Otonashi wrote:I believe the cause of the bug is that
- The game counts each part of the skill combo as a seperate cast of the skill, evidenced by how the cooldown timer is reset every time the combo is continued.
- The SP cost is only incurred much later, implying that the server deducts SP for each part of the combo but the client does not. When the server tells the client that the SP you should have is much lower than what you actually have, you lose the SP that you didn't earlier.
There should be no relation to anything other than only happening to skills with more than one combo, aka those that don't give you the red flames above your HP and SP bars that progress with your right mouse button.
My observations are more or less in line with this. Some skills like Sacred Strike don't incur additional SP costs on subsequent hits, but skills such as Ice Blossom or Lunge Step seem to do it. Sometimes the deductions are made in time - this is likely when the server ends up resolving the deduction and the packet send during the window of execution. Usually, it is not made in time, so it gets deducted later when the timed loop finally checks the requests in the stack. It is especially noticeable when you switch weapons because I surmise it's receiving a status update during this time for the weapons.
What throws me for a loop is when the additional SP deduction
doesn't happen. Current theory is that it doesn't happen if you miss with the subsequent hit(s), but I'm not sure (and there's always the likely possibility that the backend is
not designed in an intuitive manner).