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Unusual stats during burst combat

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Two examples, of almost identical battles.
 
First one, incoming attack from Ilidria (attacker) on Asthir (defender) = 3 * Hollow Warrior, 2 * Animated Tree I, 1 * Santa - all set to heal.
 
Asthir's profile defense is 554 - it was 604 due to burst at the time - so each creature should have gotten another 100 defense on top of their base defense.
 
Notice the 1st round (the one with no number attributed to it = ROUND 0 ?), 3rd (ROUND 2) and the 6th+7th rounds (ROUND 5, ROUND 6)
 
[spoiler]Loading Ilidria creatures
Loading Asthir creatures
COMBO: Adding 766 combo vitality bonus for this ritual
Applying 0% of Ilidria's energetic influence
Applying 100% of Asthir's energetic influence

Influences for Ilidria ######
Imperial Aramor Warrior: morale, attackbonus, attackbonus
Imperial Aramor Warrior: morale, attackbonus, attackbonus
Imperial Aramor Warrior: morale, attackbonus, attackbonus

Influences for Asthir ######
Hollow Warrior: doubleantifreeze
Animated Tree I gets unfrozen
Animated Tree I gets unfrozen
Hollow Warrior: doubleantifreeze
Animated Tree I gets unfrozen
Hollow Warrior gets unfrozen
Hollow Warrior: doubleantifreeze
Animated Tree I gets unfrozen
Hollow Warrior gets unfrozen
Animated Tree I: regenaura
Animated Tree I: regenaura

Applying Ilidria's Creature Tokens at 100%
Heretic Archer II's creature tokens [claw2, claw1, emeraldglare]
[claw2] Heretic Archer II gets 401 attack and 0 regeneration based on Principles
[claw1] Heretic Archer II gets 842 power based on Principles
[emeraldglare] Heretic Archer II gets 3 regeneration and 21 defence based on enemy creature skills
Dark Archer's creature tokens [claw1, emeraldglare]
[claw1] Dark Archer gets 842 power based on Principles
[emeraldglare] Dark Archer gets 3 regeneration and 21 defence based on enemy creature skills
Elemental I's creature tokens [claw1, claw2, emeraldglare]
[claw1] Elemental I gets 842 power based on Principles
[claw2] Elemental I gets 401 attack and 0 regeneration based on Principles
[emeraldglare] Elemental I gets 3 regeneration and 21 defence based on enemy creature skills
Imperial Aramor Warrior's creature tokens []
Imperial Aramor Warrior's creature tokens []
Imperial Aramor Warrior's creature tokens []

Applying Asthir's Creature Tokens at 0%
Hollow Warrior's creature tokens []
Hollow Warrior's creature tokens []
Hollow Warrior's creature tokens []
Santa II's creature tokens []
Animated Tree I's creature tokens []
Animated Tree I's creature tokens []

Ilidria's Heretic Archer II does weaken to random creature(s) of Asthir and:
- Weaken defence effect: -1486
- maintains weaken on Hollow Warrior
weaken (round:2 weaken: defence=-1486|from 107 to -1379; )
- creature base 15 + base+burst profile 604 / 6 creatures = 15 + 100 = 115, not 107; base profile 554 / 6 creatures + creature base 15 = 107 >>> burst stat didn't count
and remains with 13032 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 1614 damage
and remains with 11418 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 1614 damage
and remains with 9804 vitality
Ilidria's Dark Archer does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 1429 damage
and remains with 8375 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 1614 damage
and remains with 6761 vitality
Asthir's Hollow Warrior cant find any enemy creatures to target, skipping turn
Asthir's Animated Tree I cant find any enemy creatures to target, skipping turn
Asthir's Animated Tree I cant find any enemy creatures to target, skipping turn
Asthir's Hollow Warrior cant find any enemy creatures to target, skipping turn
Asthir's Hollow Warrior cant find any enemy creatures to target, skipping turn
Asthir's Santa II does heal to random creature(s) of Asthir and:
- Heal power: 156
- Hollow Warrior doesn't need any healing for now
and remains with 13032 vitality
Ilidria's Elemental I does weaken to random creature(s) of Asthir and:
- Weaken defence effect: -1453
- maintains weaken on Animated Tree I
weaken (round:2 weaken: defence=-1453|from 97 to -1356; )
- creature base 5 + base+burst profile 604 / 6 creatures = 15 + 100 = 105, not 97; base profile 554 / 6 creatures + creature base 5 = 97 >>> burst stat didn't count
and remains with 14532 vitality

###### START ROUND "1" ######
Applying temporary effects for Asthir, slot 6 :
weaken (round:1 weaken: defence=-1486|from 107 to -1379; )
weaken (round:0 weaken: effect ended)
Applying temporary effects for Asthir, slot 2 :
weaken (round:1 weaken: defence=-1453|from 97 to -1356; )
weaken (round:0 weaken: effect ended)
Ilidria's Heretic Archer II does weaken to random creature(s) of Asthir and:
- Weaken defence effect: -1486
- maintains weaken on Hollow Warrior
weaken (round:3 weaken: defence=-1486|from -1379 to -2865; )
- this gives the impression that the effect lasts more than 2 rounds
and remains with 6761 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 3100 damage
and remains with 3661 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 3100 damage
and remains with 561 vitality
Ilidria's Dark Archer does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 2915 damage
creature DIES!
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Animated Tree I receives 1591 damage
and remains with 12941 vitality
Asthir's Hollow Warrior cant find any enemy creatures to target, skipping turn
Asthir's Animated Tree I cant find any enemy creatures to target, skipping turn
Asthir's Animated Tree I cant find any enemy creatures to target, skipping turn
Asthir's Hollow Warrior cant find any enemy creatures to target, skipping turn
Asthir's Santa II does heal to random creature(s) of Asthir and:
- Heal power: 156
- Animated Tree I doesn't need any healing for now
and remains with 14532 vitality
Ilidria's Elemental I does weaken to random creature(s) of Asthir and:
- Weaken defence effect: -1453
- maintains weaken on Hollow Warrior
weaken (round:2 weaken: defence=-1453|from 107 to -1346; )
and remains with 13032 vitality

###### START ROUND "2" ######
Applying temporary effects for Asthir, slot 5 :
weaken (round:1 weaken: defence=-1453|from 107 to -1346; )
weaken (round:0 weaken: effect ended)
Applying temporary effects for Asthir, slot 2 :
Ilidria's Heretic Archer II does weaken to random creature(s) of Asthir and:
- Weaken defence effect: -1486
- maintains weaken on Hollow Warrior
weaken (round:2 weaken: defence=-1486|from 107 to -1379; )
and remains with 13032 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 1614 damage
and remains with 11418 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 1614 damage
and remains with 9804 vitality
Ilidria's Dark Archer does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 1429 damage
and remains with 8375 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 1614 damage
and remains with 6761 vitality
Asthir's Hollow Warrior cant find any enemy creatures to target, skipping turn
Asthir's Animated Tree I cant find any enemy creatures to target, skipping turn
Asthir's Animated Tree I cant find any enemy creatures to target, skipping turn
Asthir's Hollow Warrior cant find any enemy creatures to target, skipping turn
Asthir's Santa II does heal to random creature(s) of Asthir and:
- Heal power: 156
- Animated Tree I doesn't need any healing for now
and remains with 12941 vitality
Ilidria's Elemental I does weaken to random creature(s) of Asthir and:
- Weaken defence effect: -1453
- maintains weaken on Hollow Warrior
weaken (round:2 weaken: defence=-1453|from -1379 to -2832; )
and remains with 6761 vitality

###### START ROUND "3" ######
Applying temporary effects for Asthir, slot 4 :
weaken (round:1 weaken: defence=-1486|from 107 to -1379; )
weaken (round:0 weaken: effect ended)
weaken (round:1 weaken: defence=-1453|from -1379 to -2832; )
weaken (round:0 weaken: effect ended)
Applying temporary effects for Asthir, slot 5 :
Applying temporary effects for Asthir, slot 2 :
Ilidria's Heretic Archer II does weaken to random creature(s) of Asthir and:
- Weaken defence effect: -1486
- maintains weaken on Santa II
weaken (round:2 weaken: defence=-1486|from 97 to -1389; )
and remains with 17532 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 3067 damage
and remains with 3694 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 3067 damage
and remains with 627 vitality
Ilidria's Dark Archer does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 2882 damage
creature DIES!
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Santa II receives 1624 damage
and remains with 15908 vitality
Asthir's Hollow Warrior cant find any enemy creatures to target, skipping turn
Asthir's Animated Tree I cant find any enemy creatures to target, skipping turn
Asthir's Animated Tree I cant find any enemy creatures to target, skipping turn
Asthir's Santa II does heal to random creature(s) of Asthir and:
- Heal power: 156
- Hollow Warrior doesn't need any healing for now
and remains with 13032 vitality
Ilidria's Elemental I does weaken to random creature(s) of Asthir and:
- Weaken defence effect: -1453
- maintains weaken on Animated Tree I
weaken (round:2 weaken: defence=-1453|from 97 to -1356; )
and remains with 14532 vitality

###### START ROUND "4" ######
Applying temporary effects for Asthir, slot 5 :
Applying temporary effects for Asthir, slot 1 :
weaken (round:1 weaken: defence=-1486|from 97 to -1389; )
weaken (round:0 weaken: effect ended)
Applying temporary effects for Asthir, slot 2 :
Applying temporary effects for Asthir, slot 3 :
weaken (round:1 weaken: defence=-1453|from 97 to -1356; )
weaken (round:0 weaken: effect ended)
Ilidria's Heretic Archer II does weaken to random creature(s) of Asthir and:
- Weaken defence effect: -1486
- maintains weaken on Santa II
weaken (round:3 weaken: defence=-1486|from -1389 to -2875; )
and remains with 15908 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Santa II receives 3110 damage
and remains with 12798 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Santa II receives 3110 damage
and remains with 9688 vitality
Ilidria's Dark Archer does damage to weak creature(s) of Asthir and:
- Santa II receives 2925 damage
and remains with 6763 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Santa II receives 3110 damage
and remains with 3653 vitality
Asthir's Hollow Warrior does heal to dying creature(s) of Asthir and:
- Heal power: 126
- heals Santa II and recovers 126 vitality
and remains with 3779 vitality
Asthir's Animated Tree I does heal to dying creature(s) of Asthir and:
- Heal power: 91
- heals Santa II and recovers 91 vitality
and remains with 3870 vitality
Asthir's Animated Tree I does heal to dying creature(s) of Asthir and:
- Heal power: 91
- heals Santa II and recovers 91 vitality
and remains with 3961 vitality
Asthir's Santa II does heal to random creature(s) of Asthir and:
- Heal power: 156
- Animated Tree I doesn't need any healing for now
and remains with 12941 vitality
Ilidria's Elemental I does weaken to random creature(s) of Asthir and:
- Weaken defence effect: -1453
- maintains weaken on Santa II
weaken (round:2 weaken: defence=-1453|from -2875 to -4328; )
and remains with 3961 vitality

###### START ROUND "5" ######
Applying temporary effects for Asthir, slot 5 :
Applying temporary effects for Asthir, slot 1 :
weaken (round:2 weaken: defence=-1486|from -1389 to -2875; )
weaken (round:1 weaken: defence=-1453|from -2875 to -4328; )
weaken (round:0 weaken: effect ended)
Applying temporary effects for Asthir, slot 2 :
Applying temporary effects for Asthir, slot 3 :
Ilidria's Heretic Archer II does weaken to random creature(s) of Asthir and:
- Weaken defence effect: -1486
- maintains weaken on Animated Tree I
weaken (round:2 weaken: defence=-1486|from 97 to -1389; )
and remains with 14532 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Santa II receives 4563 damage
creature DIES!
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Animated Tree I receives 1624 damage
and remains with 12908 vitality
Ilidria's Dark Archer does damage to weak creature(s) of Asthir and:
- Animated Tree I receives 1439 damage
and remains with 11469 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Animated Tree I receives 1624 damage
and remains with 9845 vitality
Asthir's Hollow Warrior cant find any enemy creatures to target, skipping turn
Asthir's Animated Tree I cant find any enemy creatures to target, skipping turn
Asthir's Animated Tree I cant find any enemy creatures to target, skipping turn
Ilidria's Elemental I does weaken to random creature(s) of Asthir and:
- Weaken defence effect: -1453
- maintains weaken on Animated Tree I
weaken (round:3 weaken: defence=-1453|from 4456 to 3003; )
- all my creatures are on heal... at no point was there any protection dealt to any of my creatures; where does this tree have 4456 defense from?
and remains with 12941 vitality

###### START ROUND "6" ######
Applying temporary effects for Asthir, slot 5 :
Applying temporary effects for Asthir, slot 2 :
weaken (round:2 weaken: defence=-1453|from 4456 to 3003; )
Applying temporary effects for Asthir, slot 3 :
weaken (round:1 weaken: defence=-1486|from 1550 to 64; )
weaken (round:0 weaken: effect ended)
Ilidria's Heretic Archer II does weaken to random creature(s) of Asthir and:
- Weaken defence effect: -1486
- maintains weaken on Hollow Warrior
weaken (round:2 weaken: defence=-1486|from 4466 to 2980; )
- this is a different creature, same effect; gets hit again at the end of this round;
and remains with 13032 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Animated Tree I receives 171 damage
and remains with 9674 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Animated Tree I receives 171 damage
and remains with 9503 vitality
Ilidria's Dark Archer does damage to weak creature(s) of Asthir and:
- Animated Tree I receives 1 damage
and remains with 9502 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Animated Tree I receives 171 damage
and remains with 9331 vitality
Asthir's Hollow Warrior cant find any enemy creatures to target, skipping turn
Asthir's Animated Tree I cant find any enemy creatures to target, skipping turn
Asthir's Animated Tree I cant find any enemy creatures to target, skipping turn
Ilidria's Elemental I does weaken to random creature(s) of Asthir and:
- Weaken defence effect: -1453
- maintains weaken on Hollow Warrior
weaken (round:3 weaken: defence=-1453|from 2980 to 1527; )
- here, being brought from 4466 to 1527; again, where did the initial 4466 defense come from?
and remains with 13032 vitality

###### START ROUND "7" ######
Applying temporary effects for Asthir, slot 5 :
weaken (round:2 weaken: defence=-1453|from 4466 to 3013; )
weaken (round:1 weaken: defence=-1486|from 3013 to 1527; )
weaken (round:0 weaken: effect ended)
Applying temporary effects for Asthir, slot 2 :
weaken (round:1 weaken: defence=-1453|from 4456 to 3003; )
weaken (round:0 weaken: effect ended)
Applying temporary effects for Asthir, slot 3 :
Ilidria's Heretic Archer II does weaken to random creature(s) of Asthir and:
- Weaken defence effect: -1486
- maintains weaken on Animated Tree I
weaken (round:2 weaken: defence=-1486|from 3003 to 1517; )
and remains with 12941 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Animated Tree I receives 1 damage
and remains with 12940 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Animated Tree I receives 1 damage
and remains with 12939 vitality
Ilidria's Dark Archer does damage to weak creature(s) of Asthir and:
- Animated Tree I receives 1 damage
and remains with 12938 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Animated Tree I receives 1 damage
and remains with 12937 vitality
Asthir's Hollow Warrior cant find any enemy creatures to target, skipping turn
Asthir's Animated Tree I cant find any enemy creatures to target, skipping turn
Asthir's Animated Tree I cant find any enemy creatures to target, skipping turn
Ilidria's Elemental I does weaken to random creature(s) of Asthir and:
- Weaken defence effect: -1453
- maintains weaken on Animated Tree I
weaken (round:3 weaken: defence=-1453|from 3003 to 1550; )
and remains with 9331 vitality

###### START ROUND "8" ######
Applying temporary effects for Asthir, slot 5 :
weaken (round:1 weaken: defence=-1453|from 4466 to 3013; )
weaken (round:0 weaken: effect ended)
Applying temporary effects for Asthir, slot 2 :
weaken (round:1 weaken: defence=-1486|from 4456 to 2970; )
weaken (round:0 weaken: effect ended)
Applying temporary effects for Asthir, slot 3 :
weaken (round:2 weaken: defence=-1453|from 4489 to 3036; )
Ilidria's Heretic Archer II does weaken to random creature(s) of Asthir and:
- Weaken defence effect: -1486
- maintains weaken on Hollow Warrior
weaken (round:3 weaken: defence=-1486|from 3013 to 1527; )
and remains with 13032 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 1 damage
and remains with 13031 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 1 damage
and remains with 13030 vitality
Ilidria's Dark Archer does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 1 damage
and remains with 13029 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 1 damage
and remains with 13028 vitality
Asthir's Hollow Warrior cant find any enemy creatures to target, skipping turn
Asthir's Animated Tree I cant find any enemy creatures to target, skipping turn
Asthir's Animated Tree I cant find any enemy creatures to target, skipping turn
Ilidria's Elemental I does weaken to random creature(s) of Asthir and:
- Weaken defence effect: -1453
- maintains weaken on Animated Tree I
weaken (round:3 weaken: defence=-1453|from 3036 to 1583; )
and remains with 9331 vitality

###### START ROUND "9" ######
Applying temporary effects for Asthir, slot 5 :
weaken (round:2 weaken: defence=-1486|from 4466 to 2980; )
Applying temporary effects for Asthir, slot 2 :
Applying temporary effects for Asthir, slot 3 :
weaken (round:2 weaken: defence=-1453|from 4522 to 3069; )
Ilidria's Heretic Archer II does weaken to random creature(s) of Asthir and:
- Weaken defence effect: -1486
- maintains weaken on Hollow Warrior
weaken (round:3 weaken: defence=-1486|from 2980 to 1494; )
and remains with 13028 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 1 damage
and remains with 13027 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 1 damage
and remains with 13026 vitality

... Fight ended because it was too long. Player that lost the most of his army looses
... Ilidria WINS! 0% vs 58.8129580358%
Creature Experience reward for Ilidria - Winning player
Heretic Archer II recovers 24 Vitality
Dark Archer recovers 45 Vitality
Elemental I recovers 12 Vitality
Player is at max xp limit, no xp reward
Creature Experience reward for Asthir - Losing player
Hollow Warrior recovers 105 Vitality
Hollow Warrior recovers 105 Vitality
Hollow Warrior gains 0 Xp
Hollow Warrior recovers 105 Vitality
Santa II recovers 450 Vitality
Animated Tree I recovers 180 Vitality
Animated Tree I gains 0 Xp
Animated Tree I recovers 180 Vitality
Animated Tree I gains 0 Xp
Winner gets won fights counter incremented!
Loser gets humiliated, loss fights counter incremented![/spoiler]
 
Second one, outgoing attack on Ilidria (defender) from Asthir (attacker) = same ritual, same profile status (burst)
 
Notice 1st no number round (ROUND 0) and 6th (ROUND 5).
 
[spoiler]Loading Ilidria creatures
Loading Asthir creatures
COMBO: Adding 48 combo vitality bonus for this ritual
Applying 0% of Ilidria's energetic influence
Applying 100% of Asthir's energetic influence

Influences for Ilidria ######
Imperial Aramor Warrior: morale, attackbonus, attackbonus
Imperial Aramor Warrior: morale, attackbonus, attackbonus
Imperial Aramor Warrior: morale, attackbonus, attackbonus

Influences for Asthir ######
Hollow Warrior: doubleantifreeze
Animated Tree I gets unfrozen
Hollow Warrior gets unfrozen
Hollow Warrior: doubleantifreeze
Santa II gets unfrozen
Animated Tree I gets unfrozen
Hollow Warrior: doubleantifreeze
Hollow Warrior gets unfrozen
Hollow Warrior gets unfrozen
Animated Tree I: regenaura
Animated Tree I: regenaura

Applying Ilidria's Creature Tokens at 100%
Heretic Archer II's creature tokens [claw2, claw1, emeraldglare]
[claw2] Heretic Archer II gets 401 attack and 0 regeneration based on Principles
[claw1] Heretic Archer II gets 842 power based on Principles
[emeraldglare] Heretic Archer II gets 3 regeneration and 21 defence based on enemy creature skills
Dark Archer's creature tokens [claw1, emeraldglare]
[claw1] Dark Archer gets 842 power based on Principles
[emeraldglare] Dark Archer gets 3 regeneration and 21 defence based on enemy creature skills
Elemental I's creature tokens [claw1, claw2, emeraldglare]
[claw1] Elemental I gets 842 power based on Principles
[claw2] Elemental I gets 401 attack and 0 regeneration based on Principles
[emeraldglare] Elemental I gets 3 regeneration and 21 defence based on enemy creature skills
Imperial Aramor Warrior's creature tokens []
Imperial Aramor Warrior's creature tokens []
Imperial Aramor Warrior's creature tokens []

Applying Asthir's Creature Tokens at 0%
Hollow Warrior's creature tokens []
Hollow Warrior's creature tokens []
Hollow Warrior's creature tokens []
Santa II's creature tokens []
Animated Tree I's creature tokens []
Animated Tree I's creature tokens []

Ilidria's Heretic Archer II does weaken to weak creature(s) of Asthir and:
- Weaken defence effect: -1486
- maintains weaken on Animated Tree I
weaken (round:2 weaken: defence=-1486|from 97 to -1389; )
- same issue with burst stat not being added as before
and remains with 10218 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Animated Tree I receives 1624 damage
and remains with 8594 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Animated Tree I receives 1624 damage
and remains with 6970 vitality
Ilidria's Dark Archer does damage to weak creature(s) of Asthir and:
- Animated Tree I receives 1439 damage
and remains with 5531 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Animated Tree I receives 1624 damage
and remains with 3907 vitality
Asthir's Hollow Warrior cant find any enemy creatures to target, skipping turn
Asthir's Animated Tree I cant find any enemy creatures to target, skipping turn
Asthir's Animated Tree I cant find any enemy creatures to target, skipping turn
Asthir's Hollow Warrior cant find any enemy creatures to target, skipping turn
Asthir's Hollow Warrior cant find any enemy creatures to target, skipping turn
Asthir's Santa II does heal to random creature(s) of Asthir and:
- Heal power: 156
- Santa II doesn't need any healing for now
and remains with 14938 vitality
Ilidria's Elemental I does weaken to random creature(s) of Asthir and:
- Weaken defence effect: -1453
- maintains weaken on Hollow Warrior
weaken (round:2 weaken: defence=-1453|from 107 to -1346; )
- same issue with burst stat not being added as before
and remains with 10068 vitality

###### START ROUND "1" ######
Applying temporary effects for Asthir, slot 6 :
weaken (round:1 weaken: defence=-1453|from 107 to -1346; )
weaken (round:0 weaken: effect ended)
Applying temporary effects for Asthir, slot 3 :
weaken (round:1 weaken: defence=-1486|from 97 to -1389; )
weaken (round:0 weaken: effect ended)
Ilidria's Heretic Archer II does weaken to weak creature(s) of Asthir and:
- Weaken defence effect: -1486
- maintains weaken on Animated Tree I
weaken (round:3 weaken: defence=-1486|from -1389 to -2875; )
and remains with 3907 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Animated Tree I receives 3110 damage
and remains with 797 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Animated Tree I receives 3110 damage
creature DIES!
Ilidria's Dark Archer does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 1396 damage
and remains with 8672 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 1581 damage
and remains with 7091 vitality
Asthir's Hollow Warrior cant find any enemy creatures to target, skipping turn
Asthir's Animated Tree I cant find any enemy creatures to target, skipping turn
Asthir's Hollow Warrior cant find any enemy creatures to target, skipping turn
Asthir's Hollow Warrior cant find any enemy creatures to target, skipping turn
Asthir's Santa II does heal to random creature(s) of Asthir and:
- Heal power: 156
- Animated Tree I doesn't need any healing for now
and remains with 11938 vitality
Ilidria's Elemental I does weaken to random creature(s) of Asthir and:
- Weaken defence effect: -1453
- maintains weaken on Hollow Warrior
weaken (round:2 weaken: defence=-1453|from 107 to -1346; )
and remains with 10438 vitality

###### START ROUND "2" ######
Applying temporary effects for Asthir, slot 4 :
weaken (round:1 weaken: defence=-1453|from 107 to -1346; )
weaken (round:0 weaken: effect ended)
Applying temporary effects for Asthir, slot 6 :
Ilidria's Heretic Archer II does weaken to weak creature(s) of Asthir and:
- Weaken defence effect: -1486
- maintains weaken on Hollow Warrior
weaken (round:2 weaken: defence=-1486|from -1346 to -2832; )
and remains with 10438 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 3067 damage
and remains with 7371 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 3067 damage
and remains with 4304 vitality
Ilidria's Dark Archer does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 2882 damage
and remains with 1422 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 3067 damage
creature DIES!
Asthir's Hollow Warrior cant find any enemy creatures to target, skipping turn
Asthir's Animated Tree I cant find any enemy creatures to target, skipping turn
Asthir's Hollow Warrior cant find any enemy creatures to target, skipping turn
Asthir's Santa II does heal to random creature(s) of Asthir and:
- Heal power: 156
- Animated Tree I doesn't need any healing for now
and remains with 11938 vitality
Ilidria's Elemental I does weaken to random creature(s) of Asthir and:
- Weaken defence effect: -1453
- maintains weaken on Hollow Warrior
weaken (round:2 weaken: defence=-1453|from 107 to -1346; )
and remains with 10068 vitality

###### START ROUND "3" ######
Applying temporary effects for Asthir, slot 5 :
weaken (round:1 weaken: defence=-1453|from 107 to -1346; )
weaken (round:0 weaken: effect ended)
Applying temporary effects for Asthir, slot 6 :
Ilidria's Heretic Archer II does weaken to weak creature(s) of Asthir and:
- Weaken defence effect: -1486
- maintains weaken on Hollow Warrior
weaken (round:2 weaken: defence=-1486|from -1346 to -2832; )
and remains with 10068 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 3067 damage
and remains with 7001 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 3067 damage
and remains with 3934 vitality
Ilidria's Dark Archer does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 2882 damage
and remains with 1052 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 3067 damage
creature DIES!
Asthir's Animated Tree I cant find any enemy creatures to target, skipping turn
Asthir's Hollow Warrior cant find any enemy creatures to target, skipping turn
Asthir's Santa II does heal to random creature(s) of Asthir and:
- Heal power: 156
- Hollow Warrior doesn't need any healing for now
and remains with 7091 vitality
Ilidria's Elemental I does weaken to random creature(s) of Asthir and:
- Weaken defence effect: -1453
- maintains weaken on Santa II
weaken (round:2 weaken: defence=-1453|from 97 to -1356; )
and remains with 14938 vitality

###### START ROUND "4" ######
Applying temporary effects for Asthir, slot 6 :
Applying temporary effects for Asthir, slot 1 :
weaken (round:1 weaken: defence=-1453|from 97 to -1356; )
weaken (round:0 weaken: effect ended)
Ilidria's Heretic Archer II does weaken to weak creature(s) of Asthir and:
- Weaken defence effect: -1486
- maintains weaken on Santa II
weaken (round:2 weaken: defence=-1486|from -1356 to -2842; )
and remains with 14938 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Santa II receives 3077 damage
and remains with 11861 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Santa II receives 3077 damage
and remains with 8784 vitality
Ilidria's Dark Archer does damage to weak creature(s) of Asthir and:
- Santa II receives 2892 damage
and remains with 5892 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Santa II receives 3077 damage
and remains with 2815 vitality
Asthir's Animated Tree I does heal to dying creature(s) of Asthir and:
- Heal power: 91
- heals Santa II and recovers 91 vitality
and remains with 2906 vitality
Asthir's Hollow Warrior does heal to dying creature(s) of Asthir and:
- Heal power: 126
- heals Santa II and recovers 126 vitality
and remains with 3032 vitality
Asthir's Santa II does heal to random creature(s) of Asthir and:
- Heal power: 156
- Hollow Warrior doesn't need any healing for now
and remains with 7091 vitality
Ilidria's Elemental I does weaken to random creature(s) of Asthir and:
- Weaken defence effect: -1453
- maintains weaken on Santa II
weaken (round:3 weaken: defence=-1453|from -2842 to -4295; )
and remains with 3032 vitality

###### START ROUND "5" ######
Applying temporary effects for Asthir, slot 6 :
Applying temporary effects for Asthir, slot 1 :
weaken (round:2 weaken: defence=-1453|from -1356 to -2809; )
weaken (round:1 weaken: defence=-1486|from -2809 to -4295; )
weaken (round:0 weaken: effect ended)
Ilidria's Heretic Archer II does weaken to weak creature(s) of Asthir and:
- Weaken defence effect: -1486
- maintains weaken on Santa II
weaken (round:3 weaken: defence=-1486|from -4295 to -5781; )
and remains with 3032 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Santa II receives 6016 damage
creature DIES!
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Animated Tree I receives 138 damage
and remains with 11800 vitality
Ilidria's Dark Archer does damage to weak creature(s) of Asthir and:
- Animated Tree I receives 1 damage
and remains with 11799 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Animated Tree I receives 138 damage
and remains with 11661 vitality
Asthir's Animated Tree I cant find any enemy creatures to target, skipping turn
Asthir's Hollow Warrior cant find any enemy creatures to target, skipping turn
Ilidria's Elemental I does weaken to random creature(s) of Asthir and:
- Weaken defence effect: -1453
- maintains weaken on Hollow Warrior
weaken (round:3 weaken: defence=-1453|from 4466 to 3013; )
- same issue with unknown defense being added as before
and remains with 7091 vitality

###### START ROUND "6" ######
Applying temporary effects for Asthir, slot 6 :
weaken (round:2 weaken: defence=-1453|from 4466 to 3013; )
Ilidria's Heretic Archer II does weaken to weak creature(s) of Asthir and:
- Weaken defence effect: -1486
- maintains weaken on Animated Tree I
weaken (round:2 weaken: defence=-1486|from 97 to -1389; )
and remains with 11661 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Animated Tree I receives 1624 damage
and remains with 10037 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Animated Tree I receives 1624 damage
and remains with 8413 vitality
Ilidria's Dark Archer does damage to weak creature(s) of Asthir and:
- Animated Tree I receives 1439 damage
and remains with 6974 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Animated Tree I receives 1624 damage
and remains with 5350 vitality
Asthir's Animated Tree I cant find any enemy creatures to target, skipping turn
Asthir's Hollow Warrior cant find any enemy creatures to target, skipping turn
Ilidria's Elemental I does weaken to random creature(s) of Asthir and:
- Weaken defence effect: -1453
- maintains weaken on Hollow Warrior
weaken (round:3 weaken: defence=-1453|from 3013 to 1560; )
and remains with 7091 vitality

###### START ROUND "7" ######
Applying temporary effects for Asthir, slot 6 :
weaken (round:2 weaken: defence=-1453|from 3013 to 1560; )
Applying temporary effects for Asthir, slot 2 :
weaken (round:1 weaken: defence=-1486|from 97 to -1389; )
weaken (round:0 weaken: effect ended)
Ilidria's Heretic Archer II does weaken to weak creature(s) of Asthir and:
- Weaken defence effect: -1486
- maintains weaken on Animated Tree I
weaken (round:3 weaken: defence=-1486|from -1389 to -2875; )
and remains with 5350 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Animated Tree I receives 3110 damage
and remains with 2240 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Animated Tree I receives 3110 damage
creature DIES!
Ilidria's Dark Archer does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 1 damage
and remains with 7090 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 1 damage
and remains with 7089 vitality
Asthir's Hollow Warrior cant find any enemy creatures to target, skipping turn
Ilidria's Elemental I does weaken to random creature(s) of Asthir and:
- Weaken defence effect: -1453
- maintains weaken on Hollow Warrior
weaken (round:3 weaken: defence=-1453|from 1560 to 107; )
and remains with 7089 vitality

###### START ROUND "8" ######
Applying temporary effects for Asthir, slot 6 :
weaken (round:2 weaken: defence=-1453|from 1560 to 107; )
Ilidria's Heretic Archer II does weaken to weak creature(s) of Asthir and:
- Weaken defence effect: -1486
- maintains weaken on Hollow Warrior
weaken (round:2 weaken: defence=-1486|from 107 to -1379; )
and remains with 7089 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 1614 damage
and remains with 5475 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 1614 damage
and remains with 3861 vitality
Ilidria's Dark Archer does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 1429 damage
and remains with 2432 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 1614 damage
and remains with 818 vitality
Asthir's Hollow Warrior cant find any enemy creatures to target, skipping turn
Ilidria's Elemental I does weaken to random creature(s) of Asthir and:
- Weaken defence effect: -635
- maintains weaken on Hollow Warrior
weaken (round:3 weaken: defence=-635|from -1379 to -2014; )
and remains with 818 vitality

###### START ROUND "9" ######
Applying temporary effects for Asthir, slot 6 :
weaken (round:2 weaken: defence=-1453|from 925 to -528; )
weaken (round:1 weaken: defence=-1486|from -528 to -2014; )
weaken (round:0 weaken: effect ended)
Ilidria's Heretic Archer II does weaken to weak creature(s) of Asthir and:
- Weaken defence effect: -668
- maintains weaken on Hollow Warrior
weaken (round:3 weaken: defence=-668|from -2014 to -2682; )
and remains with 818 vitality
Ilidria's Imperial Aramor Warrior does damage to weak creature(s) of Asthir and:
- Hollow Warrior receives 2917 damage
creature DIES!
Ilidria's Imperial Aramor Warrior cant find any enemy creatures to target, skipping turn

... Ilidria WINS!
Creature Experience reward for Ilidria - Winning player
Heretic Archer II recovers 24 Vitality
Dark Archer recovers 45 Vitality
Elemental I recovers 12 Vitality
Player is at max xp limit, no xp reward
Creature Experience reward for Asthir - Losing player
Hollow Warrior recovers 105 Vitality
Hollow Warrior recovers 105 Vitality
Hollow Warrior recovers 105 Vitality
Santa II recovers 450 Vitality
Animated Tree I recovers 180 Vitality
Animated Tree I recovers 180 Vitality
Player is at max xp limit, no xp reward
Winner gets won fights counter incremented!
Loser gets humiliated, loss fights counter incremented![/spoiler]
 
 
To summarize:
 
1. Burst stats don't count in battle. I've only colored in red a few lines to show this, but this is the case for all creatures.
 
2. Huge amounts of defense are added to some of Asthir's creatures, based on factors I'm not able to determine.

Edited by Myth

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There was also a 3rd battle I didn't save in which the extra VE from the burst didn't get added. The timer showed about 6 minutes at the time. While it's possible that this was a timer error, and that it was just resetting when I attacked, I can't prove it. Just thought to mention it.

Not the case with the battles in the above post.

(all logs are now gone due to bursts)

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This is an extract of effects only from the first log, differentiated by slots. First thing's first; creatures:

 

Slot 1: Santa (defense = base 5 + profile 92.3 = 97)

Slot 2: Animated Tree I (defense = base 5 + profile 92.3 = 97)

Slot 3: Animated Tree I (defense = base 5 + profile 92.3 = 97)

Slot 4: Hallow Warrior (defense = base 15 + profile 92.3 = 107)

Slot 5: Hallow Warrior (defense = base 15 + profile 92.3 = 107)

Slot 6: Hallow Warrior (defense = base 15 + profile 92.3 = 107)

(again, note that extra 8.3 defense from burst is missing)

 

Next thing, ability description:

 

"Weaken Defence
The creature will lower the target’s defence attribute for the next two rounds.
The effectiveness is based on the attack attribute.
It is a temporary effect; it starts the next round and lasts for 2 rounds."

 

Everything which has *** refers to temporary effects mentioned at the beginning of the round, as a result of being applied in the previous rounds. Everything else are effects applied during that round.

 

Combat Round 0:

Slot 6:

+weaken = 107 - 1486 = -1379 defense; now at weaken round 1 (noted as 0 in the log) out of 2;

Slot 2:

+weaken = 97 - 1453 = -1356 defense; now at weaken round 1 out of 2;

(during this round, HW in slot 6 received 6271 damage due to weaken having effects immediately, instead of next round, as description says)

 

Combat Round 1:

Slot 6:

***weaken maintained; weaken round 1 over; now at weaken round 2 (noted as 1 in the log) out of 2; defense = -1379

+weaken = -1379 - 1486 = -2865 defense; weaken round reset; now at weaken round 1 out of 2;

Slot 2:

***weaken maintained; weaken round 1 over; now at weaken round 2 out of 2; defense = -1356

Slot 5:

+weaken = 107 - 1453 = -1346 defense; now at weaken round 1 out of 2;

 

Combat Round 2:

Slot 6:

***missing due to creature dying

Slot 5:

***weaken maintained; weaken round 1 over; now at weaken round 2 out of 2; defense = -1346

Slot 2:

***weaken ended; weaken round 2 over; (this is not specified in the log, only the slot number with no effects under it)

Slot 4:

+weaken = 107 - 1486 = -1379 defense; now at weaken round 1 out of 2;

+weaken = -1379 - 1453 = -2832 defense; now at weaken round 1 out of 2;

 

Combat Round 3:

Slot 4:

***weaken maintained; weaken round 1 over; now at weaken round 2 out of 2; defense = -1379

***weaken maintained; weaken round 1 over; now at weaken round 2 out of 2; defense = -2832

Slot 5:

***weaken ended; weaken round 2 over; (this is not specified in the log, only the slot number with no effects under it)

Slot 2:

***this line shouldn't exist in temporary effects, as the effect ended in the previous combat round;

Slot 1:

+weaken = 97 - 1486 = -1389 defense; now at weaken round 1 out of 2;

Slot 3:

+weaken = 97 - 1453 = -1356 defense; now at weaken round 1 out of 2;

 

Combat Round 4:

Slot 4:

***missing due to creature dying

Slot 5:

***this line shouldn't exist in temporary effects, as the effect ended in the previous combat round;

Slot 1:

***weaken maintained; weaken round 1 over; now at weaken round 2 out of 2; defense = -1389

+weaken = -1389 - 1486 = -2875 defense; weaken round reset; now at weaken round 1 out of 2;

+weaken = -2875 - 1453 = -4328 defense; weaken round reset; now at weaken round 1 out of 2;

Slot 2:

***this line shouldn't exist in temporary effects, as the effect ended 2 combat rounds ago;

Slot 3:

***weaken maintained; weaken round 1 over; now at weaken round 2 out of 2; defense = -1356

 

Combat Round 5:

Slot 5:

***this line shouldn't exist in temporary effects, as the effect ended 2 combat rounds ago;

Slot 1:

***weaken maintained; weaken round 1 over; now at weaken round 2 out of 2; defense = -2875

***weaken maintained; weaken round 1 over; now at weaken round 2 out of 2; defense = -4328

Slot 3:

***weaken ended; weaken round 2 over; (this is not specified in the log, only the slot number with no effects under it)

+weaken = 97 - 1486 = -1389 defense; now at weaken round 1 out of 2; - something odd will be visible in next round, and lower in this one

Slot 2:

***this line shouldn't exist in temporary effects, as the effect ended 3 combat rounds ago;

+weaken = 4456 - 1486 = 3003 defense; now at weaken round 1 out of 2;

(what you see above appears instead of what should appear - written below in black)

+weaken = 97 - 1486 = -1389 defense; now at weaken round 1 out of 2;

(this creature gained 3 rounds of negative weaken defense = protection from elemental: 97+1453+1453+1453=4456)

 

Combat Round 6:

 

Slot 5:

***this line shouldn't exist in temporary effects, as the effect ended 3 combat rounds ago;

Slot 2:

***weaken maintained; weaken round 1 over; now at weaken round 2 out of 2; defense = 3003

Slot 3:

***weaken maintained; weaken round 1 over; now at weaken round 2 out of 2; defense = 64

(this is the oddity mentioned in the combat round before; instead of showing it was maintained at -1389 defense, this slot gains one round of negative weaken defense from elemental: -1389+1453=64)

 

 

I can't continue as I need to finish up things at work, but you get the picture.

 

 

What I understand out of this is that, after weaken ends, the creature which was under the effect doesn't just get its defense back, but that it gets the same amount of defense back in every round which follows the round when the effect ended, until the status of the ability (weaken defense) is reset = applied again. [reworded for a little more clarity]

Edited by Myth

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First things first, EMERALDGLARE. It stole that def from you.

 

Secondly, combat effects are broken, they don't apply at start of round, they apply when applied by creatures during rounds. Meaning you will see that round thingy countdown on effects but nothing will happen unless it actually gets reapplied by creature. Also that round countdown will always be larger by 1 than it should be. And yes some lines just keep printing once triggered. There's all sorts of fun and weird with effects. Especially with end of effects (regen kills for example). It also depends on how many times it got applied in single round, I think that messes it up, can't remember.

 

Actually I'm pretty sure it would remove the amount of effect equal to 2 rounds when effect ends, which is in many cases wrong because if effects keep getting reapplied it can last more than 2 rounds and if they don't get reapplied at all it can look like it lasts 2 rounds but in fact it lasted 2 rounds with tick/buff of only one round.

 

I did this inspection 2-3 months ago got pissed up badly at it all. It's very hard to see what's what. There's just no clarity, there you have useless creat names in log instead of creat lvl+type+slot; starting stats of creats before round 0 is another thing that should be there. Like this one needs tons of paper and couple calculators to see what's really happening in a combat log, so I quit :p

 

Really just wait for Chew to rewrite everything :p

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There's no way I can make a complete list of things, but I'll try adding as I think of them. Some of the below are inspired by Ary's previous post.

 

Need to be added

- creature ID in log, maybe after the name

- % of gained lost VE at the end of battles in which one party suffers 100% losses

- round name for Round 0

- temporary effect lines which for some reason show only the slot it applies to, but not the effect which either ceased or was refreshed

 

Are broken

- as stated above, burst stats don't get added

- Weaken Defense, as explained above (lots or red.blue text :P) - after looking through the bug thread, I found that this one refers to a bug which was already known: http://magicduel.invisionzone.com/topic/9638-weaken-defence-higherd-def/

- Regenerate = the VE gain from regenerate counts towards heat loss for the other player, but doesn't count for battle result (win/loss); if I remember right, Ary said something like "all Regen VE is lost at the end of the battle" - http://magicduel.invisionzone.com/topic/16357-bugged-ritual-martirismregeneration/

- Tokens? = the ones which should give defense actually don't

- Defend = someone said something about this giving one the ability to kill their own creatures... no idea how

- ability to use creatures when you shouldn't: http://magicduel.invisionzone.com/topic/16546-angien-levels-1-2-in-rituals/

- ability to protect rituals indefinitely

- Guardian Army = while it's a spell, it deals with combat and it's broken: http://magicduel.invisionzone.com/topic/8232-problems-with-guardian-army-spell/

- some token names don't appear in the log: http://magicduel.invisionzone.com/topic/16315-onyxfangs-token-will-not-appear-if-pn-p/

- one of a few (I think) slider issues: http://magicduel.invisionzone.com/topic/16300-random-rit-0ve-not-working/

- Imperial Aramor auras: http://magicduel.invisionzone.com/topic/16269-imperial-aramor-warrior-double-attack-bonus-special-influence/

- Battle Log Display: http://magicduel.invisionzone.com/topic/16055-battle-log-rounds-column-display-is-bugged/ - the Round section isn't the only broken one; Regeneration gained VE also isn't shown in here

- Pope Martir: http://magicduel.invisionzone.com/topic/15795-priest-martyr-reversed-effect/

- Random Ritual Influence VE: http://magicduel.invisionzone.com/topic/14986-random-ritual-and-applied-influence/

 

Are misleading

- everything that's broken :P

- creatures with no names

- message "No creatures survived the fight..." when one party is capped

- slots 1 and 2 getting switched in combat, as opposed to when building a ritual

- temporary effects at the beginning of combat not being shown in the order they take place in previous round

- creature auras disregard initiative and apply in the order of something else I won't name, as I don't know if it's the way it should be, and thus a spoiler

- XP gained from extra honor (green line at the top of combat popup) appears during combat, but not during a replay of it

- when attacking with negative honor, no stats are gained; yet the log shows profile XP was gained: http://i.imgur.com/juonkez.jpg - the red message on top is missing from battle replays

- negative honor gains are displayed as 0 in Summary, when attacker (and winner) is at negative honor

- Frozen creature names aren't displayed in the Influence tab: "[player name]'s [missing creature name] is upgraded beyond maximum allowed [...]"

- "The defender (the player that is attacked) will lose honour only if they lose against a player with less wins than them, the honour loss is a penalisation and is meant to prevent certain exploits on a larger scale." - first part is wrong: the penalty applies no matter if you are the attacker or the defender, as long as you lose to a player with less profile wins than yourself

 

Could be improved

- creature identification within the log, as Ary pointed out

- scrolling text while battle is ongoing might just as well be removed; I'm sure nobody is able to actually read it :))

- HTML5 interface for faster loading when you make rituals... helps when you have dozens of them

 

I'm sure Ary has more experience with combat to provide a better list

Edited by Myth

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as far as i can remember my tests on weaken defence it lasts for 2 rounds (plus the round it was cast in since effect is indeed immediate) if it isn't re-apllied (try it with single target weaken on random target to see if it's true). if it is re-apllied (even if it is from a different creature) then the effect stacks and as long as you are maintaing the weaken status it doesnt matter that some of the stacks should be over and it just keeps getting new stacks without cancelling any old ones.
i got some insane weakening with max grassan on weaken and 2 birds (grassans "weaken all" made sure all the enemys creatures were under efeect of weaken all the time and so enemy never regained any defence since the weaken effect never really ended).

p.s.: it also helps with testing if you're not in an alliance so combat last for more rounds making resoults even more obvious.

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That is like half of things up there. Some stuff are debatable. It's a tons of work, so Chew how deep are you planning to dive on the problem?

 

Some things are questionable by design on large scale and are highly debatable, some were as well discussed in Combat Talk and it's sibling topics. "- ability to protect rituals indefinitely" as Asthir put it would fall under that category rather than just fixing/improving/clarifying the current system, it means rework/redesign of combat.

 

 

Comments for above post (Asthir's):

"temporary effect lines" are displayed only when all effects have expired on a given slot.

"Defend killing your creats" was also debated in one of bug topics and nothing was concluded regarding that, I won't get into details, it's a matter of that topic but it's more likely a matter of design issue rather than a bug issue.

"GA spell" since holyarmy/protarmy is basically same spell, it's equally broken.

Slider issue I believe is fixed.

"Battle Log Display, Regeneration gained VE also isn't shown in here" this one is tricky, problem is that combat actually has 2 summed outcomes. One counts everything, the other has exceptions such as energyburn self damage, priests aura, etc. This is both design and clarity issue.

 

 

Short version of list: (with gibberish explanatory talk; hint: don't read brackets)

- I think that every combat related function needs to be checked and compared with documentation to see how things should work or be explained/documented. It's all one big mess currently.

- Log clarity: before round 0 print out all creatures with slot number, creat type id and level as well as all combat stats it has applied

(this is to ensure clarity on who started with what; also helpful when you are trying to see which creat was matched and effected by which creat when it comes to slot specific auras and tokens)

(figure out what to do with creature names they are confusing and useless in combat log; if I use 3 barrens and 3 santas, yet I name my barrens Santa and my santas Barren and set them all on heal, good luck figuring which is which.)

; also prints of ability actions in log need to be better since every other ability leaves you with some info "missing" (mostly the case with confusing part "and is left with X vitality" yet you ain't sure which creat is in question, for example martyrism issue when it says how much target has left ve, yet tree itself burned his own ve and you have no idea how much it had or is left with)

 

No log clarity means that debugging by users is hard and confusing at best, but usually very questionable. In addition to not being able to read the code (which we can't understand in first place anyway) we are also supplied with questionable documentation and explanations on how things (should) work. May the Force be with you on this epic adventure Chew :))

Edited by Ary Endleg

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That is like half of things up there. Some stuff are debatable. It's a tons of work, so Chew how deep are you planning to dive on the problem?

 

This is my job dude, at work you cant just go "well I couldnt be bothered to look into it enough so I cant fix it". You spend hours working on it and debug the problem. Without being modest im pretty damned good at debugging errors.

 

You want more logging, I will give it to you. We need to be able to understand what is going on. My first priority is finding out what logging we need.

 

Creature ID's added into combat.

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as far as i can remember my tests on weaken defence it lasts for 2 rounds (plus the round it was cast in since effect is indeed immediate) if it isn't re-apllied (try it with single target weaken on random target to see if it's true). if it is re-apllied (even if it is from a different creature) then the effect stacks and as long as you are maintaing the weaken status it doesnt matter that some of the stacks should be over and it just keeps getting new stacks without cancelling any old ones.
i got some insane weakening with max grassan on weaken and 2 birds (grassans "weaken all" made sure all the enemys creatures were under efeect of weaken all the time and so enemy never regained any defence since the weaken effect never really ended).

p.s.: it also helps with testing if you're not in an alliance so combat last for more rounds making resoults even more obvious.

 

That's indeed so, and it applies for Martir as well. If this is the way it is supposed to work, it should be specified in their descriptions.

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