Open troggnostupidhs opened 5 years ago
Here are some special tests to confirm how Overkill and AoE Overkill works:
Overkill always resolves last in a queue, regardless of play order or Dormant Player order. (Both players have Frothing Berserker and you Totemic Smash a 1-health minion. The order is always DP's berserker - SP's berserker - Overkill.)
Overkill only checks negative health as a queuing condition, not a triggering condition. (You are at 1 health, control a Hallazeal and Totemic Smash your hero. Hallazeal restores your hp to 1 first, but a totem is still summoned. At 0:30, https://www.bilibili.com/video/av38715045)
AoE Overkill is postponed until all damage events are fully resolved, similar to AoE Lifesteal. (Both players have Frothing Berserker and you Blast Wave two 1-health minions. The order is always DP's berserker - SP's berserker - DP's berserker - SP's berserker - Overkill giving you 2 cards.) (The resolving order is: dealing all AoE damage first, then resolving each damage, and finally resolving Overkill/Lifesteal. So it's possible to make Blast Wave resolve like Lightning Storm & Lightbomb to fix its interaction with Snapjaw Shellfighter.)
Though AoE Overkill is postponed, its condition is still checked when other triggers of the damage event queue. (Opponent has 2 Howlfiends and a 1-health Tiny Knight of Evil, and you play Blast Wave. If TKoE enters play first, Overkill's condition is met first. Hf's +1 health cannot prevent Overkill from giving you a card. But if Hfs enter play first, they discard 2 cards to give TKoE +2 health to 1 hp and Overkill doesn't resolve. From 1:25 to 1:50, https://www.bilibili.com/video/av39362464)
The problem with this example is that Snapjaw Shellfighter's health goes 7 -> 4 -> 1 -> -2, and three cards are awarded for Overkill even though only the last damage instance should be counted as 'Overkill'.
https://www.reddit.com/r/hearthstone/comments/ae6tmo/blast_wave_snapjaw_shellfighter_interaction_bug/