CommentStreams:4b2813a2997da780cb3dc552f0092237

Did some testing in duels. On top of not stacking over themselves (rage over rage round to round or massrage over massrage) I'm not sure if rage and massrage stacked over each other previously, my impression is that they stacked, but I'm not sure. But now they are not stacking. If a card with rage receive a mass rage bonus of 30% prior to its turn when its turn starts the bonus goes to 70%. It doesn't do the 1.3*1.7 = 2.21 that would mean an 121% bonus, just goes from 1.3 to 1.7. Also if a card with rage activated later after its turn "receive" massrage buff nothing happens and the card stays with original 70% bonus. Kind of the same that hapenned before with shield and massshield, they don't stack and the bigger value prevails. The same dynamics goes for chilling touch and curse. They do not stack anymore. Chilling touch does nothing to an enemy card already affected by curse, that card stays with 35% debuff. On the other hand when a card already affected by chilling touch is faced by a card with curse what should happen is that the debuff should go from 20% to 35%. But for some reason that doesn't happen. Devs must coded that wrongly. In my tests the card already affected by chilling and receiving now curse loses only 3 or 4 AT. It should lose much more than that.

Abyssal Wrath and Claws always hit the other two cards (if they are alive). Chain Light is circular now, that is, if the card with it is in the middle position and there are 3 enemy cards it will hit all three of them. It still doesn't jump a blanked position left by a dead enemy card in middle position.

As for allied strike, the GUI shows the correct value and sometimes it does the correct damage as shown in UI, but some times it does way bigger damage. And for all I could tell the value of the damege seems pretty random. I couldn't figure out a pattern. Maybe devs made a hybrid through chance factor of it acting as describled (40% bonus AT for eache allied card alive) or as previously (sum of AT of all up to 3 allied cards alive), but even if that is the case UI should show the correct value of AT. UI always show AT as in the new description of allied strike. Analysing it, it is kind of a unreliable rage. It bufs AT from normal card attack, but does it every round accordingly with the number of allied cards alive (80% for 2 cards, 40% for 1 and 0% for no card alive). Rage gives 70% (or 75% artifact level 5) that stays until the card is dead. Rage is somewhat better than this new allied strike.

Dragon Breath has now a behavior like allied strike, Some times it does very little damage, way less than the 25% in description. Some times it does huge damage. I coudn't figure out any logic in that. Whatever is coded there, devs messed things up. The following 15% AT instances of damage from Ignition only aply after the hit on the card, that means that it will never brings a situation of direct attack to the enemy HP, only the first strike of 30% can do that.

Appart from that, just the same bugs that are there for ages like the batle getting stuck sometimes forcing the player to refresh, and the famous old bug of Freeze effect affecting the same card for two turns in a row.