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The per-hit "missing life/mana before enemy hit" recovery for Defiance of Destiny checked its value by truthiness, but the value is a modDB sum and is 0 for every other build. Since 0 is truthy in Lua, the block ran on every iteration and clamped Life back to its maximum, discarding the life gained on block that the EHP speed-up had just credited for the batched hits. Lowering damage taken could then enlarge the batch, discard more gains and reduce the number of hits survived, so more resistance or life gave less EHP (issue 9446). Only apply the recovery when the value is non-zero, as the nearby LifeWhenHit checks already do. Defiance of Destiny keeps its behaviour.
mcagnion
marked this pull request as ready for review
October 7, 2026 17:30
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Fixes #9446.
Description of the problem being solved:
With life gained on block (or other gain when hit), adding life or resistance could lower Total EHP.
To speed up the hit count,
numberOfHitsToDieapplies several hits at once after crediting their gains. The Defiance of Destiny recovery is guarded byif DamageIn.MissingLifeBeforeEnemyHit, but that value is amodDB:Sum, so it is 0 rather than nil without Defiance of Destiny, and 0 is truthy in Lua. The block therefore ran for every build and clamped Life back to its maximum, discarding the credited gains. It now only runs for a non-zero value (same for mana), like the nearbyLifeWhenHitchecks.Steps taken to verify a working solution:
Before screenshot:
After screenshot: