Interesting, I tested this exact thing before. I will look again tonight.
This has been a long standing 'issue'. Its because we load PFs on demand rather than generating them on server load and then placing them into memory. This will continue to be something that…
Looking at the video in the OP the auto attack is still happening? Is this an animation concern or what? There is clear outputs in the chat log to suggest the server tick and auto attack is still…
This should now be fixed by my most recent merge. Please retest and confirm.
Currently in the process of looking into this. I've indentified a missing data packet that needs implementing for the client to accurately update nano durations following this action.
After looking into this, it appears that the reason is because we are attempting to push the saved list of buffs to an NPC which isn't populated in the playfield yet. Meaning it always returns…
This should now be fixed per my recent merge. Please retest and confirm.