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Please fix this kabam

So the spider man 2099 relic prevents the dex from activating yet it still gets nullified by the bg nodes when no buff activated to be able to be nullified, it’s broken.
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A bulletproof vest can protect you from bullets. It does not cause all guns pointed at you to misfire.
The GC node Buffet Over Time has the same issue: "When the Attacker triggers a Buff, it is immediately Nullified and the Defender gains a Regeneration Buff..." The plain text of this node also explicitly states that it takes effect on "triggers" which is generally synonymous with activation. In both the VT node and the GC node the precision buff would not take effect and thus cannot be nullified, but in both cases the node doesn't require the nullify to happen. In both cases the node explicitly states that two separate things happen: the buff is nullified, and some other effect happens (power or regeneration).
I don't know if this was the developer's intent, but that's what the plain language of the nodes specifies according to the rules of the game as they currently exist.
The way the game currently works, for both Buffs and Debuffs (and any other effects for that matter) the game has a multistep process to decide what happens. First, the game determines if the Buff or Debuff is triggered. This requires checking if any triggering conditions are met, and if the Buff or Debuff is affected by ability accuracy then an ability accuracy roll is made. If and only if the Buff or Debuff is triggered, the game then determines if the effects of that Buff or Debuff take effect and to what degree. It is at this point that immunities are consulted to see if the effect actually sticks or not. By this time, the Buff or Debuff has already been triggered or activated, and anything that depends on triggering has itself already been triggered.
There are people who believe that it shouldn't work that way; that if a target is immune to an effect the game shouldn't even bother triggering it. That's the "common sense" logic. However, consider this: suppose a Buff has multiple effects, which is possible. Aptitude, for example, increases the potency of Fury, Armor Up, and Precision Buffs. It does three things. If a Buff were to increase regeneration rate and critical rate, say, then what happens if the target is immune to regeneration rate modifications? Does this Buff activate or not?
In the general case, there's no way to know in advance whether a target will "ultimately" be affected by effects before they are triggered, so the game engine processes these steps in the most logical order: first we check if the effects are triggered, then we check if each of the triggered effects encounter immunities, resistances, or other preventative effects. Then we resolve those.
Again: I don't know what the devs intended here. I don't know if there is an acknowedged bug or not. What I do know is that if the S2099 is not preventing the power gain or regen, that's correct behavior according to the node descriptions. If that wasn't intended, then on top of correcting the behavior, the devs would also have to correct the descriptions to state that the power gain and regeneration effects happen when the precision buff is nullified, not when the precision buff is activated.
I have *an idea* of what might cause that, but what I’m thinking of shouldn’t percolate up to being visible to the player, although it sometimes does.
We understand neutralise will prevent it,
But an actual buff is needed for it to get nullified.
Or, alternatively, it is the descriptions themselves that are in error.
The relic is bugged
Edit: just saw the guy above me made the same point, never mind. But point Still stands.