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Old Feb 25, 2006, 01:52 AM // 01:52   #1
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Default Aura of the Lich, Bugged?

When Protective Spirit is in the mix, it gets funky...

Lets shart off by what Aura of the Lich does...
10energy 2sec cast and 20 second recharge
Elite Enchantment Spell.
For X seconds, your maximum health is halved, but you take half damage from all sources.
When Aura of the Lich ends, you're healed for X Health.
(Attrib: Death Magic)

Protective Spirit as we all know; short summery cannot lose more than 10% health...

I applied this to the bare basic's of a 55hp build.
55 halved happens to be 27.5 (The game rounds down fractions) which result into 27 health.
One would assume that when Aura of the Lich and Protective Spirit are casted the result would be 27/10= 2.7 for every attack I got hit with, but the game rounds that down to 2
but we havnt halved the damage yet so it brings that 2 down to 1; damage per hit. We would also get 1 if gone like "27/2=13.5; 13/10=1.3" the fraction of a point gets removed from the equation

But... The game forgets its math when a casted order is evolved.
This video enclueded will show the result of it forgetting to do some extra math steps when protective spirit gets recasted.
http://files.filefront.com/AoTL_XviD.../fileinfo.html
8.40 MB
I have no clue to why FRAPS is acting up, some how the speed of the recording was doubled, I would strongly reccomend that you open with Windows Media Player and use the Enhancement option to slow down the video footage for viewing, I reccomend .5 or .6 speeds look normal to me.


For those who didnt view the video,
when Protective Spirit is casted after AotL in the chain of enchantments the resulting damage I received was 2, but when AotL is casted right after Protective Spirit it gos back down 1...

I have also tested a non-55hp build. at the time I had 380 health...
casted prot spirit took 38 dmg a hit then casted AotL and only took 9 damage a hit, recasted prot spirit and took 13-19 dmg a hit recasted Aotl and took 9 damage a hit; dmg's a hit I tried to take atleast 4-5 per round so its pretty accurate

My conclusions is that Anet needs to teach guildwars a lession in math...

I know it isnt anything major, but I deem it worth fixing.
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Old Feb 25, 2006, 05:00 AM // 05:00   #2
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I remember seeing something like this back several months in the suggestion board.

I guess the development team missed it OR, not enough trouble to fix it.

OR, there is a secret formula working as it should be.

Last edited by Vermilion Okeanos; Feb 25, 2006 at 05:04 AM // 05:04..
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Old Feb 25, 2006, 05:50 AM // 05:50   #3
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Hmmm that's interesting never noticed that.
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Old Feb 25, 2006, 06:28 AM // 06:28   #4
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Must remember this...
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Old Feb 25, 2006, 07:12 AM // 07:12   #5
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Dark bomber Invic-necro style FTW!
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Old Feb 25, 2006, 07:17 AM // 07:17   #6
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You are forgetting or not aware that the order in which enchantments are laid on you is indeed very important.

55 HP build with AotL drops to 27 HP.

If Protective Spirit was on first: X damage gets chopped down to 2 by protective spirit, then AotL cuts the remainer in half (leaving 1).
If AotL was on first: X damage gets cut in half, then the X/2 is capped at 2 by Protective Spirit.

When you recast an enchantment or hex, it refreshes the timer and aacts as if it wasn't on you before even if it was.


It's all order of operations!
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Old Feb 26, 2006, 04:16 AM // 04:16   #7
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Order of operations they totaly screws up math with that damn patch...

oh well I really didnt think that the patch did anything when we got all the fancy UI upgrade... well lets see now... if this was order of operations...

Just cast on prot spirit THEN shielding hands; wouldnt that result in lowring the dmg to like 0...

well heres some pictures I put together, added for speculation...
I have not altered the materal within the screen; just made them as one to save on space...

Last edited by D.E.V.i.A.N.C.E; Feb 26, 2006 at 04:27 AM // 04:27..
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Old Feb 28, 2006, 08:26 PM // 20:26   #8
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yeah i've used aotl before

my theory is i could tank unlimited amounts of melee chars, as long as their attacks are spread out...

cast prot, cast aotl, prot lasts long then 20 secs, and in that time aotl recharges..gg
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Old Mar 05, 2006, 12:12 AM // 00:12   #9
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I wonder if it will ever get fixed, or if they'll tell us how the "order of operations" works... its clearly flawed...
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Old Mar 17, 2006, 12:38 PM // 12:38   #10
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Still no explanation...
have yet to try seince the updates(hdd failure,then death of the hdd)

I'll restate the question.
If this was by means of orders of operations, Why does Shielding Hands not reduce the damage at all?
When you cast Protective Spirit then Sheilding Hands
or Protective Spirit->Sheilding Hands->AotL


I call for a Fix!
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Old Mar 17, 2006, 02:03 PM // 14:03   #11
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AotL and Shielding hands damage reduction functions before Prot spirit takes it's effect afaik... whereas elemental mantras apply afterwards. Maybe put in place because of the sheer overpoweredness otherwise
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Old Mar 17, 2006, 03:07 PM // 15:07   #12
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AotL damage reduction happens even after you cast it after prot spirit...

you'll see multiple -1's instead of -2's like the screens above...

But yha maybe overpowered but still there is a flaw with the dmg's, that still isnt explained by means of math... spells going by 2 differnt rules wouldnt make sense...

this also affects the prot monks that I've seen use prot spirit and sheilding hands on the same person... just as an example, not all farming use.

I would belive the Orders of Operations is enforced due to the way Zealots Fire does not go off when you recast it(isnt just flashy GUI afterall)

Last edited by D.E.V.i.A.N.C.E; Mar 17, 2006 at 03:14 PM // 15:14..
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Old Mar 18, 2006, 07:34 AM // 07:34   #13
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Theres is no bug its how you order it.

Aura of Lich Reduces Damage and Halfs health---> Prot Spirt makes damage 10% of health---> Shielding Hands Reduces damage

Prot Spirt reduces damage to 10% of Health---> Aura of Lich Reduces damage and halfs health--> Shielding Hands Reduces damage

However the fact that Shielding hands isn't working points out a bug.
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