# Life Drain bug - premature damage reduction

**URL:** <https://community.gemsofwar.com/t/life-drain-bug-premature-damage-reduction/19233>\
**Category:** Support\
**Created:** [January 30, 2017, 4:49pm UTC](https://community.gemsofwar.com/t/life-drain-bug-premature-damage-reduction/19233 "2017-01-30T16:49:29Z")\
**Posts on this page:** 1\
**Showing post:** 20

<div class="post-metadata">

**Author:** ![kynetarse](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/kynetarse/32/24815_2.png) [@kynetarse](https://community.gemsofwar.com/u/kynetarse)\
**Post date:** [March 13, 2017, 4:32pm UTC](https://community.gemsofwar.com/t/life-drain-bug-premature-damage-reduction/19233/20 "2017-03-13T16:32:21Z")

</div>

Revisiting this after taking a couple weeks off from exploration. I think I may have some better insight now on exactly what is occurring. I think the gist of the problem is that overkill damage is being reduced to exact number, rather than actually applying all damage at damage step and simply _displaying_ a reduced number.

1. Cast bombot
2. Because bombot must die, damage must be calculated at this point
3. Damage is calculated for life drain troop and _improperly reduced_ to exact armor + hp
4. Bombot dies
5. Life drain triggers, granting +4 life
6. Improperly reduced damage applied; life drain troop survives because of the bonus

Of course, none of this still explains why single skull point of skull damage will disrupt the issue.

---

_[View the full topic](https://community.gemsofwar.com/t/life-drain-bug-premature-damage-reduction/19233)._
