Reactive armor damage procs interrupting archery at range

Started 19 Jan 2019
by Horus
in Ask the Team
If you shoot someone at range and they have a reactive proc on their armor and it goes off, it damages the archer and interrupts the shot. I think it this is incorrect behavior but would like feedback from dev if it intended or not before a ticket is submitted.

Armor procs never damaged or interrupted at 1500 range. They should only effect those in standard melee range. IMO
Sat 19 Jan 2019 6:43 AM by Redzus
Correct behaviour, been always like this. Only difference there where only few items back then that had offensive damage procs.
Sat 19 Jan 2019 6:58 AM by Daiquiri
Horus wrote: Armor procs never damaged or interrupted at 1500 range.

Question: If a tincture has a specified range (i.e. 1350 units), does this mean that damage from an enemy outside of the 1350 range (such as a caster or archer) would not be affected by the reactive but that those that are closer will?

Answer: Yes. If, for example, you are wearing a piece of armor with a reactive tincture having a range 1350 units, an archer who shoots you from 2000 units shouldn't be affected.. However, there's been a long standing bug that it still will "hit" the archer. But in general yes, the enemy still has to be within the tincture's specified range for it to work.
(http://apothecary.daoc-sites.info/faq.php)

Was fixed with Patch 1.88B:
Reactive procs on armor will now only hit the archer if the archer is within range.
(http://camelotherald.wikia.com/wiki/Patch_Notes:_Version_1.88B)

Don´t know if it is working as intended here on Phoenix.

But I agree, I found that behavior really stupid that an archer can possibly be hit by a reactive armor proc while shooting from distance...
Sat 19 Jan 2019 1:45 PM by Zansobar
I could have sworn there was a patch note not too long ago that said they fixed these procs going off at range.
Sat 19 Jan 2019 3:51 PM by Horus
I created a problem ticket during the beta that casted damage shields were hitting and interrupting at range. I thought this was fixed so that although you took damage, you were not interrupted. I thought the same would be applied to reactive armor procs. I can live with the damage, although I still think it is incorrect. It is the interrupt that makes this deadly to archers.

I would say all reactive armor procs should have the range lowered to like 300 units...
Sat 19 Jan 2019 4:15 PM by Quik
2018-12-17 Monday
•divine intervention now has a range check
•ranged attacks no longer trigger damage shields
•aotg delve is back to its original value
•pets should use the higher of their level or owner level for many calculations (resist, miss etc.), it's a rather involved change and as such practically guaranteed that this will mess something up in some places, please report those cases
•animation for guarded attacks should be shown
•miss, parry, block should cause the attacker to cancel speed / sos
•reduced most active damage RA delves
•bd debuffer pets and caster pets now use the normal caster mob behavior
•wrath of champions now has falloff
•dashing defense no longer has an extra bonus to parry and block
•guild window updates are now limited (this was causing the "too many messages" message, every rr up notified everyone in guild multiple times, getting free rr13 meant lots of notifications)

That was from patch notes on wiki.

All it says is against dmg shields with no mention to reactive procs.
Sun 20 Jan 2019 4:53 AM by Waygone
Zansobar wrote:
Sat 19 Jan 2019 1:45 PM
I could have sworn there was a patch note not too long ago that said they fixed these procs going off at range.

Thought so as well.
If so, it should be reported as a bug..
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