TSA bug still around? (in General)
May 6 2009 6:51 PM EDT
I remember a while back there was a bug with the TSA regenerating a dead minion back to life...
Did this ever get fixed because I am still encountering this issue...
I can post fight-logs if no one believes me =P
May 6 2009 6:53 PM EDT
Never was stated as an unintentional effect.
Therefore never "fixed".
May 6 2009 6:55 PM EDT
Even if the minion's regeneration was not enough to bring it back out of negative HP?
i.e. Minion 1 with 50 HP takes 200 Damage, regenerates 100 and is back the next round at 100 HP?
May 6 2009 6:57 PM EDT
I think if the minion does not revive that round, they stay dead.
I have not seen the 2 round delayed revival.
If that is true, that is a bug, IMO.
May 6 2009 7:24 PM EDT
May 6 2009 7:25 PM EDT
Okay so in the last ranged round he does not absorb 15k damage so I think he would be dead, but he regenerates anyway 15k+56k ~ 71k HP
Melee Round 1
Absorbs 63k then stops absorbing (less than 8k HP)ﾅ
Regenerates 56k ~ 64k HP
Melee Round 2
Takes 56k, Absorbs 39k taking about 95k totalﾅ
Now at ~ -31k (?)
Regenerates 56k ~ 25k HP
Melee Round 3
Absorbs 23k now ~ 2k HP
Regenerates 56k ~ 58k HP
Melee Round 4
Takes 89k, Absorbs 39k and is finally dead
Now according to the wiki he should only stop absorbing if he cannot keep the target aliveﾅ
Even with the 10% reduction this is too muchﾅ
But this makes me think the damage is acting more like the stat drain, where as he cannot absorb enough he lets the minion take the damage and regenerates later in the roundﾅ
I always consider the fact that I could be dead wrong ;-)
Yeah, I see this kind of thing in some of my battles.
In one case, the enemy's only attack is a RoBF, which always hits my wall. After a certain point, my PL minion only has the HP from regen the previous round (assuming that regen is at the end of the round, as it looks like it is). The PL minion continues to absorb the amount of damage that it regenerated, never dying but still taking a good ~60k damage off my wall each round.
A simple fix to this would be to have regen apply at the beginning of the round, or something of the sort.
It could, however, be a feature. Perhaps it was meant that a PL minion gaining health with a TSA would not die until it was attacked directly or with splash/retribution damage? I kind of doubt it, but it's always a possibility...
May 8 2009 12:36 PM EDT
So feature or bug?
I may have to hire a third minion to use this "feature" >.<
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