#Dread Knight Tanking Bug

57 messages · Page 1 of 1 (latest)

fickle cedar
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In the attached image, we see a Dread Knight with MPS buff on wave 17. It tanked 10780 damage and survived for 24 seconds (im not fully sure how the time survived is calculated for summoners but its conservative to assume its the main body that survived 24 seconds).

Dread Knight with MPS buff summons: 24/.69x.2x1.24 = 8.626 => 8 summons

Dread Knight has a base HP of 3670 and each summon has 918 hp. Total HP = 3670 + 8x918 = 11014.

The new Damage Taken tracker takes into account both damage reduction from Armor Typing, and Unit abilities (such as Lioness or Alpha Male).
Since Dread Knight is Fortified, and Wave 17 is Pierce, the max damage taken should be 11014/.8 = 13762

Since the sends are not all pierce, the expected damage taken should be somewhere between 11014 and 13762 (the range should be slightly higher than 11014 since Overkill is considered).

HOWEVER, the damage taken is significantly lower than the number that considers armor type **10780 << 13762 **

The damage taken is even lower than the raw HP number if you dont consider armor type 10780 < 11014 considering overkill, this is very telling.

I dont know what could be causing the issue with Dread Knight, perhaps the summons are not properly getting tagged as fortified? However I do feel like there is something bugged with this unit.

amber kestrel
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Why would it be conservative to assume the main body survived and was attacking for the full 24 seconds? Might not be crazy for it to die a 3 seconds earlier + 3 seconds to even reach the wave

fickle cedar
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numbers would look a bit closer if it summoned one less, but it would still be pretty off

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im pretty sure battle timer starts when the units agro, but im not entirely sure

amber kestrel
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Yeah maybe some random wave 17 build where we do math to determine spawn numbers is not the optimal bug detection scenario

fickle cedar
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i ran the sims a few times and only took this screenshot once, i can run the same build again and count spawns

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this is a drach built that held -600

amber kestrel
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The other dread knight lived for 8 sec so even if it only got 1 spawn out then it should already tank more than 5460 if your numbers on its hp are correct

fickle cedar
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running the same build again. the dread knight damage tracker greys out when the main unit dies, but the number keeps tracking for the spawns

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10 spawns expected for this run, hp range expected is 12845 - 16056, actual damage taken is 13345

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same lifetime, damage range should still be 12845 - 16056, actual damage taken is even lower than before 12995

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lifetime tracks the main body it looks like

amber kestrel
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Id personally rather suspect the damage tracker to be dus but who knows. Does a 2 stack lioness really tank that much less than an alpha?

fickle cedar
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yes, 2 stack lioness has 17% dr and 2250 hp, Alpha has 20% dr and 2680 hp

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in this latest run, 2 canopies took 2300 hp worth of damage. Their starting hp is 2425

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armor typing is considered

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maybe its a damage tracker error with DK, but something is off

amber kestrel
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Can you not just test a dk vs wave 10 or something on slow playbsck and just pause when a spawn dies

fickle cedar
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1 spawn has died, it took 575 damage supposedly, boss does 115 dph, impact damage vs fort should be 133 dph

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something is fucked

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expected damage taken should be ~800

amber kestrel
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Gotta be an error in the tracker though unless the boss actually like 4shots the clone

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You can just click on its hp to see how much it's taking from an attack

fickle cedar
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1 hit from boss

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115 * 1.15 = 132.25 is the damage per hit from the boss

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dread knight spawn is missing 132 hp

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hmm maybe prev picture was a playback bug/damage tracker lagging

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one spawn has died and 805 hp is accurate

amber kestrel
fickle cedar
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im pretty sure post wave tracker is accurate, but during the wave is subject to refresh rate

chrome swift
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I have a partial answer with this:

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it seems like the last hit is not registered, as the guns have 1080HP not 805

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My bet is that the clones extend the "lifetime" of the unit. so the last hit on the main count. but on the clones they may not

fickle cedar
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the tracker keeps ticking even after the main unit dies

chrome swift
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yes i know but that doesnt mean all hits are registered, just that it updates after the last hit killed the unit

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in my video its 676HP missing somewhere (there were 2 spawns)

fickle cedar
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in the first picture attached to this main body of my calcs, hades is the last unit alive at 45 seconds, all damage should have ticked already

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all clones had died at least 10 seconds earlier

chrome swift
fickle cedar
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what do u mean missing?

chrome swift
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Dread knight is 3670HP and spawned 2x clones with 918. For a total of 5 506HP. Only 4830HP reported as damage taken from the Dread Knight, so 676HP vanished

fickle cedar
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armor type

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as i mentioned in the post

chrome swift
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Oh so it took more actually because of +15%.. alright i get the logic but that's not intuitive

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it took 5500 that should have been less without the type "boost". weird logic but yea that checks out 1.15 * 4830 >= 5506

fickle cedar
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total hp should be 5506, damage taken was 4830, 5506/1.15 = 4787, which is close enough if u count overkill

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so it seems accurate on wave 10

weary sundial
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Added to internal tracking

fickle cedar
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What does that mean?

weary sundial
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That I wrote down the bug for a future patch and lisk will take a look at it

fickle cedar
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Ok hopefully lisk can figure out the issue, im not even sure what the bug is :(

weary sundial
# fickle cedar Ok hopefully lisk can figure out the issue, im not even sure what the bug is :(

Response from lisk:

Checking the code quickly, I see that damage taken uses damageBeforeReduction so maybe that might be causing some confusion?

I think this is the intended behavior, though, since we want the Damage Taken tracker to capture how much damage they soaked. Damage Taken tracker also includes Yozora dodges (if it dodges an attack, it still increases the Damage Taken tracker amount).

fickle cedar
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I made this thread several patches ago, il test again tonight to see if its still being wierd

weary sundial
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it probably is because nothing was changed since it seems like it's intended

fickle cedar
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What do u mean?