We were trying to make a Sion reach 800k HP, but the game crashed 79 mn in. Would any dev know why?
Hey everyone,
We were on a mission to make a Sion reach a record amount of hp, with our primary goal being to have him reach 800.000 hp, as that can be reached in a... reasonable amount of time.
Last week, Caenen already tried this (by jumping in a custom game with a handful of people), and his game crashed just short of 7 hours in, as he had about 430k hitpoints.
https://puu.sh/zEDbm/5f24966683.jpg https://twitter.com/Vandiril/status/970380824809037830
As you can see here, that game had become completely messed up. No more timers, Herald icon coming back on the map... But the moment the game crashed was just slightly before 420 minutes (7h), meaning that the loading + game time could have added up to exactly 7h, so there might have been something with games not being able to go past 7h for some odd reason.
But this time, the game crashed at 78:56. Which is nothing: times and times again (thank you Medic), standard games go over that time and nothing special happens to them. We had been much more efficient than in the previous attempt, as Sion managed to reach 121191 HP in only 1h20, while his health scaling always ramps up and goes faster for every minion he kills (it's not a linear function: every minion Sion kills gives him 3 health but also multiplies his total health by 1.0025 thanks to Overgrowth).
But then the game crashed. And that's a bummer for two reasons: First, it basically meant that we did that 1h20 (+ a loooong time in preparations) more or less for nothing, and second, because we don't know why that crash happened, it could simply happen again on any other attempt.
Besides, a game crashing 80 minutes in is an actual issue because 80 mn is a time regularly reached by normal games.
Here are some of our guesses:
1) There is a maximum number of minions ZZ'Rots can spawn. Thanks to Sion's Overgrowth, we can estimate how many Voidspawns had been spawned by the time the game crashed. 9448 entities died near Sion, ~3.6k of which were minions. That leaves us with about 5.8 to 5.9k non-minions/non-wards things dying near Sion. About a thousand (estimated) of those were Zyra's plants and Malzahar's voidlings, leaving us with 4.8k ZZ creatures dead near Sion. We can estimate that 15% of them were missed and didn't die near him, which means about 4.8k / 0.85 = 5.6k to 5.7k ZZ'Rot minions spawned. That was a rough estimation on the Zyra/Malzahar pets, so the number could really be anywhere between 5k and 6k.
2) There is a maximum number of units spawned. A Sandbox game will crash if you kill too many Krug camps, for example, though that might be unrelated. But that wouldn't make much sense, though. In a 7h game, there are about 35k minions that are spawned (no use of summoned creatures or ZZ'Rots). In our game, it was at most 15k, probably more around 12k, so nowhere close. However, there weren't just minions in the game. We also have to count things such as the Coins, the DH stacks and Thresh's souls. But as many DH stacks were obtained in both games, same goes for Thresh's souls. So the only difference left there is that we can estimate that in our game, 3k to 3.5k coins were spawned. But we're still reaching half of the units in the 7h game. So that's unlikely to be related to this, but I'm still leaving it here because it can totally still have an impact.
3) There is a maximum of non-minion units spawned. Combination of the above two. With 5-6k Voidspawns, ~1k (upwards of 1.5k) Zyra/Malz summonings, 1.1k Thresh souls, 1.8k Dark Harvest souls, 3k-3.5k coins, and over a thousand wards and zombie wards, we reach 12k to 14k non-minion units spawned.
4) Mordekaiser. That made us laugh, but at this point, considering that Mordekaiser is Mordekaiser and that the game crashed more or less just as I (Mordekaiser) cast my W, this option cannot be excluded.
But, of course, no way for us to say anything certain about this. It would be really nice to have a Rioter be able to give us some insight about what could have caused it, or even better, to fix that issue, because it really is a bummer to go into those games only to have them disappear after hours put into them. If only we knew what triggered it, we could know how to work around it - for example, we know that too many blue wards can crash a game by themselves, so we had to avoid using those.
Now here's the fun part - the stats! They won't be as impressive as what was reached in 7 hours, because 7 hours of stacking Gathering Storm on Fiora means that each of her passive procs will deal 197.53% max health true damage without any items. No, we weren't anywhere near close to reaching those stats again. Still though - here's what we got.
- 78:56 of game time.
- 121191 HP on Sion.
- 236.24% bonus health gained from Overgrowth (don't ask why it was .24% and not .2%), for a total of 85112 bonus health.
- 28998 bonus health on Sion's W.
- Sion's health bar had gone full black since ~70k hitpoints because of the 1k health bars masking anything else.
- If Malzahar or Zyra would slightly misstep to clear Zombie Wards, they would get hit by a 3k damage Titanic Hydra passive (up to 12k on the active).
- Sion had 1872 vision score, meaning that he had destroyed 31 hours and 12 minutes of ward duration.
- Sion's Guardian would shield from 15927 damage.
- The Void is now devoid of any entities after all of them have been summoned on the Rift and chopped off by a mad drifting zombie.
- After about 50 minutes of game, everybody had 45 to 50 FPS no matter where their screen would be.
Some screenshots: https://prnt.sc/ipbm4i / https://prnt.sc/ipc7bf
TL;DR: Our custom games crash after a time that is very short for those kinds of games (after a time that normal games reach daily), and we'd need help to find out why that happens.