP. It should check its HP to make sure it is at least below 90% or so before attempting a heal.
  • The AI does not know what to do with the ability "Plant" and will cast it very sporadically for no real reason. This is best seen at the Eastern Kingdoms Grand Master Tamer.
  • Wild Battle Pets often cast Survival as their very first move, which is almost never a good idea on the part of the wild pet. Tamer Pets do not exhibit this issue and use Survival at very appropriate and life-threatening times (at least Grand Master Aki's otter pet does).
Edited by Simca on 2/10/2013 1:15 PM PST
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100 Blood Elf Paladin
18690
Specific Ability Bugs
  • Apocalypse will always miss if the pet that cast the spell is dead.
  • Early Advantage only does double damage if you still have lower health than your opponent after its first hit connects.
  • Shield Block and Soul Ward incorrectly dissipate when the opponent would have missed or your pet would have dodged. The system should first check to see whether or not the abilities hit, then check for a blocking shield.
  • The Dragonkin passive does not refresh when hitting an opponent below 25% for the second time in a row. It will only refresh the round after the buff has fallen off (i.e. Buff, blank round, buff).
  • Using Feign Death when all of your other pets are dead causes the opponent to switch out one of their pets instead of correctly doing nothing.


Specific Ability Interaction Bugs
  • (Battle Crash)When a pet uses Clean-Up, Magma Wave, or Tidal Wave, against a pet using Sons of the Flame or Sons of the Root, the Pet Battle will crash. Full error report with more information:http://us.battle.net/wow/en/forum/topic/7415602181?page=1#1
  • (Battle Crash)If the enemy pet uses Banana Barrage while you have a Decoy on the field, the Pet Battle will crash (end abruptly with no message) within the next 1-3 turns.
  • Clobber, Deep Freeze, and Ice Tomb ignore the Critter passive and Arcane Winds' anti-stun.
  • Curious Wolvar Pup's Snap Trap (and possibly Lil' Ragnaros' Magma Trap) can be swept away by Clean-Up, Magma Wave, and Tidal Wave, but it will still trigger somehow many turns later, even after the debuff and object are off the field.
  • Deep Freeze gains stun chance versus Elementals when Blizzard is present, even though the Elemental pets should be immune to the Chilled effect from the Blizzard.
  • Dreadful Breath and Solar Beam do not gain a bonus from Cleansing Rain/Sunlight when facing Elemental pets, but the Elemental passive should not be applying when the ability (such as Surge of Light, which works perfectly) checks the weather DIRECTLY and not for the weather's presence on the enemy pet.
  • Early Advantage's second hit ignores Evasion mechanics (such as the spell "Dodge").
  • Feign Death ignores roots.
  • If an attack would bring a Magic pet's HP below 25% but does not due to the Magic passive, an attacking Dragonkin pet's passive will still proc as if the attack had not been reduced to 40%.
  • If Curse of Doom and Siphon Life OR Stun Seed and Leech Seed are both present on an enemy, occasionally the attacking pet will be healed for the amount of damage caused by Curse of Doom/Stun Seed instead of the small amount from Siphon Life/Leech Seed. (May require the pet in question to die from the damage from Curse of Doom/Stun Seed.)
  • If the enemy pet is Blinded, Belly Slide will always hit. As such, it is basically a zero cooldown Nocturnal Strike. The tooltip says nothing about this.
  • If one pet uses Call Blizzard and the other uses Sunlight immediately after (in the same round), Howling Blast and other abilities will still behave as if all pets are Chilled for the standard 9-round duration of Call Blizzard, even though the weather has changed.
  • Mudslide roots Elementals (despite their immunity to weather effects) and is not reduced in duration by Critters (despite their passive round reduction to stuns and roots).
  • Spectral Strike gains hit chance versus Elementals when Darkness is present, even though the Elemental pets should be immune to the Blinded effect from the Darkness.
  • Time-delayed attacks (Elementium Bolt, Ice Tomb, etc) will hit Flying/Underground pets as long as your pet is in the same state (also Flying or Underground) at the time that the ability lands.
  • When Barrel Toss, Pump, Reflection, or Wind-Up is the killing blow on a Mechanical or Undead pet, their passives do not activate. Additionally, the attacking pet keeps the Stage 1 buff from those abilities, allowing them to cast again immediately.
  • When Death Grip or Sweep is used on a pet that is Flying (Lift-Off), Submerged (Sons of the Flame/Root), Underground (Burrow), or Underwater (Dive), the ability registers as a "miss" but the enemy pet is still swapped out for a different pet. When the pet who was swapped out comes back into play, the pet stays in the air (or underwater or whatever) and permanently avoids all enemy attacks until the pet casts the ability that caused it to bug-out again (Lift-Off in this example).
  • When Weakening Blow strikes a Magic pet for over 40% of its health while Sunlight is active, if the Weakening Blow would normally have brought the Magic pet to exactly 1 HP, it will die instead. (Can be replicated when using level 25 Terrible Turnip against Level 7 wild Lofty Librams.)
Edited by Simca on 1/30/2013 1:13 PM PST
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100 Blood Elf Paladin
18690
Bad or Incorrect Tooltips
  • Blood in the Water – For consistency, the word "bleeding" should be capitalized and in Brown font.
  • Burrow/Dive – For consistency, these tooltips should state that these abilities have a "moderate chance to miss". Additionally, it would be nice if they stated that the pet "becomes unattackable for one round except by pets who are underground" because two pets using Burrow/Dive (or Sons of the Flame/Root) can hit each other.
  • Heroic Leap, Lift-Off, Launch, and Proto-Strike – For consistency, those tooltips should state that these abilities have a "moderate chance to miss". Additionally, it would be nice if they stated that the pet "becomes unattackable for one round except by pets who are in-flight" because two pets using any of those abilities can hit each other.
  • Rush – This ability is actually just a copy of the ability "Leap", which states it increases Speed by 100% for 1 round, but this ability states it "makes the pet go first next round", which is not always true because it can be outspeeded by Adrenaline Rush and other Speed increases.
  • Sons of the Flame and Sons of the Root – It would be nice if it stated that the pet "becoming unattackable for 2 rounds except by pets who are underground" because two pets using "Sons" abilities (or Burrow/Dive) can hit each other.
  • Tail Slap – For consistency, the tooltip should state that the ability has a "moderate chance to miss" instead of an "above average chance to miss".
  • Weakening Blow – This ability ignores type advantage/disadvantage and you should make its icon work like the buff/healing spells so the arrows indicating advantage/disadvantage do not appear on its icon. It would be nice if there was information in the tooltip regarding this too.
Edited by Simca on 2/10/2013 3:23 PM PST
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100 Blood Elf Paladin
18690
Other Types of Bugs
  • There are very large amounts of Pet Journal location errors (they still all exist in the 5.2.0 PTR build). See this Google Docs spreadsheet for a full list:https://docs.google.com/spreadsheet/ccc?key=0AjabJoixnmrEdDRLUUpjbG04TEM1MEN1R3ljdGluVEE#gid=0
  • Wild Anacona Chickens can be encountered in Thousand Needles but they cannot be captured. They were missed in Patch 5.1 when the rest of those pets were removed.
  • Wild Pets (and even several non-wild pets) will despawn as soon as you summon them if you are mounted or when you move.
  • Many pets that can fly (i.e. they hover or fly naturally) will not fly outside of battles. Examples include the Dragon Kite and Ghostly Skull (and all wild pets).
  • Chat links are still broken for non-wild pets. The rarity variable for all types of pets is getting passed to C_PetBattles.GetHyperlink() correctly but something in that C function is not working correctly because it always returns "-1" as the rarity for non-wild pets, causing their tooltips and chat links to be the "system error" color instead of the rarity color.
  • UnitSex("unit") does not properly return the gender of Battle Pets (returns 1 - "unknown").
  • C_PetBattles.GetStateValue(petOwner, petIndex, 78) is always 0. The StateID in question refers to "STATE_Stat_Gender ", but many StateIDs are also not updated for our use.
  • In the Storm Peaks, finding other pets is nearly impossible. There seems to be multiple quest phasing issues throughout the zone responsible for this. Apparently characters who have done no quests there have a much easier time finding pets.
  • Players cannot queue for PvP Pet Battles in Deepholm.
  • When the Pet Battle takes control of your character and re-positions you, very rarely it can end up moving you off a cliff, potentially resulting in a death from the fall damage. Players should be immune to fall damage during the opening sequence of the Pet Battle.


NOT SURE IF INTENDED "Bugs"
  • Essence of Competition and Spirit of Competition have a unique version of the ability Flamethrower that is identical to the regular one but has a 3-turn cooldown. As the pets are not particularly powerful, there is no apparent reason for this.
  • The ability BONESTORM is massively inferior to all other AoEs. Rapid Fire does more damage (10 to each pet), has no cooldown, and doesn't make you pay 10% HP to cast it. The mistake is probably the part that says "15 damage split across the enemy team" - if it was 15 damage PER PET, it would make sense because that is 12.5% more damage than regular AoEs (i.e. more damage to make up for the cooldown/health cost).
  • Glowing Toxin ignores damage reduction effects (Shell Shield and friends).
  • Inconsistent cooldown types: Abilities like Emerald Dream and Sons of the Flame/Root will cooldown while they are active, but abilities like Lift-Off, Solar Beam, and Surge of Power do not.
  • Inconsistencies with block and evasion regarding debuffs and field debuffs.DoT's without upfront damage go through block (but not evasion). Field debuffs without upfront damage go through block AND evasion. If they have an upfront damage portion, Block and evasion will both prevent them (and in the case of field debuffs, that portion doesn't get applied to the field). I don't know how its intended, but I don't see why the field debuff portion is blocked by these mechanics (if I'm bathing the entire area in a fire, how are you stopping me from setting the ground on fire by dodging it). Also, it seems like block should prevent DoT's that don't have an upfront damage component.(Thanks Surrender)
  • Players cannot queue for Pet Battles on Darkmoon Island.
  • Some buffs from dead pets continue to work till end of round. This can most easily be seen with Mr. Bigglesworth (Prowl + Ice Tomb), but can also be done with Crimson Geode (Overload + Elementium Bolt).
Edited by Simca on 1/23/2013 4:52 PM PST
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90 Blood Elf Priest
14000
Not sure if this is a bug as such (could be intended although I think it is bad (possibly lazy) design) but they might want to look at fine tuning the way in which it evaluates first or last turn based abilities like tail swipe. I need to test further but it seems almost entirely based on the speed of the pets so say for example, you are faster than the opponent but they use surge so that you go last you will not get the extra hit of tail swipe.
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90 Blood Elf Paladin
4515
Healing spells can miss.

Not sure if bug or not, but apocalypse has a 20 turn cooldown, not 15.

Curse of Doom will often not heal upon kill if you swap the target or caster out.

Apocalypse does not prevent fail safe anymore, mech and undead still revive. This wasn't the case before.

Team of 2 or 3 basilisks should really be fixed. Someone simply casting same spells in a rotation making them permanently invulnerable isn't right...
Edited by Rallea on 1/6/2013 6:09 PM PST
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90 Blood Elf Priest
14000
01/06/2013 06:08 PMPosted by Rallea
Curse of Doom will often not heal upon kill if you swap the target or caster out.


Curse of doom is not meant to heal you. That is a bug with siphon life (and should probably be included above if it is not).

01/06/2013 06:08 PMPosted by Rallea
Apocalypse does not prevent fail safe anymore, mech and undead still revive. This wasn't the case before.


Was previously bugged. It is not meant to prevent failsafe mechanics.
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100 Blood Elf Paladin
18690
01/06/2013 06:05 PMPosted by Jitterbug
Not sure if this is a bug as such (could be intended although I think it is bad (possibly lazy) design) but they might want to look at fine tuning the way in which it evaluates first or last turn based abilities like tail swipe. I need to test further but it seems almost entirely based on the speed of the pets so say for example, you are faster than the opponent but they use surge so that you go last you will not get the extra hit of tail swipe.


Adding it, I can vouch for this bug.

01/06/2013 06:08 PMPosted by Rallea
Healing spells can miss.


Already added, though I could use more information on the specifics.

01/06/2013 06:08 PMPosted by Rallea
Not sure if bug or not, but apocalypse has a 20 turn cooldown, not 15.


Not a bug (at least not one obvious enough for this list).

Curse of Doom will often not heal upon kill if you swap the target or caster out.

Apocalypse does not prevent fail safe anymore, mech and undead still revive. This wasn't the case before.


Adding Siphon Life to the list of bugs. Apocalypse is in a grey area. I feel like it should prevent failsafe mechanics given it is a freaking 15-round move, but at the same time it could very well be intended so I'm leaving it off for now.

01/06/2013 06:08 PMPosted by Rallea
Team of 2 or 3 basilisks should really be fixed. Someone simply casting same spells in a rotation making them permanently invulnerable isn't right...


Not a bug; balance changes need to happen but this is bugs only.
Edited by Simca on 1/6/2013 6:15 PM PST
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90 Blood Elf Priest
14000
Should explain completely the bug is if you have siphon life and curse of doom on the target you will occasionally be healed for the damage curse of doom does instead of siphon life (a substantial difference lol). I THINK it happens if you kill the target with your doom but I would need to test this a little further to confirm.
Edited by Jitterbug on 1/6/2013 6:20 PM PST
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100 Blood Elf Paladin
18690
01/06/2013 06:19 PMPosted by Jitterbug
Should explain completely the bug is if you have siphon life and curse of doom on the target you will occasionally be healed for the damage curse of doom does instead of siphon life (a substantial difference lol). I THINK it happens if you kill the target with your doom but I would need to test this a little further to confirm.


kk, fixing it. I never use Undead pets for whatever reason so I have very little experience with them or their bugs.
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90 Draenei Paladin
16805
Reflection kills on undead doesn't proc their come back to life for one round thing.

Mechanical pets won't come back to life after being killed if they are hit to hard.

Call Darkness isn't reducing the healing on (specifically) Soothing Mist heals.

Shock and Awe does not have a 25% chance to stun like the tooltip says.
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90 Goblin Death Knight
11925
Accuracy Issue #4: All (or almost all?) abilities that rely on Weather effects to "always hit" are still subjected to the penalty from those Weather effects. For example, if you use Nocturnal Strike with Darkness as the active Weather, it will only have an 85% chance to land (10% miss from Darkness and 5% base dodge). If the ability was working correctly, it would never "miss" under any circumstances (even if you had a –accuracy debuff) as long as the weather was Darkness (but it could still be dodged by the 5% base dodge or by abilities that cause a dodge, of course).


I have personally seen Nocturnal Strike "Miss" while under darkness. I think you forgot to factor in the base miss chance that affects all skills, even ones that cannot "miss".

Also, here are some more reflection inconsistencies and bugs.

Any debuff (self or enemy) caused by reflection lasts 1 round longer than it should.

Reflection is inconsistent with dive/burrow/liftoff/sons of the root/flame. If you reflect on the turn lift off/dive/burrow is cast, you do nothing. If you reflect on the turn sons of the root/flame is cast, you cast it back. If you reflect on the turn ice tomb is cast, you cast ice tomb back. If you reflect when it lands, you deal the damage and stun.

Reflection reflects ALL end of turn effects, while skipping others. So if a whirlpool and a gyser would trigger that turn, you would block the pets attack, block whirlpool, block gyser, then cast the damaging part of whirlpool and gyser.

Inconsistencies with block and evasion regarding debuffs and field debuffs. DoT's without upfront damage go through block (but not evasion). Field debuffs without upfront damage go through block AND evasion. If they have an upfront damage portion, Block and evasion will both prevent them (and in the case of field debuffs, that portion doesn't get applied to the field). I don't know how its intended, but I don't see why the field debuff portion is blocked by these mechanics (if i'm bathing the entire area in a fire, how are you stopping me from setting the ground on fire by dodging it). Also, it seems like block should prevent DoT's that don't have an upfront damage component.

Many display bugs associate with several skills. Arcane explosion and frog kiss are noterious for not displaying miss, but displays it in the pet combat log.

Reflections animation has been MIA since 5.1. Should be restored.

Pet battle found sound has been MIA since 5.1. Should be restored.

If I can think of more I"ll post again Simca.
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90 Goblin Death Knight
11925
Death gripping a pet in lift off/dive/burrow will backrow it, deal no damage, and cause the pet to be permanently stuck with the buff (unless they choose to do the skill again).

Lift off / burrow / dive / sons of the root/flame tooltip could be made a little more clear on the tooltip. Lift off can be hit by other pets in Lift off, burrowing/diving/submerged pets can be hit by other pets who are burrowed, diving, or submerged.

Pretty sure most web abilities lack the grey web part in tooltip or on the debuff. Not sure which ones do atm.
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90 Goblin Death Knight
11925
Dead pets buffs continue to work till end of round. This can most easily be seen with Mr. Bigglesworth, but can also be done with Crimson Geode.

Crimson Geode casts elementium bolt, casts overload. Crimson geode dies on the round that the bolt lands, but it still recieves 100% more damage from overload (Crimson Geode of course suffers no damage because he is already dead).

This is questionable mechanics at best.
Edited by Surrender on 1/6/2013 7:34 PM PST
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90 Goblin Death Knight
11925
Also, here is an interesting one I found in Deepholme. You can "potentially" die from starting a pet battle. Fight a geode near a ledge, when the pet battle "repositions" you, you can be moved off the ledge and suffer falling damage. Doesn't pull you out of the pet battle (not sure if it would if you died from the fall, but probably).
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90 Night Elf Druid
16980
Found a recent one with the ability "Feign Death" using it while you have no pets left will cause your opponent to switch out pets.

Also, a big bug, >Rng still factors in pet battles, like normal base abilities being dodged and missing even though you'd only expect that kind of thing to affect special abilities.
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90 Goblin Death Knight
11925
Found a recent one with the ability "Feign Death" using it while you have no pets left will cause your opponent to switch out pets.

Also, a big bug, >Rng still factors in pet battles, like normal base abilities being dodged and missing even though you'd only expect that kind of thing to affect special abilities.


There is a hidden base miss + dodge that affects ALL skills. Even 100% accurate skills and skills that cannot "miss", well, miss or become dodged because of this.
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90 Night Elf Druid
16980
Found a recent one with the ability "Feign Death" using it while you have no pets left will cause your opponent to switch out pets.

Also, a big bug, >Rng still factors in pet battles, like normal base abilities being dodged and missing even though you'd only expect that kind of thing to affect special abilities.


There is a hidden base miss + dodge that affects ALL skills. Even 100% accurate skills and skills that cannot "miss", well, miss or become dodged because of this.


I know, I'm just listing it off because I'm grumpy -_-, but the feign death one is real.
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100 Blood Elf Paladin
18690
01/06/2013 07:44 PMPosted by Darigato
Found a recent one with the ability "Feign Death" using it while you have no pets left will cause your opponent to switch out pets.


That's pretty hilarious. Will add all the above bugs in just a bit, taking a break for a bit.

Also, somebody remember to tweet this to the devs tomorrow if I forget.
Edited by Simca on 1/6/2013 7:57 PM PST
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