Arthur Dent wrote:
I spun away my turns in the castle today and I noticed a couple things that were odd. The "super monster" was the Castle Guard, Redux. He was only super if I kept attacking him with a weapon. I could get into 30+ rounds of combat before 5x80-100+5 killed him. But I could end combat at any time with Psionic Blast. First round, tenth round, 22 round, it didn't seem to matter, 337 worth of psychic damage would end the battle. The other odd thing, my PP return was 1 per attack every time. I get 4-8 per from any other monster in the zone.
That seems somewhat significant to me. It's definitely a bug in damage recording for physical attacks; Magi was right. I'm betting you could kill it with a non-% percent damage combat item, or any other non-physical damage skill (or who knows, maybe skills circumvent it, physical or not), too. Seems like to me, only fractional amounts of the damage you're dealing is being done. Probably a bug introduced by the physical resistance, and, most likely, an error in the logic that determines if an enemy is physically resistant. So it's a combination of two bugs. Bug in seeing if an enemy has physical resistance, and bug in calculating damage when the enemy /is/ physically resistant. Displays the right value, but uses another when saving the damage (or, perhaps, it's displaying the wrong value and using the right one when saving). Actually, that makes alot of sense. The code's confused, in one part it knows that the enemy is not physically resistant, so it shows you the correct amount of damage (or perhaps universally thinks no enemy is physically resistant), in another, when it's calculating, it uses the physically resistant value. Which may or may not be wrong for the given enemy.
EDIT: I would bet that this can happen in any zone that contains one or more physically resistant enemy, but not in a zone with none. Perhaps a session carry-over variable from the combat is also not getting unset? Dunno.