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* If we simulate decay chains with steps with very long livetimes we may get numerical issues when time-windowing the outputs. Since we look at the time-difference between G4Steps and the first step i…
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## Description
Should be ordered by kill chain phase order and not alphabetically:
![image](https://github.com/user-attachments/assets/3d770faa-8b6f-461b-b7fc-8547d8edeab1)
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## Description
Given that we are killing governance events as part of #8325, we won't have any events on non-Alchemy chains that we need to listen to so we can limit the scope of EVM chains to just A…
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**Description:**
The spell is chaining ticks from each player doing too much damage and kill people. It shouldn't do 6-9 ticks per second, it should be only 3, one from each player.
![WoWScrnShot_…
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Right now [KillChainPhaseReferenceType](http://stixproject.github.io/data-model/1.2/stixCommon/KillChainPhaseReferenceType/) provides two IDs to reference kill chain phases: `@phase_id` (with the ID o…
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STIX has three types for creating and referencing kill chains and kill chain phases:
- `KillChainType`
- `KillChainPhaseType`
- `KillChainPhaseReferenceType`
`KillChainType` is used to define kill ch…
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**Github username:** --
**Twitter username:** --
**Submission hash (on-chain):** 0xef009bd8fdcf6d6be29e78d75ba6432831992897b61af724fda562f4f3d66527
**Severity:** low
**Description:**
**Description**…
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In a wargame, we need a process to check each namespace (team) and look for nodes that are no longer on the chain tip. If they are stalled, they get killed. This prevents teams from firewalling themse…
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### I would like to be able to..
See more kill chains that can occur in vanilla gameplay and attribute the mob and player kills appropriately
### Is your feature request related to a problem? Pl…
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## Use case
Please add an external ID field to the Kill Chain Phases to support external IDs of various frameworks such as the MITRE Tactic IDs. This will help support identifying and relating inc…