One scorpion man’s sting deals 13 divine damage. Then two scorpion men’s stings should deal 26 divine damage. But it doesn’t. This issue was also mentioned by Boit.
Trigger Event:
Scorpion men’s poison damage doesn’t stack.
Repro Steps:
Attack an enemy unit with a scorpion man’s sting.
Then attack an enemy unit with two scorpion men’s stings.
You will see that the two stings’ damage doesn’t stack fully.
Okay, I think I’ve found a pattern. Even among Charged Abilities, abilities that can be used on empty ground with no enemy units around have stacking damage. However, abilities that must target an enemy unit do not have stacking damage.
For example, the special abilities of the Chimera and Qinglong can be used on empty ground with no enemy units nearby, and their damage stacks. But the special abilities of the Mummy and Scorpion Man require an enemy unit as a target, and their damage does not stack.
That said, I don’t know whether this is what the developers intended.
It’s because they are not coded the same way. Chimera or Qinlong abilities summon an invisible object that then damage enemies for several second in an area.
ScorpionMen and Mummy are damaging the targets hits directly.
So yes, it’s related to OnHitEffect with charged attack.
Special attack damage over time reduced from 1.5 divine for 6 seconds → 1 divine for 6 seconds.
Developer Note: This results in their damage now going up from 9 divine damage (due to not stacking with itself) to 18, from the damage over time component.
Fixed a bug that caused Scorpion Man’s ability to deal less damage when manually cast compared to when it is automatically cast.
Developer Note: This fix is more general than just Scorpion Man. The problem was that the check for whether the ability could be cast was checked during each damage event triggered from the animation data. The way this works now is that it checks once, at the start of the attack, whether the ability can be used to ensure it executes to completion. The Scorpion Man has 3 attack events as part of its attack, and when manually cast, not all of these were triggering. Other units that may also be impacted by this change include: Tzitzimitl, Baihu, Kamaitachi, and ChiYou.