when you have antimagic shield up and also have any martyrdom effect on you, such as the one from righteous fury or empathic hex, any attack that you use against the one who applied the martyrdom effect on you that does any amount of non-physical non-mind damage will reduce the martyrdom applier's mana, vim, positive energy, and negative energy to 0 and deal an amount of manaburn damage that reflects that
by this means antimagic shield's manaburn damage can and will proc more than 10 times, and will not do less damage with each proc
it also happens when you attack an opponent with reflective skin for non-physical non-mind damage(or they hit you for it) while you have antimagic shield up
unlike with attacks such as dissolve and flurry, the chain reaction described above happens all at once, whereas the attacks from flurry and dissolve do not happen all at once, even though both are "instant"
I think you'd oughta revamp the way that the game checks to see if antimagic shield procs more than once in one turn; perhaps you could give it its own turn energy sort of thing and have it not all happen instantly?
I am completely sure that antimagic shield currently works that way; it is very easy to reproduce with 3 simple steps
1: get a character with antimagic shield
2: activate antimagic shield
3: stab with a white iron dagger(or other weak weapon) a master vampire who has phantasmal shield active without killing it in 1 hit with weapon damage
4: step 3 can also be done with any enemy that has both a burnable arcane resource and non-physical non-mind thorns damage
alternatively, get a character with AM shield, use it, then deal any amount of non-physical non-mind damage to one of those golem ogres(or atamathon) while the enemy's reflective skin is up or have the enemy deal any amount of non-physical non-mind damage to you instead while the enemy's reflective skin is up
[1.5.5] antimagic shield+martyrdom infinite manaburn bug
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