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Warding Halo does not always give 90% damage reduction like it should


Terroriced
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  • TYPE: In-Game
  • DESCRIPTION: Nezhas 3rd Ability is Warding Halo. When active, it should always give 90% damage reduction, but it doesn't. When an instance of incoming damage is higher than Warding Halo HP, damage reduction for that hit is lower than 90%.
  • REPRODUCTION:

Example situation: Warding Halo has 300 HP. The player gets hit for 800 damage. This should be reduced by 90%. However the damage reduction is much lower than expected. Instead of the expected 80 damage the player receives 530 damage.

 

This is not how the ability is supposed to work. You can read about the devs intentions in the Nezha revisited dev workshop.

Quote

When the health of the Warding Halo runs out, it will do an AoE heat status effect and give you a short period of invulnerability.

  • Why? This gives the player precious time to react, helping survivability while controlling the enemies immediately around you. Your next Warding Halo can be recast during this window to ensure you’re always protected!

 

But because of the error in damage calculation, the player often dies right before activation of the short period of invulnerability, that is supposed to keep him 'always protected' like the devs intended it to be.

 

  • EXPECTED RESULT: When Warding Halo is active, it should always give 90% damage reduction.
  • OBSERVED RESULT: Damage reduction is much lower than 90% in some cases.
  • REPRODUCTION RATE: 100%
  • Like 3
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  • 4 weeks later...
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Agreed - the halo expiry provides invulnerabilty.

However, any remaining damage that caused the halo to expire is applied 100% to the frame, and that could cause death, despite the intention being that invulnerability kicks in.

So, any additional damage that causes the halo to expire should be discarded, and the invulnerability phase applied as currently occurs.

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