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Regeneration bug http://elementscommunity.org/forum/index.php?topic=64683.msg1266026#msg1266026
« on: July 03, 2017, 02:51:54 PM »
Wasn't sure where to put it, since not a it's not just arena or AI or something else.

Little background. I was fighting Divine Glory the other day with Adrenastaves counter presented in her Oracle thread. The interesting thing is that whenever I got EM from that fight, I'd always receive a 122 electrum.

Spoiler for I'm not lying, I swear:

Now, first thought that comes to mind is "Doc lied and used something that has either SoD or Stone Skin", which would explain everything, if I actually lied, but I didn't. So, I had to do a little brainstorming session.

Took a while and few battles against Serket with PDials, but I think we might have a hypothesis on this problem. See, when you fight Serket with PDials, you have a very high chance of collecting over one hundred poison damage on yourself. And when that happens, game decides to turn all this 100+ damage into healing (SoSacs and whatnot), and while only for a heartbeat, your current HP blinks OUT of boundaries of your max HP. You can try that, it works in trainer.

So, what does that mean for us? If something like SoSac can blink your current HP out of boundaries of max HP, can something else do that? Apparently, yes.
Spoiler for Long and boring explanation:
You see, there's a very special fact about Druidic Staff's regeneration ability - it actually comes BEFORE weapon attacks. How I'm so sure? Try getting hit by a 1 HP arena deck that only dealt like 2 or 3 damage, and then get EM. Druidic staves will grant EM, while life draining spells or creatures won't.
It's easily explainable by the fact that vampires and life-draining spells heal you depending on their damage, so they should calculate their attack first and then heal you. Staves heal you the same amount of HP, regardless of whether or not they hit anyone (Try going against  :aether stall with adrenastaves),
which gives them opportunity of healing before attacking

With that in mind, we have a weapon that heals before it attacks. And since delay last only a split second, it most likely just doesn't give game enough time to "realize" that player's max hp is lower than his current hp, which results in player getting EM score for 105 HP as oppose to 100 HP, which apparently only differs in two coins. And no, anything else doesn't work, we can only have 2 coins above our average EM (though SoDs and Stone Skin are still a thing)

Tl;DR - Druidic staves give you slightly (2 coins) bigger outcome when facing 1 HP decks or Divine Glory. Go exploit that ;)
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Offline andretimpa

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Re: Regeneration bug http://elementscommunity.org/forum/index.php?topic=64683.msg1266029#msg1266029
« Reply #1 on: July 03, 2017, 05:05:20 PM »
old  :sillyspin:

But seriously, I can confirm. I've seen this countless times in games when I used to play Pdials, so there's likely a thread somewhere in the archive about it.
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Offline DoctorCTopic starter

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Re: Regeneration bug http://elementscommunity.org/forum/index.php?topic=64683.msg1266033#msg1266033
« Reply #2 on: July 03, 2017, 05:44:39 PM »
old  :sillyspin:

But seriously, I can confirm. I've seen this countless times in games when I used to play Pdials, so there's likely a thread somewhere in the archive about it.

Ye, but PDials don't make additional money off of that  :silly:
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Re: Regeneration bug http://elementscommunity.org/forum/index.php?topic=64683.msg1266034#msg1266034
« Reply #3 on: July 03, 2017, 06:18:49 PM »
It'd have to do with how the game is coded.

Probable order:

Healing from Staff puts you at 105/100 HP
Damage from Staff hits the opponent
(game ends if they drop to 0 health or less)
Healing is reverted to 100/100 HP

Since the game ends before the current HP is reduced to the max HP, it calculates your electrum off of your current health of 105 HP. The EM victory just subtracts the current health from the max HP which would be 0 or less.
« Last Edit: July 03, 2017, 06:20:38 PM by majofa »

 

blarg: