AS in resurrecting after death...
Fishead
March 27 2011 11:58 PM EDT
It may not be the way the majority (or minority) thinks it should be, but that doesn't make it "broken".
Was there a reason why TSA regen is at the end of the rounds instead of the beginning?
It just makes more sense, that way when you die you die. No coming back :).
QBOddBird
March 28 2011 1:10 AM EDT
Didn't see a changelog, fair enough to assume that a change that big would deserve one
Fishead
March 28 2011 1:15 AM EDT
"Regeneration" implies loss and you don't loose HP before an attack.
From the wiki, VA will revive a dead minion. It also says that the Morg and BTh have a natural VA implying that their life leaching will do the same. Why shouldn't TSA regen do the same?
I understand that VA only happens when you do damage and the TSA regen happens every round regardless, and if memory serves me part of the issue is that attacks stop after the minion dies? So, the solution is to do more damage with the last blow. It's not like a minion wearing a TSA is invincible. I have two of them and a lot of characters beat me.
Demigod
March 28 2011 1:43 AM EDT
It may not be the way the majority (or minority) thinks it should be, but that doesn't make it "broken".
I believe the "broken" concept comes from Jon saying it wasn't what he intended. I'd have to search for the quote to be sure, but hopefully someone else cares enough to find it (assuming it exists).
hmm, i thought i had found the link from jon for this thread:
http://www.carnageblender.com/bboard/q-and-a-fetch-msg.tcl?msg_id=0039ko
but i guess i never did. i do remember it as well but cannot find it. ; (
So to say when I attack Dude's char and his TSA minion regens life every round and PL's a bit, dies but doesn't get targeted for a round, comes back to life next round is fair?
Heres a small excerpt from a fightlog where his minion doesn't get targeted then resurrects every round....
1 takes damage from his own Decay (100)!
1's Decay hit tankwall [136,002]
phantom absorbs damage [10,357]
3's explosive shot hit tankwall [11132]
3's explosive shot hit tankwall [99451]
4 takes damage from his own Decay (341)!
4's Decay hit tankwall [135,311]
tankwall burns from the flames surrounding 2 (209400)
phantom absorbs damage [209,400]
3 regenerated 423,150 HP phantom regenerated 198,519 HP
1 takes damage from his own Decay (81)!
1's Decay hit tankwall [115,567]
phantom absorbs damage [74,037]
3's explosive shot hit tankwall [73046]
4 takes damage from his own Decay (274)!
4's Decay hit tankwall [120,192]
tankwall burns from the flames surrounding 2 (147044)
phantom absorbs damage [147,044]
3 regenerated 423,150 HP phantom regenerated 198,519 HP
1 takes damage from his own Decay (64)!
1's Decay hit tankwall [102,655]
phantom absorbs damage [102,655]
3's explosive shot hit tankwall [43053], phantom [69159]
phantom absorbs damage [4,720]
4 takes damage from his own Decay (220)!
4's Decay hit tankwall [110,602]
tankwall burns from the flames surrounding 2 (112649)
phantom absorbs damage [112,649]
3 regenerated 423,150 HP phantom regenerated 198,519 HP
1 takes damage from his own Decay (52)!
1's Decay hit tankwall [88,450]
3's explosive shot hit tankwall [15100]
4 takes damage from his own Decay (177)!
4's Decay hit tankwall [91,031]
tankwall burns from the flames surrounding 2 (254182)
phantom absorbs damage [144,846]
3 regenerated 423,150 HP phantom regenerated 198,519 HP
1 takes damage from his own Decay (42)!
1's Decay hit tankwall [74,614]
3's explosive shot hit tankwall [29980]
3's explosive shot hit tankwall [54609]
4 takes damage from his own Decay (143)!
4's Decay hit tankwall [72,444]
tankwall burns from the flames surrounding 2 (278168)
phantom absorbs damage [221,181]
3 regenerated 423,150 HP phantom regenerated 198,519 HP
1 takes damage from his own Decay (33)!
1's Decay hit tankwall [61,873]
phantom absorbs damage [61,873]
3's explosive shot hit tankwall [64935], phantom [68524]
phantom absorbs damage [64,935]
4 takes damage from his own Decay (114)!
4's Decay hit tankwall [68,061]
phantom absorbs damage [16,002]
tankwall takes no damage from the flames surrounding 2
3 regenerated 423,150 HP phantom regenerated 198,519 HP
1 takes damage from his own Decay (27)!
1's Decay hit tankwall [59,010]
phantom absorbs damage [59,010]
3's explosive shot hit tankwall [38419], phantom [84783]
phantom absorbs damage [38,419]
4 takes damage from his own Decay (92)!
4's Decay hit tankwall [64,911]
phantom absorbs damage [29,047]
tankwall takes no damage from the flames surrounding 2
3 regenerated 423,150 HP phantom regenerated 198,519 HP
1 takes damage from his own Decay (21)!
1's Decay hit tankwall [57,038]
phantom absorbs damage [57,038]
3's explosive shot hit tankwall [23543], phantom [67051]
phantom absorbs damage [23,543]
4 takes damage from his own Decay (74)!
4's Decay hit tankwall [62,742]
phantom absorbs damage [58,096]
tankwall burns from the flames surrounding 2 (7626)
phantom absorbs damage [7,626]
3 regenerated 423,150 HP phantom regenerated 198,519 HP
Keep in mind the splash damage from the SoD should hit him no matter what if he is alive...
you can see my opinion obviously by following the link i posted above, however for those too lazy to do so i will paraphrase it here:
i would rather see tsa regen moved to the first of the round and thus take a chance on losing one round of regen out of 50 than the current dodgy situation.
I think it would be even easier to have the RIP check before the regen takes place. That way everything is the exact same as now, just when that HP gets into the negatives it means the minion is dead. No need to lose a round of regen.
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<a href="/bboard/q-and-a-fetch-msg.tcl?msg_id=003B2L">Did TSA regen targetting ever get fixed?</a>