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Certain status effects behave strangely with Multiplicity. #1963

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chorby-short opened this issue Jan 20, 2025 · 2 comments
Open

Certain status effects behave strangely with Multiplicity. #1963

chorby-short opened this issue Jan 20, 2025 · 2 comments

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@chorby-short
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There are two effects I want to bring to your attention. The more important one is that in the second phase of the Dwarf King fight, Multiplicity can be used to reduce the King's HP on the first two waves of the phase by more than the game is designed for. I just got done with a fight where I had enough ghouls spawn in wave 1 that it completely skipped the other waves and sent Dwarf King directly to phase 3

The second has to do with Gnoll Brutes, and how their shielding works. For some reason, their shielding wears off immediately if they ever have HP. This can be easily seen from zapping a dying brute with the wand of transfusion, but also comes up with Multiplicity. Because a brute can only gain its shielding once, a clone of an enraged brute will never go into a rage itself.

@00-Evan
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00-Evan commented Jan 20, 2025

I'm fine with that gnoll brute quirk, it's an interesting result of the clone copying state but being set to full HP.

As for DK, This should be impossible as multiplicity specifically prevents duplication of the internal buff that is used to damage DK when his summoned minions are killed in phase 2. This was a prior bug that was fixed in v2.2.

@chorby-short
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I remember reading about the 2.2 fix, which is partially why I was so surprised. Best I can tell from ~15 minutes of testing is that a ghoul that was previously downed can pass on that hidden buff in the badder bosses challenge.

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