We were trying to make a Sion reach 800k HP, but the game crashed 79 mn in. Would any dev know why?

NightWind42··50 votes·3,755 views

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.

25 Comments

Velzard of Koz11 votes

Maybe they're against legalisation of marihuanna so they don't want to let their games reach 420 minutes. Don't look at me like that somebody must've used this joke.

Ifneth9 votes

Riot needs to look into this. I wanna see Sion survive the Urgot ultimate.

Wimbledofy1 votes

But everyone can survive urgot ultimate. So what does sion have to do with this?

Ifneth2 votes

Urgot’s ultimate, from what I understand, does 1 million damage if it pulls you in. If you had a thick enough shield and enough HP, then you could survive it.

CytheGuy1 votes

Just imagine the Sion in that game with item 3190

Ifneth4 votes

Sion I. FEEL. NO. PAIN!

Dewott6101 votes

{quoted}

Riot needs to look into this. I wanna see Sion survive the Urgot ultimate.

Sion "Is that all?"

Master Noct4 votes

Lmfao. 31 hours of vision, you'd lose your own vision by then playing for so long.

RIP Tahm Kench4 votes

Like that Chinese person that was left paraplegic after playing games for 20+ hours in a row?

LordNavarog3 votes

lmao sounds like a hell of a game

miniquandt2 votes

It could be some form of Int Overflow. Some value might have overflowed. That wouldn't be a bug that Riot would/could fix.

Caenen3 votes

We made Vladimir's health overflow before, aswell as other values. Even though it causes some oddities, it doesn't generally crash the game.

miniquandt1 votes

it could also just be that Riot Killed the game because you were playing so long.

ahferroin71 votes

Though the game time (in the case of the seven hour one) is a pretty damn important aspect of the game. I don't think it's likely either though, as 420 minutes is 25200 seconds, which isn't near any reasonable overflow point. Neither is 4 times that, which would make sense as an important value because of the 0.25 second evaluation of CC effects, or even 60 times that (which is about 2/5 of 2^32).

Caenen1 votes

About 22 hours ago I was told it is probably connected to how 'permanent' buffs are coded (runes, items, perhaps even champion mechanics). Apparently since they can't make them infinite, they're lasting for 25000s instead - 416:40 ingame time, exactly the time of the first crash we experienced! It didn't used to, but these effects running out apparently causes games to crash for some time now. Before, they'd usually just be lost.

ahferroin72 votes

Huh... That seems like a classic case of a 'magic number'. Logically it should really be MAX_INT, or at least 65535s (because they're using at least 16-bit integers, and there's no reason they should be using signed ones).

Caenen1 votes

You're right on that, tell that to whoever coded that kind of stuff back in the day!

Velzard of Koz2 votes

Sion was too heavy, crushed the game under him.

RainbowIcee1 votes

I have no idea, but i'll take a wild guess. Urgot might be doing maximun allowed number in damage there fore anything trying to or reaching that number may cause the game to crash. Or idk throwing stuff on a wall seeing if it sticks.

NightWind425 votes

Can't be that, Urgot never ulted in this game.

Caenen3 votes

Urgot didn't crash the game, we didn't use him this game at all and we already did another game where we came much closer to that number (See the first major paragraph). Urgot went to the 10^6 damage cycle in that one, I got hit with 570k damage while shielding 670k at that point (deals an additional 100% of my current health, so that adds to the 570+670k) The instability in this game shouldn't be connected to Urgot. The urgot damage number is also reached easily in regular play when the target is invulnerable (Tryn, Kayle ult), although it is fully mitigated in that case.

Infernape1 votes

Isn't there actually a time limit to a game on Summoner's Rift?

Caenen1 votes

It appears to be there, if there is one it's 7hours (420min) including the time spent in Loading Screen.

NightWind425 votes

There have been professional games going over 90 minutes.

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