order of operation
TxMoose
Posts: 4,319 Chairperson of the Boards
i thought the player's passive were supposed to proc first before opponent's passives. made a match-5 for px but caltrops processed before px's damage (killing px in this case - winfinite not good with caltrops lol). am i missing something? if i have it wrong, someone explain it to me. if I'm right and this is a bug, i'll post in bugs.
0
Comments
-
TxMoose wrote:i thought the player's passive were supposed to proc first before opponent's passives. made a match-5 for px but caltrops processed before px's damage (killing px in this case - winfinite not good with caltrops lol). am i missing something? if i have it wrong, someone explain it to me. if I'm right and this is a bug, i'll post in bugs.
I've noticed his Master Plan is strange in that sometimes it fires immediately and sometimes it seems as if some cascades will resolve and then it will go off at the end, so I don't know.0 -
Traps seem to process before anything else, including match damage.
(As far as I can tell, the OoO is traps->match damage->active side's match-contingent passive->inactive side's match-contingent passive->cascade->further passive activations.)0 -
It's always been this way for those darn caltrops.
Order of operation:
1) Five Match
2) Matched tile was TRAPPED, apply trap damage.
3) Apply 5-match damage
4) Make critical tile
5) This is where it gets a little fuzzy for me, but I believe tile drop/cascade happens.
6) Prof X passive ability is applied. - Damage, then AP generation.0 -
I would love to see a clear description of the order of operations. But I know it has been weird for a while.
case in point: quicksilver. in QS mirror matches blueshift fires twice for every blue match. Normally, the matching player's passive triggers first, then the non-matching player. But if the first match results in a cascade blue match, then everything goes to hell and all the non-matching passives fire before a second matching player's passive.
Could that be what happened here moose? Was it one match-5, or multiples? and did your match(es) cause any cascedes?0 -
i had the same question regarding XFDP's Countdown for What.
My Cyclops killed DP by firing his red and destroying a line that contained two CfW countdowns, which both fired even though XFDP was gone.0 -
Something else related to order of operation I noticed today... my attack kills the only caltrop-dealing goon on the enemy team (so he is dead), caltrops get fired even though the goon is dead, then caltrop traps are disabled. Annoying, and completely nonsensical. If the traps are truly going to be disabled because the character is dead, why would you have them fire off one last time?0
-
_Daywalker_ wrote:Something else related to order of operation I noticed today... my attack kills the only caltrop-dealing goon on the enemy team (so he is dead), caltrops get fired even though the goon is dead, then caltrop traps are disabled. Annoying, and completely nonsensical. If the traps are truly going to be disabled because the character is dead, why would you have them fire off one last time?
It's all about the0 -
There is a weird thing that occurs, maybe a bug.
When you're using OML on his own, it normally goes like this:
Friend Power -> OML Red -> Match Damage
With OML/ProfX, it seems to do this:
Friend Power -> Prof X Yellow -> Match Damage -> OML Red
Which is too bad, because match damage is benefited by OML Red being done before the match damage, not afterward. Has anyone else seen this? Should I enter it in the bugs section?0 -
In the Quake event, I've noticed a couple of quirks with her Green skill:
If it's the first attack, it will shuffle the board first, then display the skill name banner and then her animation.
If it follows another attack, it will display the banner first, then the animation and then shuffle the board.0 -
_Daywalker_ wrote:Something else related to order of operation I noticed today... my attack kills the only caltrop-dealing goon on the enemy team (so he is dead), caltrops get fired even though the goon is dead, then caltrop traps are disabled. Annoying, and completely nonsensical. If the traps are truly going to be disabled because the character is dead, why would you have them fire off one last time?
Also, should traps be temporarily disabled if the character is stunned? Stoopid Caltrops.0 -
_Daywalker_ wrote:Something else related to order of operation I noticed today... my attack kills the only caltrop-dealing goon on the enemy team (so he is dead), caltrops get fired even though the goon is dead, then caltrop traps are disabled. Annoying, and completely nonsensical. If the traps are truly going to be disabled because the character is dead, why would you have them fire off one last time?
Actually it makes sense even if it's annoying (happens to me too and I don't like it any more than you do).
The act of matching the tile triggers the trap. That means technically it happened before the match damage was resolved (and the goon killed) because anything attached to a tile goes off before anything else.
What's incorrect is the animation order that's showing the goon death before the caltrop damage animation.
KGB0 -
matthatter wrote:_Daywalker_ wrote:Something else related to order of operation I noticed today... my attack kills the only caltrop-dealing goon on the enemy team (so he is dead), caltrops get fired even though the goon is dead, then caltrop traps are disabled. Annoying, and completely nonsensical. If the traps are truly going to be disabled because the character is dead, why would you have them fire off one last time?
Also, should traps be temporarily disabled if the character is stunned? Stoopid Caltrops.0 -
Next you'll be asking why Caltrops is an AOE damage ability when only one person steps on them.0
-
CNash wrote:Next you'll be asking why Caltrops is an AOE damage ability when only one person steps on them.0
-
matthatter wrote:Also, should traps be temporarily disabled if the character is stunned? Stoopid Caltrops.
I was pretty ticked off when I discovered that Billy Club didn't stop caltrops from firing, but had a change of heart when Gorgon got off a stun on Daredevil and then immediately tripped Ambush.
So now I don't know what to think. Although caltrops definitely are stoopid.0 -
CNash wrote:Next you'll be asking why Caltrops is an AOE damage ability when only one person steps on them.
https://www.youtube.com/watch?v=mRmKzxhMzwo0 -
Another order-of-operations pain point: KOing Gorgon by matching his Awaken The Hand tiles will trigger their attack tile generation effect before Gorgon drops. If Gorgon was eliminated first, those countdowns would have expired with no penalty.0
Categories
- All Categories
- 44.9K Marvel Puzzle Quest
- 1.5K MPQ News and Announcements
- 20.3K MPQ General Discussion
- 3K MPQ Tips and Guides
- 2K MPQ Character Discussion
- 171 MPQ Supports Discussion
- 2.5K MPQ Events, Tournaments, and Missions
- 2.8K MPQ Alliances
- 6.3K MPQ Suggestions and Feedback
- 6.2K MPQ Bugs and Technical Issues
- 13.7K Magic: The Gathering - Puzzle Quest
- 508 MtGPQ News & Announcements
- 5.4K MtGPQ General Discussion
- 99 MtGPQ Tips & Guides
- 424 MtGPQ Deck Strategy & Planeswalker Discussion
- 300 MtGPQ Events
- 60 MtGPQ Coalitions
- 1.2K MtGPQ Suggestions & Feedback
- 5.7K MtGPQ Bugs & Technical Issues
- 548 Other 505 Go Inc. Games
- 21 Puzzle Quest: The Legend Returns
- 5 Adventure Gnome
- 6 Word Designer: Country Home
- 381 Other Games
- 142 General Discussion
- 239 Off Topic
- 7 505 Go Inc. Forum Rules
- 7 Forum Rules and Site Announcements