#Don manzana fight bugs
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Don manzana fight bugs
Changed this to multi title, just saw someone try to abuse this, if a spell is cast with night-bringer enchant, then a pip under 3 spells is cast the next turn, a the pip cost is taken from the non-delayed spell
round 1: person casts nightbringer enchanted fire dragon (11 pips)
round 2: person casts tower shield
round 2: 11 pip dragon casts, but is detected as a hit costing 0 pips and his cheat doesnt trigger
Yes this is intentional
In your spell book, spells with special pip requirements are sorted by their original pip cost not totaling up all special pips in their cost. A spell that costs 3 pips + an ice pip is a 3 pip hit. You can also see this by using the spell. A spell that costs 3 pips + an ice pip will use 3 mana, because it's 3 pips
that sounds more like the cause of the bug than proof its not a bug imo
Im assuming both the cheat detection and deck sorting get the same value that isnt accounting for archmastery
If the spells weren't supposed to be manually sorted this way kingsisle would've have (manually) updated shadow spells to ignore shadow pips when sorting them in the spell book. Special pips do not contribute to the base cost of a spell, and don manzana triggers on the base cost of a spell. Fight has worked this way since test realm and launch
Additionally, it makes sense that in the first world that they add in special "dual school" archmastery hits, they add a boss that encourages the usage of these archmastery hits
It's funny because this isn't even perfectly consistent.
And also, again, the cheat triggers off the base cost of the spell. Phantasmania! has a base cost of 3, with an additional cost of 1 school pip.
The fight is able to detect if you use a tempest with the difference of x=3 and x=4 when detecting pip costs, then the fight would be able to detect one of your spells taking 5 pips to cast. The only actual bug here is nightbringer, which is overall very buggy in a lot of fights due to the nature of delaying attacks
archmastery is just buggy as well imo
How is archmastery buggy..? It's nowhere near nightbringer/daybreaker
nah that is intentional. They introduced school pips with that world, so its sort of an incentive to use school pip spells
I guess agree to disagree until a designer can clarify 🙂
and archmastery, for one you dont lose archmastery pips when you faint in battle
2, many npcs have spells that require archmastery but cant cast them because they cant gain the pip anymore
Yea. Additionally, the only place the cheats are written out like that are on the wiki, not ingame. The wiki just records how the cheats trigger based on observation, not datamining or anything. If the wiki's wording is what's throwing you off, just pretend it explicitly mentions the spell's base cost (Like how it explicitly mentions school pips don't count towards spell pip totals)
Thats not a bug with archmastery thats a bug with not updating the npcs to reflect the archmastery update
fair
I remember Cam talking about this before. iirc the intended Manzana fight was supposed to detect all pips, but at the time, their tech didn't support detecting school pips
Combat cheats being able to detect school pips was added in Wallaru, but evidently, the Don Manzana fight wasn't updated. I'm going to go with "it was a bug that is now the intended design"...
As for being able to skip detection all together with Nightbringer, that one is definitely a bug.
also, another small thing, if you use a spell that has a base 3 pip cost + a school pip, it only costs 3 mana
[Closed] Don manzana fight bugs