Hello @Jeto
Not the first time I notice but can’t capture it on the video unfortunately as of yet.
What happened (maybe in estimated 5% cases):
In dungeons I selected mana (+60) altar, it filled up my class spell.
When i start the turn against the next enemy - my class spell gets reduced as if I had disease. But I don’t have, and the enemies (khazdhuli 1.1 dungeon) do not have any abilities to reduce mana.
Since it is not critical, I didn’t pay much attention to explore more.
What happened now though is critical.
I bought 2 potions to fill the spells 1st turn (saw a high damage opponent and didn’t want to risk my perfect score).
I had my 3 spells out of 4 filled.
I used 2 spells to kill the 1st opponent. I left the stun spell filled the next opponent.
And it just reduced to basic value next turn. Luckily I had my gems aligned to stun, but otherwise I would have been in a tricky situation.
This has also happened to me in events. I filled all my spells with extra mana from mana essences. I killed the first enemy with 1 spell and then when I faced the second enemy the mana of the other 3 spells dropped.
I don’t think it can be avoided..
This is how it was described to me
Basically the starting mana cap was being applied on the 2nd enemy because the first turn never actually ended so it thought it needed to be applied again.
That won’t affect start of turn effects will it? Like royal ring or ancient dragon 2 set bonus or bloodfang 6 set bonus? Because IMO that would hurt the game if suddenly all that changed just to fix essence.
I actually think its a good thing that all colors can break the mana cap on a spell rush. I’ll go more into detail on this if you need me to. I don’t think that’s something that should be gotten rid of or spell rushes would be very unfair. Some opponents will insta-kill you if you don’t use essence to max your different color from the spell rush.
In event, I think its called Spell Rush (its an Event modifier). It takes the 80% cap off the color of the tourney, but you can use gear or essence to also mimic the spell rush in other colors. You still have the 80% cap if playing an off-color, but things like bone rings and flametree helm can bring it up to 100% mana. Only during a spell rush though.
Which by the way only triggers once (bone rings and flametree helm), I believe the spell rush color triggers multiple times on turn 1 (if I remember right). I always assumed it was intended.
I don’t know if its intended or not, but I do think its healthy for the game and makes it more interesting and fair. And anyone can mimic the effect by using essence. Another thing too, you don’t lose the extra bone ring mana when you call the first enemy, only when you run out of spells (or the spells it filled) like normal.
Another good point, @Jeto , could you please confirm that due to this fix, the effect of bone ring / flametree helm / etc. To break the 80% mana cap off-color in spell rush event type is remaining?
Pretty sure it is very much not intended for the 80% starting mana cap to be broken for any reason, except for maybe magic crystal use (although as has been mentioned by others, it is a big QoL item in Events where enemy spell rush buffs are in play).
I would be quite surprised if this situational loophole for getting around the starting mana cap was not closed.
It gives those gear pieces a viable reason to use, They’re pretty terrible IMO without it. You could still use the bone rings for rainbow builds and for tourney I guess as a speed minion counter, but that’s about it. Running 80% starting mana for mono is the better and more reliable choice. I’d actually be more surprised if it wasn’t intended, as they would become very situational gear pieces if it was removed.