The frenzy is a status effect, but it works additively. So you had a knight with 2 frenzy (giving 3 attacks total), and when it splits each of the new knights get 1 frenzy (2 attacks total). When those knights split, each of the new knights get 0.5 frenzy but wildfrost rounds that up to 1 frenzy so they keep 2 attacks total. A better example is if you had a knight with 3 frenzy (4 attacks total) and it split, each of the new knights would have had 1.5 -> 2 frenzy, or 3 attacks total, instead of 4 -> 2 like you'd expect.
The way split is working is that it divides everything except attack by 2. So 3 frenzy / 2 is 1.5 rounded to 2. We don't ever see Truffle with frenzy so it's not intuitive. Edit: I am wrong. Guess I have some digging to do.
It's prolly tryna split the frenzy too, but since it goes from 3 to 2 2s. Then to one attack but it rounds up to 2 attacks of frenzy bc it acts as .5 frenzy, then rounded up
I’m guessing that the reason Watcher Knights targeted the spike wall instead of krunker during that fight is because pride considers scrap health as 1 regular health for comparison purposes and it just defaults to the front when all values are equal
make it live longer but it's a non choice. if you want your hero to do 16x2 to take your total damage from like 100 to 116 feel free, but it is meaningless and sometimes your hero going first saves a guy like getting to go before and kill bigfoot in that fight
24:40 I think scrap health might not count as actual health when pride is concerned. So Krunker phase one, as far as pride is concerned, had a health value of 0, which wasn't higher than that of the other cards. Just like shell and block aren't counted either.
Also, overburn seems to trigger at the value of 1 when the target only has scrap health, or maybe better called durability, instead of actual health. My conclusion of my own observations is that only actual health counts for any effect based on health, while shell, block, and durability do not. Durability is basically just block by another name ,except it doesn't require its owner to have health.
The Watcher Knights what caused me to quit Hollow Knight. I definitely did not do the normal sequence and was pretty far along in the game, but the distance from the closest save to the Watcher Knights broke me. So much time just getting to another attempt against. I couldn’t keep it up. I’m not particularly good at tough combat video games and was happy with how far I’d gotten in Hollow Knight, but workshopping a tough boss when there’s such a long playtime inbetween attempts is too disheartening for me.
There's actually no such thing as good or bad posture. The only important thing to consider is moving regularly and not staying in one position too long. I've heard it put this way, "the best sitting position is the next one." I've been practicing massage therapy for 12 years and it's the pattern that i see consistently.