Let's try this again.
Reading
http://te4.org/characters/131680/tome/4 ... 1e3c4098fe ...
You had a Stun in effect at the start of the log, since it expires during the log. Among other things, Stun means 50% slower movement speed.
At the end of the log, we see:
Cybil is wasting away!
Cybil slows down.
This is a temporal wasting effect, giving the 30% slow that shows up in the char sheet.
The Horned Horror was using pugilism, which gives 125% attack speed when using gauntlets and 166% attack speed when using gloves. Since Chain Lightning was proc'ed during a melee attack, HH was wearing Storm Bringer gauntlets, so had 125% attack speed.
Horned Horror hits Cybil for (72 to time), 0 physical, (19 to time), 0 lightning, (38 to time), 0 lightning, (74 to time), 0 physical, (19 to time), 0 lightning, (63 to time), 0 physical, (19 to time), 0 lightning (0 total damage).
Looks like a Flurry of Fists from the previous turn: 3 strikes (the physical hits), plus two lightning procs per strike.
Puzzling, though, since you said that you were at least one space away from HH when the final attacks came, but Flurry of Fists is a melee attack. Did you perhaps move away from HH after the Flurry of Fists? Remember, at this point you're stunned, and have 50% movement speed penalty, so moving would allow HH to get multiple turns on you.
Horned Horror lashes out with a spinning backhand.
Your time shield crumbles under the damage!
The fabric of time around Cybil stabilizes to normal.
The powerful time-altering energies generate a restoration field on Cybil.
Cybil hits Horned Horror for (16 resist armour), 0 blight (0 total damage).
Horned Horror hits Cybil for (47 to time), 74 physical, 19 lightning (92 total damage).
Horned Horror gets an attack, and uses Spinning Backhand, which is a move-and-attack Pugilism talent (similar to Rush) with a range of 2-6, depending on talent level. If you were one space away from HH, this would explain your misperception of two turns (move and attack). The movement and the attack were part of the same action.
I believe Spinning Backhand uses 87% of a turn, due to the pugilism attack speed.
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Cybil is not stunned anymore.
Cybil receives 106 healing from Temporal Restoration Field.
Game turn ends: your stun is done, and your Time Shield is restoring damage
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Horned Horror throws two quick punches.
Horned Horror casts Chain Lightning.
Horned Horror's spell attains critical power!
Cybil hits Horned Horror for (16 resist armour), 0 blight, (16 resist armour), 0 blight (0 total damage).
Horned Horror hits Cybil for 56 physical, 19 lightning, 72 lightning, 70 physical, 19 lightning (235 total damage).
Horned Horror gets another turn before you do -- HH's last move used 87% of a turn.
Horned Horror uses Double Strike, and the Storm Bringer Gauntlets proc a Chain Lightning as part of the same attack. Another pugilism attack, so HH uses 87% of a turn.
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Talent Manathrust is ready to use.
Talent Arcane Reconstruction is ready to use.
Talent Dig is ready to use.
Cybil receives 106 healing from Temporal Restoration Field.
Game turn ends, and timed effects happen.
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Cybil hits Horned Horror for (16 resist armour), 0 blight (0 total damage).
Horned Horror hits Cybil for 80 physical, 19 lightning (98 total damage).
Cybil casts Phase Door.
Selects a target to teleport...
Selects a teleport location...
The targetted phase door fizzles and works randomly!
I'm guessing the logging is a bit out of order here, as it often is...
Your turn comes up. You use Controlled Phase Door, and choose a location that is not within sight. When target is not in sight, there is a chance for CPD to fizzle. When CPD fizzles, you lose the turn. When you lost the turn, Horned Horror got another attack.
Hope this helps you see how the turns worked in this battle...
In short, this is Working As Designed. The Horned Horror is a *HORROR*. It'll have things that you haven't seen in NPCs up to that point. When facing a new critter, the best way to survive is to check out the talents in Inspect Creature and look for things that could mess with your assumptions.
For instance, if you'd seen that HH had Spinning Backhand, you would have known how far away from it you needed to stay to avoid melee attacks. HH also has Tentacle Grab, which pulls you into melee. Not pretty.
OTOH, I'm seeing a few things that could be improved:
- include freeze as well as stun in the description of anything that gives stun resistance
- perhaps display current speeds in the UI (a bit of extra clutter, but could be useful)
- put an extra line in the combat log showing exactly when the game turn expires
- update the Phase Door description to make it clear that a fizzle means you lose the turn