Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Issue:
With the airburst on the Miasma, if the child projectile is spawned around the same tick as it would hit a shield, that child projectile would pass through the shield. This was not random, and consistent enough that it's likely exploitable*.
*Edit: forgot that I had the Miasma on perfect accuracy--not exploitable, just annoyingly random.
Solution:
Remove the secondary projectile that spawns with the airburst, and leave all the effects and damage dealing up to the main one.
Other attempted solutions:
I tried moving all damage dealing on the primary projectile while keeping the effects on the secondary (the secondary would still penetrate in some cases, but wouldn't do damage, and though repeatable the odds of it happening accidentally are low so it'd be a minor visual irregularity). The issue with this is spawning a projectile on a projectile, and not destroying the original projectile immediately, causes the strategic icon to stutter, which looks bad.
Afterthoughts:
Ballistic behavior is now in line with other artillery (no airburst). Damage over time remains. Miasma cloud effect is still there, but the impact looks a little uninspired without the secondary projectile emitter trail, and it could use a more impactful (...) visual effect when it hits something.