it is a visual bug, but in rare occurrences it does cause darkside to fall off.
still, a dev response is good.
*2.0 deja-vu shudder intensifies.*
@Hanz
What you seem to be describing and what many others seems to be reporting, is not a visual glitch.
A visual glitch and what Zhexos, the community rep, said they believe it to be, would be that the MP bar shows that your MP is all drained but it actually isn't and your ability usage and Darkside are not affected.
What some people, and from what I can gather you as well, are saying they are experiencing is that buffs/debuff seem to cause extra MP loss "ticks" that are then restored after the next Darkside server tick, causing your MP to drop significantly but then jump back up. If this is what is happening, that is not a visual glitch but a combat system bug, which may not always cause problems but definitely can be problematic.
While I have not done extensive testing on the matter, I have definitely experienced some unexplained wonkiness with MP while running dungeons. For example, I'll be starting a pull and the healer loads me up with buffs. I throw down a Salted Earth, Plunge into melee range and do a single DA+Abyssal. A HoT gets thrown on me as the shields from the buffs get chewed through and the buffs go down. Without using any other MP based skills, I see my MP bottom out, Darkside flips off and then I see my MP suddenly spring back up. This leads to a number of instances where I am trying to activate an ability that requires Darkside but it somehow went down even though it shows my MP to be near full.
Visual glitch is an incorrect way of representing the issue. A visual glitch is something that only impacts what you see, that isn't the case as this impacts the abilities. If it was solely visual it wouldn't impact your darkside falling off or your inability to use skills that require MP.
What's happening here is a disconnect between the client and the server. Then the server is trying to compensate by re-updating the client with the correct value. Whether or not it updates correctly I'm not sure I haven't tested that far.
A lot of detriments occur because of this, one being that your MP spikes up to full when you use blood price causing an MP inefficiency, another is the inability to do skills lowering the effectiveness of your MP, and lastly causing darkside to fall off which causes both an MP inefficiency while lowering the effectiveness of your MP.
It is not a visual glitch. It is a clientside bug that forces us to wait for server ticks before we can activate our abilities, and sometimes causes Darkside to fail.
It is crippling to the job's functionality and needs to be fixed within the next hotfix.
How do we get heard... so frustrating calculating a perfect mid fight pull only to have this unexpected depletion drop you in trouble...
There is no way this is a visual bug.
It is shutting off my abilities as my mana drops, and it's causing Darkside to drop off as it's registering that there simply isn't enough mana to keep it going.
I have tested this extensively with some of my FC members using regen on me, casting buffs, and when I went into Halatali HM and fought the boss with the Dross Mines, when he put his fire down on the walkway, my MP plummeted because I was taking damage from a burn DoT.
This bug, as stated is crippling our functionality. I'm having fun with the class, but spamming Syphon Strike just to keep my MP up enough to be able to use Darkside is ridiculous.
Everybody said it, but, I made my tests with my DRK too and we notice it's visual indeed, yup...
To sumarize it: "It's visual, but it stills affecting us." (Basically, when we are in low MP, we can't use certain abilities because this bug, and... Darkside is risking enough so it fades. Perhaps if our MP is, let's say, 200 remaining and we can't even use any action for draining it, the regen tick will drain it to 0 and remove our darkside, it's visual and our mp will go back 200? Yes, but, the fact is, darkside is off now. )
@Zhexos: It's exactly this. I've had a few times where my Darkside shouldn't have dropped of but did due to buff/debuff circumstances, resulting in utter surprise for a sec or so, when abilities don't fire off. It can make combat wonky sometimes where you're chasing after the facts all of a sudden.
It's something to do with the way mp and dots/hp ticks are calculated. One is server side and one is player side. What's happening is your mp is refreshing twice instead of just the once causing the pm to drain (one refresh) then build up to what it should be (2nd refresh) the problem comes likes many of you have rightly said when you think you have enough mp to dark arts and then that 1st refresh comes in and removes enough mp to stop the ability firing off. Completely throwing you off your game. Or when you do run low of pm and it ticks off dark side. The mp mechanic is exactly as it should be but instead of 2 refreshes there should be only the last one. Give them time, they will fix it. They acknowledged it, but nothing comes instantly. It's still in my eyes a great class, that just needs a little more tlc.
This bug hasn't been affecting me much at all. I guess if it ever gets acknowledged/fixed, I'll be godlike at MP management and never run out, LOL
Greetings,
We’ve been investigating the reports that a larger amount of MP was being consumed while under the effect of Dark Side when receiving effects such as Regen. As a result, we found that there was a bug with the display; however, the amount of MP consumption is correct.
The cause of this bug was that the process that syncs the information with the HUD was left out of the process for reducing MP from Dark Side, and the timing of HUD refresh was different when tick-type buffs were present and not present.
Currently if you are using Dark Side, HUD information is only being synced while recovering naturally. This means that the tick timing generated on the server-side that reduces MP by 265 due to the effect of Dark Side is not seen on the client-side, and what is seen on the client-side is only the +138 MP being recovered naturally. Due to this, the MP amount consumed is equal, but the way it appears is different. (It’s the same as when a bard is using a song. It falls, rises, falls…)
The display while receiving regen effects and such is accurate, so we are working to fix it in this way.
This fix is planned for Patch 3.05.
Are you also going to fix the Dark Side aura graphical effects? The aura is missing the black flames as shown on the jobs skill trailer.
2 reports have been moved to the accepted bugs forums since the 23rd of June and it would be nice to have confirmation that this is also being worked on.
Thanks for the heads up. I've grown pretty accustomed to working around it but having it fixed will be awesome.
Actually posts are automatically moved to the accepted bugs forum as long as they have the proper template. I've made numerous bug reports that have gone completely ignored, or were merely patched/fixed at a random time without announcement and that bug report has sat and collected dust in the accepted bugs forum ever since.
You clearly don't work in software development. There really is no reason for them to tell us what bugs they are or aren't fixing, or their timetables for such. Even if a fix is in the works, it might be internally complex to fix and not worth the time compared to higher-priority issues.
If SE works anything at all like my company, they likely have some supervisor, specialist, or development representative glance at the bugs reported on the forum that passed the initial "is this reported correctly" check (which is probably done by a forum moderator). The person looking at the issue might know the code in question at all, and even if they are a programmer/developer, the bug isn't necessarily in the area of the code they work with. The reviewer might have a reaction like, "Yup, that's definitely a bug," or "Nope, definitely working as designed," but there are other possible reactions too. "Sounds like a bug but I don't have the time to reproduce it right now to verify it's not just the submitter's computer going crazy," "I think that might be a bug, but I'm not sure and would have to ask around to see if it's actually a bug or not," or "Huh, that's weird. Someone will have to follow those steps later and see what happens!" When someone has to look at the code in any sort of depth, we would consider the bug "accepted." That doesn't mean it's accepted that the issue is definitely a bug and will be fixed. It means it might be, and someone has to look at it to make sure. It could turn out to actually work they way they intended it to, or to be a low-priority cosmetic issue that no one has the time to look into without taking time away from content updates. "Accepted" bugs likely go onto a list somewhere, possibly with a priority for how urgent it is that a development programmer examine it, and when someone has the time, they look at a few bugs on that list.
Software development isn't magic. Developers only have a finite amount of time. No one is going to work twelve-hour days to resolve some cosmetic bug in their software (okay, some coders will, but they're crazy!). Please don't be hostile to coders just because an issue you reported wasn't prioritized above everything else in their lives, or that they didn't track the bug back down the chain of contact (which might go something like moderator->reviewer->supervisor->specialist->developer->coder) to figure out who reported it to tell them personally about the resolution.
I've been a software developer for over 10 years. We have scrum items, tasks and stories, that get updated regularly to track and communicate all work progress to all parties at all times. Action items investigated and repro'd by the PM team is escalated up to devs as work items, and all parties are notified of such. There are "accepted bugs" that were filed years ago. Many of them were actual bugs that did eventually get addressed or investigated. Still there are plenty that are current bugs still, and are not ever addressed. But yet they remained forgotten in that forum. Did you even notice that SE has additional forums for:
- Unable to Verify
- Confirmed/Planning to Address
- Fixed
- Working as Intended
These board are very infrequently utilized, if at all. There are hundreds and hundreds of "accepted bugs" that just stale in that forum because nobody on their team is responsible enough to update them appropriately. It's sloppy and lazy, and a ticking time-bomb of an auditing nightmare.
Edit: And if you read their official sticky on their process flow for bug reporting, you would know that:
A process they clearly do not adhere to. So my original point, you went off tangentially on, still stands. Posts are automatically moved to the accepted bugs forum as long as they have the proper template. That does not mean they've acknowledged anything about the report, or plan to do anything about it.
So basically,there is no point in reporting bugs properly because the only things that get fixed are bugs that they themselves have noticed or something critical since it seems they don't really take the time to properly investigate most of the accepted reports?
That is just very unprofessional.
For me it was easy to notice, in solo play you can go nuts with DA and siphon combo can easily keep you up forever but in 4mans even if you spam siphon you will go oom if the pull takes long to kill. So in solo there is absolutely no problem at all but when you enter party content problems are easily noticed.
Most DKs I see don't even turn Darkside off between pulls which in turn regenerates their mana. If the idea of them even letting it shut off for a mere second is mentioned, they scream bloody murder. Even when not DPSing, for some reason the idea of turning darkside off = a dps loss, regardless of rather you are hitting something or not. Its insane.
Funny I see a bunch of Drks who never put Darkside on.
It has to regen more than the cost of reapplying Darkside. That must also be weighed against the fact that you naturally regenerate more mana than Darkside drains once you're out of combat.
If we're talking about in between pulls, we're usually talking about dungeons where Blood Price can easily refund any mana issues in between pulls anyway.
Dungeon pulls are usually fast enough that it's a net mana loss to take off and reapply Darkside, which gives you both damage and mitigation (with Dark Dance at least being available every pull).
If you time it wrong, you'll lose more than if you had just kept it on.
It shouldn't be so extreme that they can't talk about taking it off at all, but you still naturally regen mana and then when you pop Blood Price you get flooded.
So the benefits are minimal at best with perfect timing.
Turning it off is fine if you're mana management is out of whack somehow, and they shouldn't be so stubborn to not take it off if there's mana issues.
Particularly it's bosses with waiting phases, like Ravana Ex, where you're in-combat but you can't attack that it's worth talking about turning Darkside off.
But not in between pulls, since if the time is too short you lose more mana than you gain and if it's long enough then you would've regened enough mana for the pull anyway.
And Blood Price really makes any mana management a non-issue when it comes to dungeons (which is where 'between pulls' would apply).
If you're down to half mana, i'm preeeeetty damn sure that turning it off will net you back more mp by time you reach the next pull, more so than the cost of it's re-application. People aren't speed running dungeons in most situations yet lol. Thats pretty unrealistic right now.
3 regen ticks is all that's necessary to cover the cost of deactivating Darkside and toggling it back on: 9-12 seconds (it depends on when you activated/disabled Darkside inbetween server ticks. If you turned it on exactly at the same time as MP native regen tick & turned it off at the same time as a server tick - it's only 9 seconds. But it can be anywhere between 9 and 12 though, which is why it's better to go by the server ticks, not whole seconds)
The thing though is - the MP savings of doing so isn't all that great. It's only a difference of ~80 MP or so. (Toggling Darkside for 3 ticks reduces the MP loss by 88 MP [at my base PIE amount], but it's still a loss).
In the LL they hinted at adjusted DRK's overall Darkness toolkit - I think this might be what they're referring to. Tuning it so there's more incentive to toggle Darkside
Speed runs are actually more applicable in regards to this though.
Most speed runs have longer times before engaging the enemy since you spend a decent amount of time gathering multiple groups together.
During that time you could regen mana instead of it draining away while pulling groups together (while in-combat, so you don't regen as fast as it drains).
As it is right now, there's shorter times between engagement because you fight each set in front of you.
Regardless, it's still a non-issue since Blood Price has such a short cooldown. Running in at half mana is not a problem, in fact I don't want to have too much mana because then I might overcap with Blood Price gains.
Also, Dark Dance is pretty nice to pop on trash pulls and it requires Darkside. You can pop it at the start of many pulls with its short 1min CD.
But dancing with Darkside can potentially delay it, for mana you're going to get in droves with Blood Price anyway.
Yea, it's only really obvious once you're in-combat.
Unless they made the augmented version of AF2 have the black flames or just made the armor modify how the aura looks,I doubt it's part of the armor. The only video where the black flames are shown is also the only video where you see a Dark Knight in AF2 using Darkside.In every other DRK gameplay video where he's shown with the AF2 he doesn't have the black flames but he also isn't using darkside.
So there's 3 possible things the black flames could be:
1. Part of Darkside and so it would mean the aura is indeed bugged.
2. An added effect to the Darkside aura while wearing the AF2 armor set (unlikely imo)
3. An effect from a possible augmented version of the AF2