What you were expecting to happen, and what actually happened:
I was expecting the trait to work as written. A chance to spawn when the hero takes damage.
The spider spawned without the enemy hero taking damage.
How often does this happen? When did it begin happening?
Maybe more than I expect? Its not something that’s easy to setup to do 0 damage, but the enemy hero taking damage prematurely to triggers COULD happen often.
Steps to make it happen again
Setting up the situation to do 0 damage is very difficult. Setting up a situation where a spider dies with an explosion afterwards would only take a hero class with Lightning strike/Tidecaller 3rd trait/The Possessed King/Luna with a skull conversion to kill the spider.
“Explode: Destroys a gem and all 8 gems around it. Skulls deal 1 damage, but only 50% of mana is generated.”
If I exploded a skull, it should have done 1 damage.
Everything in Gems of War rounds down. So even if I did 99% of 1 damage, it should have rounded down to 0. But the trait still triggered even with that 0, meaning it triggered from less than 1 damage? Most likely case should have been a skull exploding, but that should have caused 1 damage.
And other instances of Doomskull damage passing through the front troop (very common, can probably set up a video to demonstrate if necessary, and probably have a few already saved from a while ago).
I actually think this (more summons than are warranted, or when not warranted) happens with the Orbweaver hero more than gets posted about, it’s just so often tied in with other stuff happening on the board that it’s hard to pin down. I’d really like more resolution on this and the Doomskull damage issue.
The trait is triggering from deaths as well now.
Had two summon at the same time earlier from one cast.
The cast killed a giant spider and did damage to the hero. Damage was only done once but two Giant Spiders were summoned.
That’s a good point. The Crashing Wave trait on the Tidecaller kicked in at the moment of killing of the existing spider. A blue gem near a skull could’ve exploded as well but may have only counted as half of a 1 skull damage (0.5). This may not reduce the hp stat of the opponent hero (we know how 0.5 is rounded in the game), but could have triggered the trait Familiar of Orbweaver. A theory, of course.
As for @awryan 's observation, trigeering of that trait upon a death is much worse. While I am sure there could be an explanation, I might wanna take a look at the screen grab of that instance.
It seems it is also triggered on death of an ally somehow. Maybe, there is some trait somewhere or IDK. IMHO, simply some sort of a glitch, not 100% repeatable, apparently depends on traits or something hidden that I am unable to see. Today in guild wars, the enemy orbweaver summoned 3(!) spiders without taking damage after a card on top of it was killed by skulls. I’m 99% positive that the hero did not take any damage from these skulls and the spiders just magically appeared.
It has to do with the order of board resolution (skull match first then gem explosion due to hero’s trait) and the visual bug where damage isnt updated correctly.
The first 2 summons, you kill the top troops by skull matches then the blue gem explosion deals 2 damage each time to their hero which triggers his summon trait. However, the damage is only updated correctly after you kill the 2nd summon. At 0:25, you can see -2 to his armor but his actual armor goes down by 6.
Same thing with the last summon. His actual health is 92 after the summon without the visual bug.
In other words, i think the trait is working correctly. But the visual bug makes it look like the hero is summoning without taking damage
Yes. I believe you can reproduce what you describe by matching doomskulls against an agile troop. They can dodge the skull match but still take damage from doomskulls, but no damage is shown. If their hp is low enough to die from the doomskulls, they will go poof at the beginning of their turn. If they survive, the damage isnt updated until they take another hit