Bug Fixes and Critical Adjustments

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Bug Fixes and Critical Adjustments

Nightwraith | Tuesday, September 15, 2026

The Dead Speak

Over the weekend there were several reports of players with 0 HP who were still able to attack. "Zombie players" is not new to EpicDuel. Similar bugs have been popping up since the early days, but they've been extremely rare to nonexistent for awhile. It may be that alterations to the dead/alive checks made to accomodate skills that produce a killing poison or cheat death opened up some potential failure points. This patch adds additional safeguards to make sure that dead players stay dead.

If you notice something like this happen to yourself or someone else in battle, please report the bug, including as many specifics as you can recall (i.e. skills used, stuns, turn order, etc...). Even if you're not cheating by using 3rd party tools, abusing an exploit to gain an unfair advantage can still earn you a ban, especially if you do so repeatedly.


Critical Damage Adjustment

This bug was first uncovered through reports that Boss NPC Guard cores were not being factored in when the boss scored a crit against you. Further investigation led to discover a larger problem with critical damage calculations.

The Bug: When you land a critical hit, part of the damage math was being recalculated "from scratch" instead of building on top of the hit that was already happening. This meant that certain damage-reducing effects like the defensive Nightmare Boss Guard cores were getting wiped out the moment a crit landed. Those defensive bonuses worked fine on regular hits, but were ignored whenever the NPC enemy crit you. This was probably affecting other defense-boosting cores/skills but due to the relatively rare occurrence and complexity of calculation, no bug was ever reported. This bug was introduced when we made changes to the critical damage calculations months ago.

The Fix: Since the bug was introduced by the critical damage calculation changes, specifically separating the damage percent modifiers from critical damage, the best way to fix this was to revert most of the changes to the formula. Crits now correctly build on top of your normal (non-crit) damage calculation, adding only the extra damage a crit is supposed to add (from partially ignoring Defense/Resistance), instead of throwing away everything else that was already factored in. Any Defense bonuses, damage reductions, or skill-specific damage adjustments that applied to the hit will now still be there even if it crits.

Formulas

Old:

crit rebuilt from Gross Damage, dropping any adjustment made to damage along the way:
Damage Post Crit = Gross Damage − Crit Adjusted Defense
Crit Bonus = Damage Post Crit − Damage
Final = (Crit Bonus < Crit Min Increase) ? Damage + Crit Min Increase : Damage Post Crit

New:

crit builds on the fully-resolved damage, adding only the extra defense the crit ignores:
Defense Ignored = Defense − Crit Adjusted Defense
Damage Post Crit = Damage + Defense Ignored
Final = (Defense Ignored < Crit Min Increase) ? Damage + Crit Min Increase : Damage Post Crit

Examples:

Gross Damage = 1000, Defense = 500, Crit Ignores 30% Defense (default, under the 50% cap) → Crit Adjusted Defense = (0.70 × 500) = 350,
Defense Ignored = 150. Crit Min Increase = 56 (level 40).

Scenario A: Damage Percent = 100

damage = 1000 − 500 = 500

Old Formula:

Damage Post Crit: 1000 − 350 = 650
Final Crit Damage: 650

New Formula:

Damage Post Crit: 500 + 150 = 650
Final Crit Damage: 650 

Result: Identical. With 100% Damage, both formulas have the same result.

 

Scenario B: Damage Percent = 130

Damage = (1.30 × 1000) − 500 = 800

Old Formula:

Damage Post Crit: 1000 − 350 = 650
vs. damage(800): 650 − 800 = −150 → below floor
Final Crit Damage: floor kicks in: 800 + 56 = 856

New Formula:

Damage Post Crit: 800 + 150 = 950
vs. damage(800): 950 ≥ floor
Final Crit Damage: 950

 

Under the new formula, the skill's 130% bonus now fully and consistently carries into its crit damage (950 vs. the old 856). A skill's own Damage Percent is active across normal and crit hits, and scaling risk is controlled separately via the CRIT_TOTAL_IGNORE_MAX cap rather than by selectively dropping modifiers on crit which create needless complexity. This change does making critical hits more powerful for skills with increased Damage Percent, which is why we changed the formula in the first place, but excluding those values had unintended consequences that needed to be resolved.

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