This is because it ticks and removes itself before ModifyTurnStartActionPoints can be called.
so if Void Conduit is cast with 2 or less focus, it doesn't actually stop the victim from doing anything on their turn. if it's cast with 3 focus, it works properly for the first turn, and the 1 remaining ap it should deplete on the next turn isn't.
I'm aware of two ways to fix this:
A) like LWOTC, splitting it into two effects. one that handles the damage ticks, and the other depletes AP based on how much the first ticked for.
B) move the AP depletion from ModifyTurnStartActionPoints to the EffectTickedFn, and changing the ticking rule to UnitGroupTurnBegin
This is because it ticks and removes itself before ModifyTurnStartActionPoints can be called. so if Void Conduit is cast with 2 or less focus, it doesn't actually stop the victim from doing anything on their turn. if it's cast with 3 focus, it works properly for the first turn, and the 1 remaining ap it should deplete on the next turn isn't.
I'm aware of two ways to fix this: A) like LWOTC, splitting it into two effects. one that handles the damage ticks, and the other depletes AP based on how much the first ticked for. B) move the AP depletion from ModifyTurnStartActionPoints to the EffectTickedFn, and changing the ticking rule to UnitGroupTurnBegin