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Last Chance
#1
Can the 'death damage ignore' apply in this case, like, it will nullify further damage from multi-hitting attacks of this one instance before leaving you at 1% HP?
Another reason I want it to be 1% HP is because of after-turn effects like Shock Collar killing you before you can even react properly.

Now, let's say you have 40 HP, the enemy is marked the enemy with Claret Call, the enemy uses a Rapid Kick or a Mad Chop that hits up to 6 times. All those six attacks will fail to put you under 1 HP (or 1% HP).
Same to multi-hitting guns or Dagger Dance with the elemental augments. All of it's attacks will fail to bring you down until they're done.

Like, it will make you 'immune' to death for the whole attack instance of the turn, then put you back to 1 HP (or 1% max HP) after the Claret Call is consumed.

A demonstration of what I mean:

Quote:Attacker's turn.
Attacker uses Rapid Kick!! (3M) vs Dummy (40/500 HP)

Dummy takes 20 Blunt physical damage. --Dummy (20/500 HP)
Dummy takes 20 Blunt physical damage. --Dummy (1/500 HP) *Last Chance passive activates to turn unit immune to death.*
(flavor text to warn Last Chance activated) But Dummy refuses to go down!!
Dummy takes 20 Blunt physical damage. --Dummy (1/500 HP)
But Dummy refuses to go down!!
Dummy takes 20 Blunt physical damage. --Dummy (1/500 HP)
But Dummy refuses to go down!!
Dummy takes 20 Blunt physical damage. --Dummy (1/500 HP)
But Dummy refuses to go down!!
Dummy takes 20 Blunt physical damage. --Dummy (1/500 HP)
But Dummy refuses to go down!!

*Claret Call consumed, Attacker is Unmarkable*
*Dummy recovers 1% of his maximum HP after Last Chance is spend.*


Attacker's turn.
Attacker uses Rapid Kick!! vs Dummy (5/500 HP)

Dummy takes 20 Blunt physical damage. --Dummy (0/500 HP)
Dummy is dead.

End of battle.

It can or not be that spammy, depends on people's point of views on it, if it can end or not in being an eyesore.
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