Scenario #1 - MG is ON : MP Pet Pot is unequipped = HP Pet Pot will NOT heal Scenario #2 - MG is ON, Infinity is ON = HP Pet Pot will NOT heal Video recorded by @Aestel is on 230ping, not manual potting Scenario #3 - MG is ON, Infinity is Off = HP Pet Pot / MP Pet Pot currently seems to be working as intended. Further test & footage is required Spoiler: Possible Scenario of pet Fail I'm still unable to get a footage where HP/MP will fail. Unless lag/ping difference Possible pet pot fail scenario, a skill in the mage skill tree similar such as Sharp Eyes is used, HP Pet Pot might not heal. Credits to peeps thats working with the bug testing @sparky95 @2ScoopRice @Zusti @Aestel
Futher testing on regards to infinity Scenario #2 time stamp 0.22, Hit by 1/1, auto pot DID recover, with 80% autohp and mp time stamp, time stamp 1.31 Hit by 1/1, auto pot DID NOT recover, autohp and mp was at 25-30%.
It looks like the main problem lies with Infinity skill. First of all, the pet auto pot mechanism works in a weird way. From what is known to us, pets can only eat a single potion per trigger (receiving dmg, miss, or shortage of mp). If a mage, with the magic guard, uses separate potions for HP/MP auto pot, (e.g cheese for hp, sunset dew for mp) one would logically assume that a 1/1 attack will trigger the potion with a higher alert setting. However, this turns out to be a misconception. After a few experiments, I found out for my bishop, that regardless of the MP alert bar's position, the HP alert bar has to be placed at ^ precise position (or higher) for the Pet auto pot system to prioritize HP alert. But as long as the HP alert bar is there, HP pots will have priority EVEN IF MP alert bar is set at 100%. Based on my observation, this setting will differ based on the mages' HP wash status (maybe there's more to do with hp/mp ratio). My guild member who has 7.2k HP has a lower trigger spot for HP alert priority (3~ tabs <- instead of 2). He also said the trigger priority may change depending on the remaining hp/mp value at the moment of 1/1. How does this relate to the issue with infinity skill and pet auto pot failure? Check this out. My bishop, with magic guard and infinity, gets hit by 1/1 at 0:07 but there's no auto pot failure. This is because the HP alert bar was set 2 bars left of 100%, which is the minimum requirement to trigger HP alert before MP alert. From 0:02 - 0: 35, my bishop's hp alert bar was set 2 bars left of 100% = no autopot failure From 0: 35 till the end, my bishop's hp alert bar was set 3 bars left of 100% = autopot failure However, I also found out that auto pot can fail even when magic guard is cast/buffed at the same time as 1/1. To provide my hypothesis with examples from the previous thread... That HP alert bar is positioned like 6 bars away from 100%. That's probably why the auto pot failed with infinity. The writer himself speaks about pot failure with buff. He probably buffed during 1/1 which is fatal even without infinity. I saw from a discord pm that she set both hp/mp alerts at 2 bars from 100%. My guess is that despite having hp favored auto pot system, she either buffed (skill/pot) during 1/1 or had some hp/mp missing before she was hit with 1/1. Also most likely caused by low HP alert setting with infinity buff. Still haven't heard the reply but I have a strong feeling the screenshot was taken a while after death and infinity was active at the moment of death, with relatively low hp alert. If not, buff/missing hp at the moment of 1/1 might have caused the death. A recording of death moment is essential to identify the cause, especially in cases without the use of infinity skill. So what causes pet auto pot to stop functioning after 1/1 when you have infinity and MP alert favoring setting? The hypothesis is that since there's an infinite pool of MP, the MP alert is never triggered by 1/1. This somehow prevents the subsequent HP autopot trigger as well and results in HP reduction to 1. It feels like a glitch but we'll have to hear the explanation from staff to find out if it is an intended feature.
Hello everyone, just wanted to let you all know that Staff are actively investigating this issue. And it would be very helpful to us if people could keep posts in the Report Bug section to relevant information instead of personal insults. I have removed certain posts accordingly. Thank you all for your attention on this matter. :3
I think it has less to do with infinity (in fact probably nothing at all to do with infinity) and more to do with the game simply not registering that you are getting hit to 1 hp. It seems to think that you get hit to 80% of your hp (mg replaces 80% dmg to hp using mp) instead of 1 hp, and since it doesn’t think you are under the 80% hp it does not pot for hp unless you have set hp alert to over 80%. Also, Joon, you are using PE for both hp and mp potions in your videos so even if you say it works perfectly with both hp/mp pots on (in the first video) it might actually only activate your mp alert setting and not your hp (it’s just that pe heals hp as well so it looks like it works?) Anyway, my assumption is: the damage taken from the 1/1 hit is still calculated normally as 10k (assume your hp is 10k for simplicity, with 30k mp), 2k goes to hp and 8k to mp. If your hp alert is set to say, 7k hp, it won’t pot as it only registers you as being damaged to 8k hp. The actual 1/1 that comes after does lower your hp but doesn’t trigger any hp alert, for whatever reason, even though it triggers mp alert. In your video you are testing mp/hp pots both with PE, that means you pot to 100% hp all the time, so 1/1 would bring you to 80% hp. That’s why you have to set the hp alert for the amount you mentioned. You mentioned a friend that made the hp heal work with a lower hp alert setting – did he use PE as well, or did he use some other pots, e.g. ginger ale, or was just not at full hp? If he was at, say, 75% hp then 1/1 would possibly make the game register it as hitting him to 60% (80% of 75%) and it would trigger the hp alert at a lower setting. Either that or… he has a low mp pool such that it cannot take damage equal to 80% of his hp, so he’s actually dealt more than 20% dmg in hp, hence it triggers the lower hp alert setting. Or… it’s some other reason I don’t know ;_; BTW you mentioned that putting hp alert high prioritizes hp alert over mp alert, but when I tried taking 1/1 damage with cheese for hp (+4k hp) and watermelon for mp(+1k hp/mp0, I healed to 5k hp and 1k hp, meaning both hp and mp alert settings activated. That doesn’t mean you are definitely wrong though, it could be that it prioritizes hp alert and ignores mp alert, but since auto hp works only when it senses that you receive damage whereas mp settings are a bit iffy (when you get damaged, or even when you cast a skill without being damaged, it activates – doesn’t work on HT mana drain tho), it triggers only the hp alert when it registers the damage followed by the mp alert when you get the real 1/1. Or maybe it just triggers both normally, idk. Maybe how the 1/1 works now is that it does the 20% hp, 80% mp thing before bringing you to 1/1 hp/mp, meaning it’s 2 separate things but at the same time. Only the 20/80 thing registers as damage done to your hp, so the actual 1/1 after only triggers mp alert (because auto mp is just weird like that). What seems to makes hp alert work: 1) Setting your hp alert above whatever % Joon mentioned so any 1/1 will trigger hp alert. 2) Having really little mp so that most of the dmg cannot be absorbed by mp using mg, hence your hp is lower after the first 1hp instance and it triggers the hp setting even below 80% alert setting. Don’t do this, there’s no point in using mg then, also you’re just reducing the amount damage you can tank. 3) Not being at full hp when you’re being hit with 1/1. (unsure) If you’re below 75% health 60% hp alert would trigger. If you’re below 60% health 48% hp will trigger alert, etc. (I’m not super sure about the numbers working this way but hp alert definitely works at a lower number… if you hp% is lower at the time of the hit too. This is kinda useless, just set your hp alert settings to above 80%, you’re not a drk trying to zerk here, plus you’re reducing the amount of damage you can tank again. Or do this: 1) Wash to 10k hp 2) Never use mg again 3) ??? 4) Profit tldr; idk what's going on but fix this please so I can save pots kthx
I grasped what you are suggesting here and I think some of them may be right. If 1/1's HP and MP reductions count as separate triggers instead of a single instance, your hypothesis might explain the loose auto pot system. I sent a forum pm with my discord id, plz check!
@ZJZJ Thank you for your reply. Theres a coincidental similar hypothesis like your comment as well. : HP/MP Pot auto pot failure = HP alert Settings - For @staff reference if theres a fix in the works, @sparky95 further found out at a certain percentage will make 1/1 auto HP pet pot not fail. Which kinds of make this hypothesis somewhat accurate. For his case HP around 2 bars from 100% MP around ~20% MP. Curently to get this accurate settings, mages are required to test 1/1 multiple times with a mini boss to get that perfect amount since everyone have a different Max HP/MP pool. Invincible On/Off might affect the auto pot as well. Scenario 1 : not wearing MP Pouch = No HP auto pot Resulting in skills such as infinity to react oddly with, to make it looks like a “Bug”. Please do confirm if there will be a incoming fix in the future, or if its working as intended. Meanwhile any player with footage of pet pot failing while MG is on & infinity off Please do share.
Use Infinity. Get 1/1'd. MP intact, HP down 1, BUT pet can't feed you HP pot. (Will update picture later) Edit: Updated video with the bug. Skip to 1 : 30 for the reenactment.
Indeed its working pretty fine against 1/1 bosses if players just avoid using infinity, and only causes issue during potion fail/lag. Seems like I can get my hands on any 1/1-ed bug footage for Magic Guard to further this report.
This is for sure still ongoing, just had it happen using infinity in HT, with PE's and hp/mp alert set around 60%+ and magic guard/other buffs on. Nice change btw staff /s
Thanks for any and all discoveries and testing shared here; it is helpful in figuring out if this can be fixed or improved. We are still looking into the issue. I understand if you are upset, but there was not really an option. You can read more about it in GM Blog: November here.
If it helps pin down the issue, I've noticed that pet auto pot never activates when teleporting into instances of damage, for example teleporting into a monster and receiving touch damage or teleporting into a monster's magic attack / failing to evade said attack with the teleport.
Bumperinos, once a month A update will be nice, if this bug assist with the autoban and better off not be fixed, please close this.
bump to bring attention back to this it's very simple: Mages now get properly 1/1, but while Infinity+MG is active pet autopot trigger does not recognise this, it still thinks mages get 1/1 like they did before. So, when you have Infinity+MG on and get 1/1'd, your autopot will only work if your HP alert trigger is set very high (so that it will trigger based on the faulty/outdated mage 1/1 functionality). Edit: An example for clarity: - Say a mage has 10,001HP and 30,000MP - They have Infinity+MG on, full HP and MP, and get hit by a 1/1 - Their HP will be set to 1, and MP left at 30,000 - Their pet autoHP will ONLY trigger if it is set to 80% or higher, (since the pet thinks you only took 2,000 damage to your HP) Does that makes sense? lmk if you need further clarification or video evidence
I haven't tested it in a while, but that's not fully it from what I recall, provided there aren't any changes lately, it's not that infinity bugs out auto hp, it's that MG bugs out auto hp (as it thinks you only get hit for 20% HP). If you enable both auto mp and hp, WITHOUT infinity, but you set a pot that only heals hp or mp (e.g. cheese for hp and dew for mp), it will trigger only mp alert if: - MG is on. - You get 1/1. - 80% of your current hp (before the 1/1) is higher than whatever hp level you set for HP alert. So you end up with 1 hp and 5001 mp (assuming cheese/dew set), because as long as MG is on and the other two conditions apply, it will only trigger MP alert. So you have no infinity on, but you'll still die the next hit unless you manual pot. People probably don't notice that HP alert fails even without infinity because most people have pots that heal hp as well as mp (elixirs, ales, etc). I suggest you try with pots that heal hp-only and mp-only as well. Auto hp triggers on hit but auto mp triggers anytime it falls below the mp amount, so as long as you have a pot that heals both set for auto mp, auto mp will save you when auto hp fails. I notice this often in HT if I have different pots set for hp and mp, as sometimes I'm healed by auto mp (75% from ale) instead of my auto hp (100% from PE). Infinity ruins this though, since you won't activate auto mp for the duration. But regardless the issue isn't infinity itself but the damage dealt when MG is active. Feel free to correct me if I'm wrong about any details. tldr; infinity is working as intended, mg is not
Yeah well said. I didn't re-read the thread before I posted but it seems you pinpointed the issue 10 months ago. fix plz
We are working on the fix (iirc, the devs spotted the root cause). it will take some time to fix unfortunately