apophys Posted March 27, 2009 Report Posted March 27, 2009 Load apophys creatures Load Shin Velleheim creatures Influences for apophys: regenaura ###### Influences for Shin Velleheim: regenaura ###### Applying 0% of apophys's energetic influence Applying 100% of Shin Velleheim's energetic influence Shin Velleheim's Animated Tree III does regenerate to multirandom creature(s) of Shin Velleheim and: - Regeneration power: 23, regen. vitality: 358 - Animated Tree III will regenerate next 2 rounds 358 vitality and remains with 1557 vitality - Regeneration power: 23, regen. vitality: 50 - Water Guardian I will regenerate next 2 rounds 50 vitality and remains with 750 vitality apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:3 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1556 vitality ###### START ROUND 1 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:3 regenerate: 358) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:2 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1555 vitality ###### START ROUND 2 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:2 regenerate: 358) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:1 regenerate: 50) effect ended) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1554 vitality ###### START ROUND 3 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:1 regenerate: 358) effect ended) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1553 vitality ###### START ROUND 4 ###### Applying temporary effects for Shin Velleheim, slot 1 : , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III does regenerate to multirandom creature(s) of Shin Velleheim and: - Regeneration power: 23, regen. vitality: 50 - Water Guardian I will regenerate next 2 rounds 50 vitality and remains with 750 vitality - Regeneration power: 23, regen. vitality: 357 - Animated Tree III will regenerate next 2 rounds 357 vitality and remains with 1553 vitality apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:3 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1552 vitality ###### START ROUND 5 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:3 regenerate: 357) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III does regenerate to multirandom creature(s) of Shin Velleheim and: - Regeneration power: 23, regen. vitality: 357 - Maintaining regeneration, Animated Tree III will regenerate next 2 rounds 357 vitality and remains with 1552 vitality - Regeneration power: 23, regen. vitality: 50 - Maintaining regeneration, Water Guardian I will regenerate next 2 rounds 50 vitality and remains with 750 vitality apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:3 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1551 vitality ###### START ROUND 6 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:3 regenerate: 357) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:2 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1550 vitality ###### START ROUND 7 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:2 regenerate: 357) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:1 regenerate: persisting) effect ended) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1549 vitality ###### START ROUND 8 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:1 regenerate: persisting) effect ended) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1548 vitality ###### START ROUND 9 ###### Applying temporary effects for Shin Velleheim, slot 1 : , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1547 vitality ###### START ROUND 10 ###### Applying temporary effects for Shin Velleheim, slot 1 : , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1546 vitality ###### START ROUND 11 ###### Applying temporary effects for Shin Velleheim, slot 1 : , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III does regenerate to multirandom creature(s) of Shin Velleheim and: - Regeneration power: 23, regen. vitality: 356 - Animated Tree III will regenerate next 2 rounds 356 vitality and remains with 1546 vitality - Regeneration power: 23, regen. vitality: 50 - Water Guardian I will regenerate next 2 rounds 50 vitality and remains with 750 vitality apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:3 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1545 vitality ###### START ROUND 12 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:3 regenerate: 356) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:2 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1544 vitality ###### START ROUND 13 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:2 regenerate: 356) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III does regenerate to multirandom creature(s) of Shin Velleheim and: - Regeneration power: 23, regen. vitality: 355 - Maintaining regeneration, Animated Tree III will regenerate next 2 rounds 355 vitality and remains with 1544 vitality - Regeneration power: 23, regen. vitality: 50 - Maintaining regeneration, Water Guardian I will regenerate next 2 rounds 50 vitality and remains with 750 vitality apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:3 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1543 vitality ###### START ROUND 14 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:3 regenerate: 355) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III does regenerate to multirandom creature(s) of Shin Velleheim and: - Regeneration power: 23, regen. vitality: 355 - Animated Tree III will regenerate next 2 rounds 355 vitality and remains with 1543 vitality - Regeneration power: 23, regen. vitality: 50 - Water Guardian I will regenerate next 2 rounds 50 vitality and remains with 750 vitality apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:3 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1542 vitality ###### START ROUND 15 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:3 regenerate: 355) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:2 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1541 vitality ###### START ROUND 16 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:2 regenerate: 355) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III does regenerate to multirandom creature(s) of Shin Velleheim and: - Regeneration power: 23, regen. vitality: 354 - Maintaining regeneration, Animated Tree III will regenerate next 2 rounds 354 vitality and remains with 1541 vitality - Regeneration power: 23, regen. vitality: 50 - Maintaining regeneration, Water Guardian I will regenerate next 2 rounds 50 vitality and remains with 750 vitality apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:3 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1540 vitality ###### START ROUND 17 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:3 regenerate: 354) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:2 regenerate: persisting) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1539 vitality ###### START ROUND 18 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:2 regenerate: persisting) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III does regenerate to multirandom creature(s) of Shin Velleheim and: - Regeneration power: 23, regen. vitality: 50 - Water Guardian I will regenerate next 2 rounds 50 vitality and remains with 750 vitality - Regeneration power: 23, regen. vitality: 354 - Animated Tree III will regenerate next 2 rounds 354 vitality and remains with 1539 vitality apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:3 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1538 vitality ###### START ROUND 19 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:3 regenerate: 354) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:2 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1537 vitality ###### START ROUND 20 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:2 regenerate: 354) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:1 regenerate: 50) effect ended) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1536 vitality ###### START ROUND 21 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:1 regenerate: 354) effect ended) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III does regenerate to multirandom creature(s) of Shin Velleheim and: - Regeneration power: 23, regen. vitality: 50 - Water Guardian I will regenerate next 2 rounds 50 vitality and remains with 750 vitality - Regeneration power: 23, regen. vitality: 353 - Animated Tree III will regenerate next 2 rounds 353 vitality and remains with 1536 vitality apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:3 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1535 vitality ###### START ROUND 22 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:3 regenerate: 353) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III does regenerate to multirandom creature(s) of Shin Velleheim and: - Regeneration power: 23, regen. vitality: 50 - Maintaining regeneration, Water Guardian I will regenerate next 2 rounds 50 vitality and remains with 750 vitality - Regeneration power: 23, regen. vitality: 353 - Maintaining regeneration, Animated Tree III will regenerate next 2 rounds 353 vitality and remains with 1535 vitality apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:3 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1534 vitality ###### START ROUND 23 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:3 regenerate: 353) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:2 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1533 vitality ###### START ROUND 24 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:2 regenerate: 353) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:1 regenerate: persisting) effect ended) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1532 vitality ###### START ROUND 25 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:1 regenerate: persisting) effect ended) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III does regenerate to multirandom creature(s) of Shin Velleheim and: - Regeneration power: 23, regen. vitality: 50 - Water Guardian I will regenerate next 2 rounds 50 vitality and remains with 750 vitality - Regeneration power: 23, regen. vitality: 352 - Animated Tree III will regenerate next 2 rounds 352 vitality and remains with 1532 vitality apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:3 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1531 vitality ###### START ROUND 26 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:3 regenerate: 352) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:2 regenerate: 50) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1530 vitality ###### START ROUND 27 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:2 regenerate: 352) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : , regenerate (round:1 regenerate: 50) effect ended) Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1529 vitality ###### START ROUND 28 ###### Applying temporary effects for Shin Velleheim, slot 1 : , regenerate (round:1 regenerate: 352) effect ended) , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1528 vitality ###### START ROUND 29 ###### Applying temporary effects for Shin Velleheim, slot 1 : , defend (round:2 defend: defence=109 ) Shin Velleheim's Animated Tree III cant find any enemy creatures to target, skipping turn apophys's Treebeard cant find any enemy creatures to target, skipping turn Applying temporary effects for Shin Velleheim, slot 2 : Shin Velleheim's Water Guardian I does defend to dying creature(s) of Shin Velleheim and: - Defence power: 109, Final defence: 109 - Activates defence for next 1 turn. Current defence is 41 - Animated Tree III receives 1 damage and remains with 1527 vitality ###### START ROUND 30 ###### ... Fight ended because it was too long. Player that lost the most of his army looses. ... apophys WINS! 0% vs 1.3003901% Creature Experience reward for apophys - Winning player Treebeard gaines -8473 Xp and a won battle Creature Experience reward for Shin Velleheim - Losing player Animated Tree III gaines 0 Xp Water Guardian I gaines 0 Xp Winner does not get a won fight point. Looser does not get a lost fight point. _____________________________________________________________ If regen worked, it would have eventually healed both opposing creatures. As it happens, it seems regen is counted as a loss and immediate regaining of vitality, doing nothing overall (other than sucking xp).
Burns Posted March 27, 2009 Report Posted March 27, 2009 well, that's what we call 'known glitches'^^ regen does actually heal your creatures, BUT there are ways to bug that healing... one of them is exactly the thing that happend in your battle with the defend-ability and the xp sucking... yeah, it's kind of bugged because of the 'let's heal that creature, but not give it the vit'-system that's coming into place when one party uses the right tactics, but Manu can't take that bug out of the game until the stages after mp5 are finished, because til then we need that glitch to keep the game running Edit: took spoilers out as far as possible with keeping the explanation there...
apophys Posted March 27, 2009 Author Report Posted March 27, 2009 To be clear: I have no problem with xp sucking. I'm sure there are ways to suck large xp while effects work correctly. [spoiler]For example, a lifestealer vs a bunch of high-vitality healers, 0% pray power. Both sides lose xp.[/spoiler] I do not think this glitch is necessary for the correct functioning of the game.
Burns Posted March 27, 2009 Report Posted March 27, 2009 hell, it is... ask dst, light, cless, even me... we would be at cap within a week, and with the fighting over, i'm sure some, if not most, of us would leave in the long run... and stealer v healers?? the xp you lose in such a battle are close to zero :/ but a well-used regen rit... good lord, 1m per fight is possible
apophys Posted March 28, 2009 Author Report Posted March 28, 2009 "the xp you lose in such a battle are close to zero :/ but a well-used regen rit... good lord, 1m per fight is possible " Why must losing xp be such a fast process? A couple thousand xp at a time is fast enough; at such a pace it may be likened to the MRs' training. I hate this glitch now. I upgraded 2 trees, put one one regen, and another on martirism, and healing of an added archer did not occur. Why must I be so limited in my setting of rituals? Because mp5's are too lazy to farm each other? There needs to be a gazebo or other spot designated for -xp farming, and get rid of this glitch.
Burns Posted March 28, 2009 Report Posted March 28, 2009 there are spots, like lore manor interior... and you can't be serious with 'a couple thousand at a time' :S we gain about 2k in a VERY low fight, so a couple of thousand of lost xp per battle is next to nothing -.- a losing rit needs very special arrangements, like regeners, which are not exactly what you call a common defence... soo... well, we need a way to lose xp on a good rate, even if that means that some mp4 have to suffer when another mp4 goes mad at them =P EDIT:E lost: 49456vit; A lost: 23847vit; <--- that's a 'normal' battle, are you still saying that a couple of thousand xp per fight should be enough when losing xp? That reminds me of Bill Gates, who once claimed that '64kb RAM should be more than enough for the normal user' XD
apophys Posted March 28, 2009 Author Report Posted March 28, 2009 lol, nice quote. Could it at least be modified so that protection does not normally disable regen? Maybe disable regen healing in a specific location?
Burns Posted March 28, 2009 Report Posted March 28, 2009 modification: tough job, might get us lots of new bugs in the combat system and delay RP improvements again taking it out in one place: i guess impossible, but at least connected to some really hard work... and not a case for bug reports, rather a new idea once you develope it a bit further
apophys Posted March 28, 2009 Author Report Posted March 28, 2009 [quote name='Burns']regen does actually heal your creatures, BUT there are ways to bug that healing... one of them is exactly the thing that happend in your battle with the defend-ability[/quote] I hate to ask this, but could you post a battle log showing correctly working regeneration? Here is a log I just got that seems to suggest that regeners don't work at all. FULL LOG: crawling is preparing new random strategy Load apophys creatures Load crawling creatures Influences for apophys: regenaura, poweraura, regenaura, attackbonus ###### Applying 100% of apophys's energetic influence Applying 40% of crawling's energetic influence apophys's Strangler Fig does regenerate to multirandom creature(s) of apophys and: - Regeneration power: 25, regen. vitality: 76 - Dark Archer II will regenerate next 2 rounds 76 vitality and remains with 302 vitality - Regeneration power: 25, regen. vitality: -127 - Full-grown Winderwild doesn't need any regeneration for now. and remains with 267 vitality - Regeneration power: 25, regen. vitality: 78 - Strider will regenerate next 2 rounds 78 vitality and remains with 312 vitality - Regeneration power: 25, regen. vitality: 305 - Strangler Fig will regenerate next 2 rounds 305 vitality and remains with 1220 vitality Applying temporary effects for apophys, slot 2 : , regenerate (round:3 regenerate: 78) apophys's Strider does damage to all creature(s) of crawling and: - Heretic Archer receives 154 damage and remains with 165 vitality - Water Daimon I receives 127 damage and remains with 393 vitality - Dark Archer II receives 143 damage and remains with 383 vitality - Water Guardian II receives 143 damage and remains with 853 vitality - Elemental I receives 129 damage and remains with 132 vitality - Aramor Warrior receives 154 damage and remains with 319 vitality crawling's Water Daimon I does steallife to weak creature(s) of apophys and: - Steallife power: 8% - steals 21 vitality from Full-grown Winderwild and gives it to Elemental I and remains with 246 vitality crawling's Dark Archer II does damage to random creature(s) of apophys and: - Full-grown Winderwild receives 90 damage and remains with 156 vitality crawling's Water Guardian II does protect to weak creature(s) of crawling and: - Protection effect: 160 - Heretic Archer will be protected by Water Guardian II with 160 defence for next 2 rounds, but caster looses 160 vitality and remains with 165 vitality Applying temporary effects for apophys, slot 4 : , regenerate (round:3 regenerate: 76) apophys's Dark Archer II does weaken to strong creature(s) of crawling and: - Weaken defence effect: -159 - weakens Water Guardian II for next 2 rounds and lowers its defence by -159 and remains with 693 vitality Applying temporary effects for crawling, slot 1 : , protect (round:3 protect: defence=160 ) crawling's Heretic Archer does damage to random creature(s) of apophys and: Applying temporary effects for apophys, slot 1 : , regenerate (round:3 regenerate: 305) - Strangler Fig receives 1 damage and remains with 1219 vitality crawling's Aramor Warrior does damage to dying creature(s) of apophys and: Applying temporary effects for apophys, slot 2 : , regenerate (round:2 regenerate: 78) - Strider receives 1 damage and remains with 311 vitality apophys's Full-grown Winderwild does weaken to multirandom creature(s) of crawling and: Applying temporary effects for crawling, slot 1 : , protect (round:2 protect: persisting) - Weaken defence effect: -56 - weakens Heretic Archer for next 2 rounds and lowers its defence by -56 and remains with 165 vitality - Weaken defence effect: -109 - weakens Water Daimon I for next 2 rounds and lowers its defence by -109 and remains with 393 vitality Applying temporary effects for crawling, slot 4 : , weaken (round:3 weaken: defence=-159 ) - Weaken defence effect: -109 - weakens Water Guardian II for next 2 rounds and lowers its defence by -109 and remains with 693 vitality crawling's Elemental I does weaken to random creature(s) of apophys and: Applying temporary effects for apophys, slot 4 : , regenerate (round:2 regenerate: 76) - Weaken defence effect: -60 - weakens Dark Archer II for next 2 rounds and lowers its defence by -60 and remains with 302 vitality ###### START ROUND 1 ###### Applying temporary effects for apophys, slot 1 : , regenerate (round:2 regenerate: 305) apophys's Strangler Fig does regenerate to multirandom creature(s) of apophys and: - Regeneration power: 25, regen. vitality: 78 - Maintaining regeneration, Strider will regenerate next 2 rounds 78 vitality and remains with 311 vitality - Regeneration power: 25, regen. vitality: -16 - Full-grown Winderwild doesn't need any regeneration for now. and remains with 156 vitality - Regeneration power: 25, regen. vitality: 76 - Maintaining regeneration, Dark Archer II will regenerate next 2 rounds 76 vitality and remains with 302 vitality Applying temporary effects for apophys, slot 2 : , regenerate (round:3 regenerate: 78) apophys's Strider does damage to all creature(s) of crawling and: Applying temporary effects for crawling, slot 1 : , protect (round:1 protect: persisting) effect ended) , weaken (round:3 weaken: defence=-56 ) - Heretic Archer receives 50 damage and remains with 115 vitality Applying temporary effects for crawling, slot 2 : , weaken (round:3 weaken: defence=-109 ) - Water Daimon I receives 236 damage and remains with 157 vitality - Dark Archer II receives 143 damage and remains with 240 vitality Applying temporary effects for crawling, slot 4 : , weaken (round:3 weaken: defence=-109 ) - Water Guardian II receives 411 damage and remains with 282 vitality - Elemental I receives 129 damage and remains with 24 vitality - Aramor Warrior receives 154 damage and remains with 165 vitality Applying temporary effects for crawling, slot 2 : , weaken (round:2 weaken: persisting) crawling's Water Daimon I does steallife to weak creature(s) of apophys and: - Steallife power: 8% - steals 12 vitality from Full-grown Winderwild and gives it to Dark Archer II and remains with 144 vitality crawling's Dark Archer II does damage to random creature(s) of apophys and: Applying temporary effects for apophys, slot 4 : , regenerate (round:3 regenerate: 76) , weaken (round:3 weaken: defence=-60 ) - Dark Archer II receives 164 damage and remains with 138 vitality Applying temporary effects for crawling, slot 4 : , weaken (round:2 weaken: persisting) crawling's Water Guardian II does protect to weak creature(s) of crawling and: - Protection effect: 122 - Water Guardian II will be protected by Water Guardian II with 122 defence for next 2 rounds, but caster looses 122 vitality and remains with 160 vitality Applying temporary effects for apophys, slot 4 : , regenerate (round:2 regenerate: persisting) , weaken (round:2 weaken: persisting) apophys's Dark Archer II does weaken to strong creature(s) of crawling and: - Weaken defence effect: -93 - weakens Dark Archer II for next 2 rounds and lowers its defence by -93 and remains with 252 vitality Applying temporary effects for crawling, slot 1 : , weaken (round:2 weaken: persisting) crawling's Heretic Archer does damage to random creature(s) of apophys and: Applying temporary effects for apophys, slot 1 : , regenerate (round:1 regenerate: 305) effect ended) - Strangler Fig receives 1 damage and remains with 1218 vitality crawling's Aramor Warrior does damage to dying creature(s) of apophys and: Applying temporary effects for apophys, slot 4 : , regenerate (round:1 regenerate: persisting) effect ended) , weaken (round:1 weaken: persisting) effect ended) - Dark Archer II receives 62 damage and remains with 76 vitality apophys's Full-grown Winderwild does weaken to multirandom creature(s) of crawling and: Applying temporary effects for crawling, slot 1 : , weaken (round:1 weaken: persisting) effect ended) - Weaken defence effect: -6 - weakens Heretic Archer for next 2 rounds and lowers its defence by -6 and remains with 115 vitality - Weaken defence effect: -85 - weakens Elemental I for next 2 rounds and lowers its defence by -85 and remains with 24 vitality Applying temporary effects for crawling, slot 5 : , weaken (round:3 weaken: defence=-85 ) crawling's Elemental I does weaken to random creature(s) of apophys and: Applying temporary effects for apophys, slot 4 : - Weaken defence effect: -16 - weakens Dark Archer II for next 2 rounds and lowers its defence by -16 and remains with 76 vitality ###### START ROUND 2 ###### Applying temporary effects for apophys, slot 1 : apophys's Strangler Fig does regenerate to multirandom creature(s) of apophys and: - Regeneration power: 25, regen. vitality: 19 - Dark Archer II will regenerate next 2 rounds 19 vitality and remains with 76 vitality - Regeneration power: 25, regen. vitality: -4 - Full-grown Winderwild doesn't need any regeneration for now. and remains with 144 vitality Applying temporary effects for apophys, slot 2 : , regenerate (round:2 regenerate: persisting) apophys's Strider does damage to all creature(s) of crawling and: Applying temporary effects for crawling, slot 1 : , weaken (round:3 weaken: defence=-6 ) - Heretic Archer receives 56 damage and remains with 59 vitality Applying temporary effects for crawling, slot 2 : , weaken (round:1 weaken: persisting) effect ended) - Water Daimon I receives 236 damage creature DIES! Applying temporary effects for crawling, slot 3 : , weaken (round:3 weaken: defence=-93 ) - Dark Archer II receives 395 damage (luck: double effect) creature DIES! Applying temporary effects for crawling, slot 4 : , weaken (round:1 weaken: persisting) effect ended) , protect (round:3 protect: defence=122 ) - Water Guardian II receives 289 damage creature DIES! Applying temporary effects for crawling, slot 5 : , weaken (round:2 weaken: persisting) - Elemental I receives 214 damage creature DIES! - Aramor Warrior receives 313 damage (luck: double effect) creature DIES! Applying temporary effects for apophys, slot 4 : , regenerate (round:3 regenerate: 19) , weaken (round:3 weaken: defence=-16 ) apophys's Dark Archer II does weaken to strong creature(s) of crawling and: Applying temporary effects for crawling, slot 1 : , weaken (round:2 weaken: persisting) - Weaken defence effect: -100 - weakens Heretic Archer for next 2 rounds and lowers its defence by -100 and remains with 59 vitality Applying temporary effects for crawling, slot 1 : , weaken (round:3 weaken: defence=-100 ) crawling's Heretic Archer does damage to random creature(s) of apophys and: Applying temporary effects for apophys, slot 4 : , regenerate (round:2 regenerate: 19) , weaken (round:2 weaken: persisting) - Dark Archer II receives 65 damage and remains with 11 vitality apophys's Full-grown Winderwild cant find any enemy creatures to target, skipping turn ###### START ROUND 3 ###### Applying temporary effects for apophys, slot 1 : apophys's Strangler Fig does regenerate to multirandom creature(s) of apophys and: - Regeneration power: 25, regen. vitality: 78 - Strider will regenerate next 2 rounds 78 vitality and remains with 311 vitality - Regeneration power: 25, regen. vitality: 3 - Maintaining regeneration, Dark Archer II will regenerate next 2 rounds 3 vitality and remains with 11 vitality Applying temporary effects for apophys, slot 2 : , regenerate (round:3 regenerate: 78) apophys's Strider does damage to all creature(s) of crawling and: Applying temporary effects for crawling, slot 1 : , weaken (round:2 weaken: persisting) - Heretic Archer receives 315 damage (luck: double effect) creature DIES! Applying temporary effects for apophys, slot 4 : , regenerate (round:3 regenerate: 3) , weaken (round:1 weaken: persisting) effect ended) apophys's Dark Archer II cant find any enemy creatures to target, skipping turn ... apophys WINS! Creature Experience reward for apophys - Winning player Strangler Fig gaines 703 Xp and a won battle Strider gaines 703 Xp and a won battle Full-grown Winderwild gaines 703 Xp and a won battle Dark Archer II gaines 703 Xp and a won battle Creature Experience reward for crawling - Losing player No creatures survived the fight for this player, no xp reward Winner gets won fights counter incremented! Looser does not get a lost fight point.
Burns Posted March 28, 2009 Report Posted March 28, 2009 unfortunately, i have not yet achieved to desired results with a tree -.- my experiments with regen were back then with a hollow warrior, i will raise a new one and see how it works atm
apophys Posted March 29, 2009 Author Report Posted March 29, 2009 A water being is faster to get, and can be set alone.
Burns Posted April 14, 2009 Report Posted April 14, 2009 in two weeks of testing, i couldn't find a way to make regen work the way it did before... so, you are right, apo, it works as we want it to work, but it doesn't work the way the description claims it should work
Nex Posted April 14, 2009 Report Posted April 14, 2009 (edited) the ability regen does not "heal" in battle and i can't remember a time when it really has. what it does is inflicting negative damage. so yes, the name is missleading and the description is wrong. burns has a point though, trees [i]can[/i] heal your creatures: [b]post battle[/b], with their regen aura, if your creatures VE fell below that point as for the post battle effect: regen (the creature intrinsic or profile-applied stat) works in % of max creature VE, if a creature has more than that it receives no "healing", if it has less it will be "healed up" to that percentage. this also applies to creatures killed in battle, thus the name regeneration i think. Edited April 14, 2009 by Nex
Burns Posted April 14, 2009 Report Posted April 14, 2009 (edited) but that has nothing to do with the 'regen' ability in combat, V... creatures who can't 'regen' regen, too, if you get what i mean :/ Edited April 14, 2009 by Burns
Nex Posted April 14, 2009 Report Posted April 14, 2009 (edited) hmmm, i edited my post a few times to make it as clear as possible, but here i go again, paraphrasing it until its clear enough [quote]the ability regen does not "heal" in battle and i can't remember a time when it really has. what it does is inflicting negative damage.[/quote] this refers to the creature ability regen. used in comabt, causes negative damage, no actual healing. i could have added that the applied personal regen stat increases the amount of negative damage done by the ability regen. [quote]as for the post battle effect: regen [b](the creature intrinsic or profile-applied [u]stat[/u])[/b] works in % of max creature VE, if a creature has more than that it receives no "healing", if it has less it will be "healed up" to that percentage.[/quote] that refers to the effect that occurs after combat. the creature needs either a regen stat (which comes ususally along with the ability regen....) or profile influence. so... yeah, sure creatures regenerate after combat if you applied your personal(=profile) regen stat, even if they dont have a regen stat/the ability regen theirself. regenerating after combat is bound to the [b]regen stat[/b] and has, afaik, nothing to do with the creature combat ability regen. thats pretty much what i tried to say [edit: highlighted the part about -stat- in my quote] Edited April 14, 2009 by Nex
Root Admin Chewett Posted August 16, 2009 Root Admin Report Posted August 16, 2009 Regen doesnt work how its described. Yet it works in a (better) way. Closed
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