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Damage engine bugged?

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It is a WC3 bug. The thing is this happens with every damage detection engine that involves blocking. 0-second timers are not truly 0-seconds, in fact 0-second timers are a bit random like waits for some reason.

I have tried other approaches to 0-second timers like delayed-events, however they also work the exact same. 0-second timer event triggers also do the same.

As I said, it is a WC3 bug, and this is an 11-year old engine that Blizzard only supports to a limited extent. You can write them if you want to ask them to fix these kinds of problems.
 
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