📝 Description
On initial server or round load (e.g., when a player joins the server or when starting a new half), player stats are initialized twice. As a result, classes that receive starting bonuses (e.g., mana-based classes or Monk speed boosts) have these bonuses applied twice, leading to inflated stats. For example, mana classes start with double their intended mana, and Monks receive an 80% speed boost instead of the correct value (though Monk speed still resets normally on hit).
📋 Steps to Reproduce
- join the server or start a new half.
- Select a mana-based class or Monk.
- Observe the starting stats
- Compare against the intended starting values for that class.
🔍 Expected Result
Player stats should be initialized exactly once on server/round load. Bonuses like mana or Monk speed boosts should match their designed base values.
❌ Actual Result
Player stats are initialized twice, causing bonuses to stack. For example:
- Mana classes start with 2× their intended mana.
- Monk receives an 80% speed boost instead of the standard value (though it normalizes after taking damage).
⚠️ Severity / Priority
- Severity: Medium
- Priority: Medium
📝 Description
On initial server or round load (e.g., when a player joins the server or when starting a new half), player stats are initialized twice. As a result, classes that receive starting bonuses (e.g., mana-based classes or Monk speed boosts) have these bonuses applied twice, leading to inflated stats. For example, mana classes start with double their intended mana, and Monks receive an 80% speed boost instead of the correct value (though Monk speed still resets normally on hit).
📋 Steps to Reproduce
🔍 Expected Result
Player stats should be initialized exactly once on server/round load. Bonuses like mana or Monk speed boosts should match their designed base values.
❌ Actual Result
Player stats are initialized twice, causing bonuses to stack. For example: