cascading TU - no TUAP
turul
Posts: 1,622 Chairperson of the Boards
Seems like TUAP doesnt get generated properly when it is matched in cascade.
I had the following events counted inproperly:
One cascade with TU match 5 (after:3AP)
Cascade with 2x TU match 4 ( after:5AP)
Dont know before AP, probably was same as after
Ability built cascade was working properly using mag3*blue..
I had the following events counted inproperly:
One cascade with TU match 5 (after:3AP)
Cascade with 2x TU match 4 ( after:5AP)
Dont know before AP, probably was same as after
Ability built cascade was working properly using mag3*blue..
0
Comments
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Thanks for the report! I've reproduced this on my end and we're looking into what's causing it.0
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I tested some more with the following results:
Match3 generates 2ap if is cascading TU match or if it is direct match of two match3s and TU is the secondary.
Might consider strike tile ineffectiveness as bug, too, and possibly enemy protect tiles?0 -
Confirming this bug. After a cascade of various tiles, the final match 3 was 3 TU tiles, which generated 0 TU AP.
In a two match-3 cascade, the second one being 3 TU tiles, the end result was only 2 TU AP.
At the end of a cascade of various tiles, I ended up with a match 5 of TU tiles that generated a crit tile which matched with 2 more TU tiles. The result? 1 TU AP.
Happens to AI cascades as well. I think the game is calculating AP gain the same way it attenuates damage on cascades.0 -
Environmental AP always decayed noticeably during cascades, like the second match would be 7 (from a match-3 with a 3 character) and after that would be 5. Probably the same thing is happening with TU tiles, except it is far more noticeable because it is less base AP.0
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I can confirm, strike tiles and protect tiles do not impact Team-Up match damage.0
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I think both of these probably stem from TU tiles being recoded from environment tiles, instead of from colored AP tiles. It always struck me as odd that environment tiles didn't trigger strike tiles when you matched 4 or 5 in a row, causing damage from other tiles -- it was the only damage in the game that didn't trigger strikes. I considered it a bug, but not important enough to bother devs about.0
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