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Strange Lux Spell Progress Behaviour

Submitted 4 years, 1 month ago by

Hi,

i just had a situation where smart ordering of spells would have granted me lethal with Lux' Final Sparks, but the expected behaviour did not occur, leaving me quite frustrated, since i cannot rely on simple logic to solve complex game states in order to win games.

 

This was the scenario:

Opponent: attacks with 4 (barriered) units and plays judgement against my blockers. He is at 4 health and 0 mana. After blocking, i would survive his attack. 2 of his barriered units had 2 health (so 2 sparks could kill his Nexus if done correctly).

Me: Lux on board, at 4/6. Spells in hand: Single Combat (2), Deny (4) and Twin Disc (3). I have enough mana to play them all.

 

So my idea for lethal was the following:

- one of his barriered 2-health units is blocked and will survive the attack

- the other barriered 2-health unit is unblocked and will survive the attack as well

- cast Single Combat on one of his barriered units, this will make my Lux progress go to 6/6, giving me the first Final Spark

- cast Deny against his Judgement, this will then bring my Lux progress from 0/6 to 4/6

- cast Twin Disc on some shit to make my Lux progress go to 6/6 again, giving me the second Final Spark

- after the attack, cast both Final Sparks in his 2-health units for lethal (4 health Nexus)

 

The Spell Stack (from left to right) looked the following:

1. my Single Combat (played AFTER Deny)

2. my Deny against Judgement (played BEFORE Single Combat)

3. his Judgement, being denied

 

So in theory, the order of spell execution should be correct, right?

- Single Combat is executed first, updating my Lux's progress to 6/6 and giving me a Final Spark.

- Then Deny is executed, updating the progress from 0/6 to 4/6

 

But what actually happened was that my Lux's progress somehow was at 0/6 after both spells were executed, not at 4/6 as expected.

Is this a bug? Or is there some behaviour that i missed or dont know?

  • Leenolies's Avatar
    60 4 Posts Joined 03/12/2020
    Posted 4 years, 1 month ago

    Hi,

    i just had a situation where smart ordering of spells would have granted me lethal with Lux' Final Sparks, but the expected behaviour did not occur, leaving me quite frustrated, since i cannot rely on simple logic to solve complex game states in order to win games.

     

    This was the scenario:

    Opponent: attacks with 4 (barriered) units and plays judgement against my blockers. He is at 4 health and 0 mana. After blocking, i would survive his attack. 2 of his barriered units had 2 health (so 2 sparks could kill his Nexus if done correctly).

    Me: Lux on board, at 4/6. Spells in hand: Single Combat (2), Deny (4) and Twin Disc (3). I have enough mana to play them all.

     

    So my idea for lethal was the following:

    - one of his barriered 2-health units is blocked and will survive the attack

    - the other barriered 2-health unit is unblocked and will survive the attack as well

    - cast Single Combat on one of his barriered units, this will make my Lux progress go to 6/6, giving me the first Final Spark

    - cast Deny against his Judgement, this will then bring my Lux progress from 0/6 to 4/6

    - cast Twin Disc on some shit to make my Lux progress go to 6/6 again, giving me the second Final Spark

    - after the attack, cast both Final Sparks in his 2-health units for lethal (4 health Nexus)

     

    The Spell Stack (from left to right) looked the following:

    1. my Single Combat (played AFTER Deny)

    2. my Deny against Judgement (played BEFORE Single Combat)

    3. his Judgement, being denied

     

    So in theory, the order of spell execution should be correct, right?

    - Single Combat is executed first, updating my Lux's progress to 6/6 and giving me a Final Spark.

    - Then Deny is executed, updating the progress from 0/6 to 4/6

     

    But what actually happened was that my Lux's progress somehow was at 0/6 after both spells were executed, not at 4/6 as expected.

    Is this a bug? Or is there some behaviour that i missed or dont know?

    0
  • meisterz39's Avatar
    925 1200 Posts Joined 06/03/2019
    Posted 4 years, 1 month ago

    Sounds like a bug. I expect what's happening here is that Lux checks for progress updates when spells resolve, but that there are only really two cases where LoR considers the spells resolved:

    • Burst spells resolve immediately
    • All other spells resolve with the stack

    So, rather than check after every spell on the stack, Lux checks once the stack is done. This loses your extra progress. If you had instead had something like Purify as your means of removing barrier, I think this would have worked exactly as intended and won you the game.

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  • Leenolies's Avatar
    60 4 Posts Joined 03/12/2020
    Posted 4 years, 1 month ago

    At first, i was thinking that what you describe is the reason: Lux's progress resolves ALL AT ONCE and EAFTER the spell stack has finished executing. So the combined mana cost of your spells on the stack would increase the progress all in one.

    But then again, you DO NOT have this behaviour when playing the OTK Karma/Lux deck. Here, you usually play Dawn and Dusk, which then gets doubled by Karma, and you will receive TWO Final Sparks. So this would speak for the Lux progress being resolved spell by spell, not all at once after the stack finished.

    Also, it could not be case, that the 1-by-1 spell resolution only works for "the same spell" (Dawn and Dusk in the above case), because when the opponent tries to Deny your DnD and you react with your own Deny, this Deny spell will resolve Lux's progress separately and can give you a Final Spark before further spell resolution of the stack. I just played a game where i observed this.

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  • FortyDust's Avatar
    Pumpkin 1205 1908 Posts Joined 05/29/2019
    Posted 4 years, 1 month ago

    Did you report the bug?

    Can you re-create this behavior in a friendly game?

    0
  • Leenolies's Avatar
    60 4 Posts Joined 03/12/2020
    Posted 4 years, 1 month ago

    I should actually consider reporting it. Was waiting for more info to determine if it might be expected behaviour first. But youre probably right.

    I guess this behaviour should be quite easily reproducable using the described order of spells.

    0
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