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Fl4K buglist - as of 11 months ago

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Jun 22nd, 2022
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  1.  
  2. General FL4K bugs:
  3. Pet sometimes disappears from existence without actually dying. Seems to happen more often the more movespeed the pet has. Usually involves the pet falling through the map but not dying.
  4. FL4K suffers from losing action skill uses to incorrect cooldown modifications more than that of other vault hunters. Gamewide bug, affects FL4K the most.
  5. The vast majority of FL4K's Hunter Skills' tooltips do not update with Hunt Skill Power boosts (from Big Game and Cosmic Stalker)
  6. Bonus elements on the pet do not get pet crit damage bonuses.
  7. Pet damage is not boosted properly on several skills, or at all on others.
  8.  
  9. Anointments:
  10. Rakk Slag does not work.
  11.  
  12. Class Mods:
  13. Peregrine cannot roll +5 in any skill, despite all 3 of its skills being 5 pointers.
  14. CMDL3T causes the pet to attack even the player and itself. Also has a typo ("Fl4k") Update: As of 1/21 patch it no longer does anything at all
  15. CMDL3T cannot spawn with more than 3 points in Keep Them Safe.
  16. Equipping a DE4DEYE without savequitting nullifies your next Two Fang trigger
  17. Red Fang's taunt effect often persists even when the item is unequipped and another action skill is selected (beneficial)
  18. Bounty Hunter presents itself as a chance based effect, but actually uses a predetermined table of triggers depending on point investment. (Just a reword maybe?)
  19. Stackbot stacks are reset by some weapon effects (OPQ explosion, for example) despite them not being able to crit and other effects under the same rules do not reset stacks. Loader pet shots that do not crit reset stacks.
  20. Friendly Trainer class mod from DLC2 is weighted to drop for Moze. Moze's Sapper class mod is weighted to drop for FL4K.
  21.  
  22.  
  23. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Skill Trees ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  24.  
  25. Stalker:
  26. Jabber bonuses are not visually modified by Barbaric Yawp but do work.
  27.  
  28. Master:
  29. Gamma Burst does not inform the player that the pet cannot drop below 1 HP for the duration. (text clarification)
  30. Gamma Burst makes Jabber pets put their guns away. (Yes this greatly affects their functionality in many areas)
  31. Atomic Aroma does not stack Frenzy.
  32. Hive Mind still shares fully resisted damage (i.e. Red Suit and radiation)
  33. Dominance and all other allegiance conversion effects are linked, so trigger chance is shared.
  34.  
  35. Hunter:
  36. Leave No Trace presents itself as a chance based skill, but actually uses a predetermined table of triggers depending on point investment. (Just a reword maybe?)
  37. There are a large number of improperly classified enemies for the species bonuses, and some notable enemies such as Guardians do not have a species at all. This affects most notably Hunter's Eye and Interplanetary Stalker.
  38. Hunter's Eye is an unlisted Hunt Skill. Hunter's Eye's crit bonus to humans does not work on Megavore crits.
  39. Second Intention is....wonky in how it displays the reload speed bonuses. Not technically wrong, but convoluted.
  40. Ambush Predator does not check range properly. (Beneficial bug, tbh)
  41. Head Count presents itself as a chance based skill, but actually uses a predetermined table of triggers depending on point investment. (Just a reword maybe?)
  42. Two F4ng presents itself as a chance based skill, but actually uses a predetermined table of triggers depending on point investment. (Just a reword maybe?)
  43. It's unknown whether Galactic Shadow's aggro reduction works or not.
  44. Spiderant Countess does not get FFYL when hit by certain attacks from Anathema, Scourge, and Diadems. Just dies.
  45. Spiderant Countess frequently gets stuck in the ground via its Attack Command, and a wide variety of things cause it to stay there.
  46.  
  47. Trapper:
  48. Gravity Snare does not benefit from cooldown increases from several sources (All In, Plus Ultra)
  49. Gravity Snare does not deactivate when out of bounds, unlike Zane's Barrier (the only other static deployable action skill)
  50. ION Loader's Elemental Resistance is negative a la DLC2 release Stone COM.
  51. BUL Loader frequently gets stuck in the ground via its Attack Command.
  52. Loaders do not get FFYL when hit by certain attacks from Anathema, Scourge, and Diadems. Just dies.
  53. Loaders cannot be named, unlike other pets.
  54. Loaders do not benefit from Barbaric Yawp.
  55. Loaders cannot trigger the Fade Away augment Not My Circus. (Stalker)
  56. Gotta Go Fast does not scale with point investment for ION Loader. You always get 1 point.
  57. Agility Training turns off when the pet is down or dead. Agility Training turns off when the player is down.
  58. Throatripper crits trigger Leave No Trace but not Head Count (beneficial, in that them triggering any of FL4K's crit based skills at all is likely a bug)
  59. Lethal Force Authorized sometimes triggers through Gamma Burst (pet is not supposed to be able to die to anything but Scourge's instakill effect during Gamma Burst)
  60. Monkey Do is legendary (non distributed) amp that forces your entire shot to be non elemental, leading to less damage than the base in many situations. The amp does not scale with point investment, only the pet crit damage does. The card value is also wrong at every level of investment.
  61. Not Even a Challenge's Action Skill Duration does not seem to modify the active action skill, only any activations done while the stacks are active. Duration modifiers on Zane and Moze do not work this way.
  62. Fuzzy Math does not seem to have a retrigger delay on the pet, or at least an extremely miniscule one. (~0.3 second delay on FL4K.)
  63. Capacitance considers current shield capacity, not maximum shield capacity. (Possibly just an oversight?)
  64.  
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