and presumably coda as well. most likely because blunder detection works by comparing health before to health after a test hit, and their health is the same both before and after
it might be possible to prevent this using Damage.Flag.BYPASS_DEATH_TRIGGERS, but handling a damage event would likely be a more comprehensive solution
and presumably coda as well. most likely because blunder detection works by comparing health before to health after a test hit, and their health is the same both before and after