The AI nodes can apparently change the cached MeleeState due to calculations after the DFA attack has triggered. This results in the MechDFASequence using melee damage values instead. This was exposed in #rogueticket-2989.
Core issue seems to be that AIUtil_ExpectedDamageForAttack is being told the attack is a Melee Attack in all cases. I'm unclear why that would be happening, but a simple fix is to force the MechDFASequence to only use DFA values instead of the cached state.
The AI nodes can apparently change the cached MeleeState due to calculations after the DFA attack has triggered. This results in the MechDFASequence using melee damage values instead. This was exposed in #rogueticket-2989.
Core issue seems to be that AIUtil_ExpectedDamageForAttack is being told the attack is a Melee Attack in all cases. I'm unclear why that would be happening, but a simple fix is to force the MechDFASequence to only use DFA values instead of the cached state.