TSA is still hiding in death (At least with SG) (in General)


Cube September 14 2008 9:19 PM EDT

Xero's familiar burns from the flames surrounding Peg (631840)
Xihar scratched My Wooden Leg with Murasama Blade [21119]
Topsails absorbs damage [21119]
Xihar grazed My Wooden Leg with Murasama Blade [10913]
Topsails absorbs damage [10913]
Xihar grazed My Wooden Leg with Murasama Blade [21557]
Topsails absorbs damage [21557]
Xero's familiar takes damage from his own Shocking Grasp (301571)!
Xero's familiar touches Topsails [269284]
Xero takes damage from his own Shocking Grasp (98256)!
Xero touches Peg [11856]
Xero cries "Soon, Soon ...!"
Xorro glanced off of My Wooden Leg [382]
Xorro draws strength from his weapon! [192]
Xorro glanced off of My Wooden Leg [412]
Xorro draws strength from his weapon! [215]
Topsails regenerated 66,857 HP
R.I.P. Peg

Note: Peg is my second minion and got hit by Yukk's second SG, yet the TSA minion did not die this round. Instead my middle minion is hit.

Sacredpeanut September 14 2008 9:25 PM EDT

Minions can still hide in death if there are other alive minions that can be hit.

Cube September 14 2008 9:27 PM EDT

I guess this is something that wasn't addressed in the fix.

"AdminJonathan September 9 12:11 PM EDT
fixed (TSA minions will continue to be targeted after they are "dead" if no other targets remain)"

So Jon fixed it for only when no other targets are left, but it still causes weirdness when you have other minions left over.

PS: The spell checker has flagged the following words as mis-spelled:
* AdminJonathan

TheHatchetman September 14 2008 9:38 PM EDT

"AdminJonathan September 9 12:11 PM EDT fixed (TSA minions will continue to be targeted after they are "dead" if no other targets remain)"

QBsutekh137 September 14 2008 10:12 PM EDT

I can't say I understand why Jonathan didn't just implement a pre-round native HP + TSA potential max regeneration scheme. Would have fixed all of this, and dead would mean dead at the end of the round... All of these "edge effects" would be resolved.

Cube September 15 2008 1:25 AM EDT

^I thought that would have been a better solution too; I didn't really put much thought into other problems caused by this when it was fixed, but well at least the effects of this are minor. It just deprives TSA users of a kill slot rather than completely avoiding damage.

Of course it'd be nice if it'd get fixed, but I'm not going to complain that loudly.
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