These posts happened earlier: You with me so far? Now, when I was playing against Farbs, we encountered what I believe he called a known bug. I had Firestarter up which would increase Burning damage if I could set him on fire. I set on fire a unit with Resistant Hide, which "always prevents all damage from" fire effects. New turn came by, unit burned, basic Burning damage went down to zero, but the Firestarter +2 damage STILL applied and damaged his unit. See the connection? If Flimsy Block is "working as intended," then Firestarter gets to pull a counterintuitive trump on Resistant Hide: both refer to the number written on the card only. However, if Firestarter's behavior is "a bug," then Flimsy Block's behavior is called into question. Me, I'd go with the latter. Call both situations "buggy" and change it so rules refer to the end result after calculation bonuses. Players put a lot of effort into calculating damage totals and such, so ignoring totals for rule purposes can be frustrating and lead to weird issues as cards get complicated.
If so, it sounds like a double-standard. If it's true that "damage" in card rules always refers to the number written on the card for blocks, why wouldn't it refer to said number for armor? Suppose you argue that Resistant Hide should prevent the bonus burning damage brought on by Firestarter, because the +2 damage is "it's own fire attack." It meets the criterion for "fire," so it should be prevented. Then, using that same logic, Flimsy Block should activate for every single "+1 for each ally in 2 range" brought on by Mob Attack, because each +1 meets the criterion for the block. That would just be silly. In both cases, it makes more sense to apply the bonus to the "number written on the card" before applying the block or armor rules. Suppose, then, you argue that Firestarter is special because it is a different card, with its own "number written on the card," while Mob Attack's rule is a special case on the same card. That would be a completely foreign game mechanic to expect the player to learn. If you went this way, you'd continue to get bug reports from annoyed players who label your retort as "rules lawyering." Again, treating all bonuses equally is more intuitive. I urge you to reconsider.
Something to add to this, just used a penetrating attack with Impaler trait on, adding 3 damage to the 3 damage attack, and the enemies Flimsy Block did NOT activate even though it was 'lower' than 4 damage in the attack.
Did you mean Weak Block? "Weak" is the one with the 4-damage-or-less; Flimsy Block handles 2-or-less.
I'm not sure I understand what you are saying and I think we may be arguing at cross purposes. My point is that all damage enhancing effects trigger off things that actually do damage. Zero damage isn't counted as "doing damage". So, in the Kindler example, the Resistant Hide reduces the burning damage to zero. Kindler therefore does nothing because there is zero damage to enhance. We probably should reword the card (Kindler) to make that clearer.
If it actually was Weak Block then that's a bug. If it was Flimsy Block , it was working as expected.
Also, don't forget the enemy must face you for it to block you. Oh, now that's different. It could be a little frustrating (see: entire conversation), but I can understand it's a sort of chronology. For the Mob Attack case: Damage number written on card -> block triggered -> damage may or may not be dealt -> dealt damage may be enhanced. So plenty of cards may increase damage dealt, but they're happening "after" the block trigger. For the Firestarter case: Burning damage DEALT to target -> burning damage enhanced. Other cards may reduce the damage DEALT, and this happens "before" the enhancement, so zero total dealt damage means no damage enhancement. Still counterintuitive, since players are used to totaling up damage as part of planning a maneuver/manoevre. But at least it's internally consistent.
Since my internet is currently being an amazing POS, i've had the pleasure of re-fighting the goblin hordes 5 times now, while this isnt a GUARANTEE, i can safely say that Flimsy Block never came up (i checked discarded ones too). Weak Block did though. All the time. I lost count about the point where i lost my sanity. Even the dogs block. Damn they're good at rolling for blocks. And deflections. And reflections. They're like what would happen if Captain America, Thor, and Hulk had a horrible threesome Little Green Shield dudes that hit you with hammers. Gives me an idea for a card proposal, how about a shield thats designed to block attacks from behind, 'block any', 100% success chance, back only. Could be a good way to spend an extra turn card, turning your back.
Yeah, that's correct. Blocks happen first, then armor then attached cards that modify or reduce damage.
Yeah, that can be a tough adventure. Goblins are nasty. This should go in the hints thread, but get used to using area attacks to draw out multiple blocks (Fire Spray can be great) as well as "juggling" them around by flanking them and hitting from each side in alternation.
I dealt with a mob attack style ability from zombies and their damage was weird. They used their zombie style mob attack and it did one damage alone. When he did it again next to his friend it went to 7 damage. Their damage increase for their card is 3 so if their damage is suposed to incread to include themselves it should start at 4 instead of 1. If not then it should have been 4 because there are only 2 zombies in the gladiator arena 2 map
Ah, right. The damage is boosted by the number of allies within range 2 of the instigator. Allies other than zombies are included in this, which likely explains the 7 damage you saw. The instigator isn't counted in this # of nearby allies.
perhaps then i read through the card too quickly as i assumed it was like the kobold one where it was only affected by other kobolds