There seems to be some dispute as to whether healing infusions give you extra turns with Ancestral Life.
I've just performed the following test:
Character stats: 100% global speed, 112% attack speed, 70% of a turn gain with Ancestral Life, Wild Growth sustained.
Procedure: Activate healing infusion, cancel regeneration, activate second healing infusion, attack a training dummy until regeneration counter decrements. Record the number of attacks made, pass time until both healing infusions are available again. Repeat.
Number of times that a single attack caused the regeneration counter to decrement: 28
Number of times it took two attacks for the regeneration counter to decrement: 7
Number of times it took more than two attacks for the regeneration counter to decrement: 0
So, 20% of the time the character got two attacks in on that turn; 80% of the time, the character only got one.
If Healing Infusion didn't give any time, we'd expect to get two attacks 11% of the time. If Healing Infusion gave 70% of a turn and didn't stack, we'd expect to get two attacks... ~79% of the time? If Healing Infusion gave 70% of a turn and stacked, we'd expect to never get fewer than two attacks.
So, that data is a lot closer to "healing infusion doesn't trigger Ancestral Life" than either case where it does. ...but I seem to be missing a consideration.
To test without Healing Infusion, I triggered Ogric Wrath with a displayed duration of 11 turns, and attacked until the buff vanished. That took 13 attacks in 3 trials, and 12 attacks in 1 trial. 44/51 is 86%, within the margin of error of the expected 89%.
My conclusion: Healing Infusion does not trigger Ancestral Life. ...but there seems to be an effect I'm failing to account for.
Is there something obvious I've missed that would invalidate the above result?
Ancestral Life and Healing Infusions
Moderator: Moderator
Re: Ancestral Life and Healing Infusions
However, when you use a healing infusion, the regeneration counter is 7. It should be 6. You might think that the extra is from Wild Growth, but if you put more than one point in Wild Growth, the regeneration counter is *still* 7.
My theory (which is completely unchecked) is that the extra energy is applied *before* the regeneration counter is set, which causes it to be set to 7 instead of 6. Indeed, when you have only a single point in Fungal Growth, infrequently you will see the regeneration counter set to 6. Again my theory has been that it depends where in the turn you are when you use the healing infusion.
If I remember correctly, you can set the training dummy to attack at regular intervals. If you did that, you could see how many attacks you make vs how many attacks the training dummy makes. With +11% attacking speed you should be able to repeatedly pop a healing infusion and make 4 attacks against their next 3. I think that would show definitively whether or not the energy was being added or not.
Or... You can just put a print statement in the code where the energy is added and see if it shows up in the log
Which is what I've been intending to do, but haven't gotten round to it 
My theory (which is completely unchecked) is that the extra energy is applied *before* the regeneration counter is set, which causes it to be set to 7 instead of 6. Indeed, when you have only a single point in Fungal Growth, infrequently you will see the regeneration counter set to 6. Again my theory has been that it depends where in the turn you are when you use the healing infusion.
If I remember correctly, you can set the training dummy to attack at regular intervals. If you did that, you could see how many attacks you make vs how many attacks the training dummy makes. With +11% attacking speed you should be able to repeatedly pop a healing infusion and make 4 attacks against their next 3. I think that would show definitively whether or not the energy was being added or not.
Or... You can just put a print statement in the code where the energy is added and see if it shows up in the log


Re: Ancestral Life and Healing Infusions
Even simpler, open up the lua console.mikekchar wrote: Or... You can just put a print statement in the code where the energy is added and see if it shows up in the logWhich is what I've been intending to do, but haven't gotten round to it

=game.player.energy.value before triggering Healing Infusion: 1048.55[...]
=game.player.energy.value after triggering Healing Infusion: 1048.55[...]
Looking at the code, that does seem to be the right value to access for this test. Am I correct?
Re: Ancestral Life and Healing Infusions
Yes. That is the correct value. And after playing around with it yesterday, I concur that it is *not* triggering. But as you say, there are some strange things going on. I wonder if the 7 turn regeneration is a bug (the documentation says 6). Also other healing effects that don't take a turn should proc Ancestral life (I don't see any other place it is disabled), but they seem to act exactly the same as a healing infusion. Possibly they are sharing code... Hard to tell without spending some time 
So that's slightly disappointing, but fungus is so OP anyway I shouldn't complain
BTW, how do you open up the lua console? That looks very useful! I am very new to lua.

So that's slightly disappointing, but fungus is so OP anyway I shouldn't complain

BTW, how do you open up the lua console? That looks very useful! I am very new to lua.
Re: Ancestral Life and Healing Infusions
Ctrl-L in developer mode.
A little bit of a starters guide written by yours truly here.