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TMW Deg bug - Mod Jack confirmThread is locked

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Barnabis
Oct Gold Premier Club Member 2015

Barnabis

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Still bugged as of Apr 19 2019. Been away for a while hence why thread wasn't bumped in weeks.

TL DR; post is 3rd post.

Trimmed Master Work armor DOES degrade on slayer tasks due to poor QA checks. This reddit posting contains a graphic of Mod Jack confirming that it is a bug.

The bug is triggered when minions or "non slayer/reaper monsters" hit your player. If your fighting Abby Demons and get attacked by a neighboring Necryal... your armor will degrade.

With Reaper tasks, boss mechanics like "minons" spawned by various bosses will degrade it. Example are the bosses in GWD1 that most players should be able to kill. The other monsters that spawn in with the bosses will degrade your armor.

https://old.reddit.com/r/runescape/comments/aevy24/mod_jacks_explanation_about_the_state_of_tmws/

This is probably going to take them a few months to resolve, so the T92 really isn't worth it for most players. I'm disappointed, this was motivation for me to start high-level PVM.

Unless your really into Bossing or Elite Dungeons, it probably isn't worth it to make TMW until this is resolved as it isn't even good for slayer tasks. :( :( :( :( :(

At least we have the T90 variant which I'm personally working to invest in since it can be repaired on an armor stand in PoH. QA didn't blunder that one up!
Jagex 2019 New Year Resolution... MTX our customers until RS3 SERVER SHUTDOWN PARTY!
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11-Jan-2019 20:20:41 - Last edited on 19-Apr-2019 19:42:18 by Barnabis

Barnabis
Oct Gold Premier Club Member 2015

Barnabis

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Below I manually typed in from the image of Mod Jack and Gwaejir for archival purposes if the image is auto-deleted after a period of time.

Mod Jack to Gwaejir Gremsdottir (Reddit name, not RSN)

It's not exactly broken, it doesn't degrade on task the problem is the way it turns out slayer works. You're only considered "on task" with a specific enemy and it takes a tick or two to pick a new "on task" enemy. (This is how it was explained to me)

I have no idea how it interacts with group combat, I'll ask (mod) shogun, sec
but even 1v1 you take an occasional hit

it doesn't matter if it's single or group, you only take degrade damage once per tick so if you're taking combat damage from a "slayer target" which matches your task, you don't take degrade damage but every so often there's a slight delay in it selecting your "slayer target" which means that the check fails (because you don't have a target)

I think the implementation is a bit wrong, and I'll see what we can do

What happens in practice is "massively reduced degrading" not "zero degrading" [this goes against what is advertised and what in-game NPCs tell us]
Minions is also a known problem
Not trivial to fix
Minions are not your slayer or reaper target, if they were, they would complete it when you kill them, for now I'd consider that "technically working as intended" (even though I acknowledge that's kind of bullshit)

But fixing that will require re-engineering how slayer and/or every boss fight works, so I'm not sure how practical it is to fix.
Jagex 2019 New Year Resolution... MTX our customers until RS3 SERVER SHUTDOWN PARTY!
The RS3 Community is treated like :@RUBBISH:@ due to constant TH promotions.

Don't buy keys on Treasure Hunter, if you do Jagex will only make more TH promotions :(

11-Jan-2019 20:20:48 - Last edited on 11-Jan-2019 20:28:57 by Barnabis

Barnabis
Oct Gold Premier Club Member 2015

Barnabis

Posts: 3,700Adamant Posts by user Forum Profile RuneMetrics Profile
TLDR;

TMW degrades on the "first hit" between you and a slayer / reaper target. It will then stop when the game realizes your on a slayer/reaper target.

TMW will degrade when a reaper boss has their minions attacking you. The minions are not your target.

TMW doesn't have a "no degrade buffer" between targets. It will most likely always take "a hit" before realizing your on a new slayer/reaper target.

TMW doesn't appear to have this issue in Elite Dungeons.

Degrade bug affects even custom fit and augmented custom fit versions of TMW armor.

What I don't know yet:

...if TMW will degrade when multiple slayer targets are attacking you when using an aggro pot (like Abyssal Demons).

...if TMW degrades while your activly fighting a boss and their minions are attacking you. It might just be prior to or after the boss is dead that minions cause the gear to degrade.

...if TMW degrades when Camel Warriors have their mirage attack.
Jagex 2019 New Year Resolution... MTX our customers until RS3 SERVER SHUTDOWN PARTY!
The RS3 Community is treated like :@RUBBISH:@ due to constant TH promotions.

Don't buy keys on Treasure Hunter, if you do Jagex will only make more TH promotions :(

11-Jan-2019 20:20:52 - Last edited on 13-Jan-2019 17:07:38 by Barnabis

Sereg

Sereg

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It could probably be fixed by associating certain game areas(assuming the game world is organized in such a way that this is feasible) with certain slayer and reaper assignments, and checking whether the player is in that area and has that task.

But even that solution is not trivial, so I can certainly see where they're coming from. Easy to think of a feature, not always easy to implement it =P
No pay2win, no easyscape

11-Jan-2019 20:35:25

Sereg

Sereg

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Almost certainly - I would imagine charges drain when degrade damage is assessed each tick, as Mod Jack describes above in OP's transcription.

If so, then augmented armor will experience the same effects as normally degrading armor.
No pay2win, no easyscape

12-Jan-2019 01:38:05

Nep-Nep

Nep-Nep

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sounds like they need to look for something better to use as a tell that they're on task if a delay can happen that leads it to degrade, causing it to not function as advertised
area based can be one aspect, specially with places like Kuradal's where you couldn't even enter without a task anyway
this could also help vs bosses with minions, since the minions would be in the area

or they could just reverse the check so it'd do a check for NOT task, instead of a check if it is a task, there would be that delay again, but the delay would only happen against non task instead so it couldn't degrade on task as it wouldn't have a delayed check for them anymore

12-Jan-2019 01:40:39

Sereg

Sereg

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I don't think that second check would work the way you think.

Currently I imagine something like this:

...
if (onTask()) return;
else degrade();
...

What you are proposing just reverses the order, so:
...
if (!onTask()) degrade();
//no need for an else return
...


Since the error is with the check for whether the player is on task, this doesn't actually solve the problem - when onTask() returns false because the player's current target is null, the degrade call will still occur, and we have the exact same problem.

Please correct me if I am misunderstanding your solution.
No pay2win, no easyscape

12-Jan-2019 01:55:27

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