I wanted to create a new thread about this so the information can be condensed down into what we know so far. I have compiled data from what I believe is two bugs which interact with one another. Please try to help me test, see if you can find instances of these bugs happening or if you can recreate them. Please also read and re-read all the way through if you are having any trouble understanding what is going on. I tried to show what is happening in what I think is the easiest way.
One bug is what I believe to be a calculation mishap which we know as the
"health desync" bug which as shown in the video appears to now be preventing the damage receiving player from dying(100% mitigation). On live from what I have witnessed, health desyncs usually let the receiving player die. This 100% mitigation was first brought to attention in a thread called
"Call To Test" by
@DarkGottbeard shown below.
https://forums.elderscrollsonline.com/en/discussion/509527/call-to-test/p1
The second new bug seen on the pts is what we have previously referred to as the
"Ghost Heal" bug, because there seemed to be a strange heal happening that was invisible to combat metrics until
@SodanTok pointed out that damage numbers don't make sense. This lead me to find the damage numbers from the health desync bug calulating in a strange way. Then I noticed that the "Ghost heal" was actually the exact amount that was being calculated strange in the health desync bug. I originally opened a forum thread shown below.
https://forums.elderscrollsonline.com/en/discussion/511127/free-heal-after-stun-animation-bug#latest
Health Desync bug(100% damage mitigation)https://www.youtube.com/watch?v=5NXOu6tYMdg
So with what
@SodanTok pointed out to me in the other threads, I recreated the combat feed on here with the enemy player's hp events included to have an easier look into what was going on.
19585 hp initially
Onslaught
[9648 damage Combat Metrics] [19,197 damage Eso Ui] .,.,.,.,.,.62.097sec
388 hp
487 hp
700 hp
LA [487 damage Combat Metrics] [487 damageEso Ui] .,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.62.687sec
213
312
executioner [312 damage Combat Metrics] [312 damageEso Ui] .,.,.,.,.,.,.,.,.,.,.,.,.,.62.977sec
0
bash [0 Combat Metrics] [0 Eso Ui] .,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.63.006 sec
another recap with snipe combo(should be a 1 gcd kill)
It appears we are looking at the inner workings of the health desync bug that people experience on live. Either the damage of the Onslaught is being doubled, or it is being halved. I will have to try to calculate how much damage a receiving player should be hit by and see what is happening. Part of me wants to say that The onslaught should be hitting for the Eso Ui number since I have normally hit as hard if not harder than that before in patches using onslaught. Considering this test was against someone with 75cp allocated 19585 hp no buffs in medium armor i believe around 18k resists I believe I should have easily hit him for close to his whole healthbar. It is possible that either zos tried to make a way to prevent health desync from happening to players and we are seeing it as a complete damage mitigation, or for some reason abilities like snipe and onslaught are showing in the ui that they are doing double damage(i think unlikely) but calculating half somewhere showing in combat metrics. It could be possible that somewhere in the game with some abilities there is a simple factor of 2 in the wrong spot.
"Ghost Heal" bughttps://www.youtube.com/watch?v=uw_KjMQ73dE&t=200s
Well the "ghost heal" appears to be the server correcting itself from the calculation mishap from the desync bug in some way. lets look at the combat feed again with my hp numbers included.
12114 hp initially
Mob Blitz
[3644 damage Combat metrics] [7288 damage Eso ui]
4826 hp
post "ghost heal" hp: 8470 = 4826 hp + 3644 (half the blitz damage gets restored/corrected for?)Why doesn't the ghost heal happen in my video previously showing this combo?
well, I believe the ghost heal is tied to when the stun animation
ends not when you cc break. However using cc break does end the stun animation, therefore it looks like i can proc a heal by cc breaking. My onslaught combo never stunned the player I hit
Things to test going on:
1. Try to calculate what a damage rotation should be by hand, down to the player's health bar
2. Find and make a list of what abilities health desync (snipe, onslaught,...) (Please, Make sure there is proof if you decide to report one here)
3. Recreate tests on live to see what the outcome is (I believe on live instead of 100% mitigation, the server just decides you are dead already)
4. Find which stun animations proc the ghost heal (snipe stun from stealth, knockdown from blitz,...)
For Zos
There seems to be a factor of 2 that is off somewhere. I also don't know why it seems there are two separate calculations happening on these abilities that seem to be causing desync, unless the code used for these abilities is drawing the wrong variable before a factor of 2 was used. I'm not a game designer and I only know matlab from 4 years of mechanical engineering college classes, but if I had to point my finger at something I would say it is that factor 2 or 50% either not applying or applying twice. Or if there are supposed to be two calculations for the same event side by side, one of them seems to be missing that factor of two (evidence for this is due to the ui reporting one damage number and combat metrics reporting half of that number). I am not sure, but I imagine if the server has to constantly go back and correct itself, this could be a major source of lag.
What determines whether a player is dead? Is it when the Ui healthbar hits 0, or the damage that an ability reports is greater than the remaining player's life? Answers to these questions would explain where the 100% mit seems to be coming from. (if one of these conditions was disabled, normally seeing a player's healthbar at 0 on live would kill the person, but now it doesn't = 100% mit concept)
It would be nice to get feedback on whether I am right with my idea that zos introduced a 100% mitigation mechanic to save a player who's health is being desynced. Also, if the ghost heal was another mechanic trying to correct for the calculation mishap.
@Glory
Since you helped before in the "Call to Test" thread, I hope you see this thread and get it to the right people.
Maybe Gina can pass this on.
@ZOS_GinaBruno
I will also try passing this on through the people I know on the stream team.
Thanks for reading