I see your point. I would say that I consider it a bug because the outcome of using it is both unexpected and the worst possible result. We warn people if they are going to take 1-3 hp of damage from using a seal tooth, and this is a much worse outcome. However, I am open to considering it a feature request for a 'none-proof' effective keyword. (or even keyword property. 2 effective or effective nonnull...), but it seems that the reports I'm seeing in Autoscend (it's not just me) involve a number of people who don't understand how they got a no-weapon result or what to do to fix it.
Let me see if I can make a test case that isn't a full-blown Autoscend maximizer string. I will work on that and get back with (hopefully) a TC we can walk through in the debugger and see why it's doing what it's doing.
AFAICT, the melee weapon Turtle Totem was considered 1 of 3 times.
I have only a shaky grasp on the maximizer. But it seems like in the Weapon slot it did not consider melee weapons, but in the final pass where it re-considers weapons to deal with on-hand and off-hand (re-using accessory slots because it was written when memory was a real concern) it does consider them, and then it does not allow them in the equip phase.
To me, this is a catastrophic failure mode, as having an ineffective weapon is usually slightly better than having an ineffective empty slot.
TBH, it might be simpler if effective re-used whatever we're doing for "-melee" and resolved knives for Tricky Knivework as Ranged. Which is still slightly wrong, but not as wrong.
Let me see if I can make a test case that isn't a full-blown Autoscend maximizer string. I will work on that and get back with (hopefully) a TC we can walk through in the debugger and see why it's doing what it's doing.
AFAICT, the melee weapon Turtle Totem was considered 1 of 3 times.
I have only a shaky grasp on the maximizer. But it seems like in the Weapon slot it did not consider melee weapons, but in the final pass where it re-considers weapons to deal with on-hand and off-hand (re-using accessory slots because it was written when memory was a real concern) it does consider them, and then it does not allow them in the equip phase.
To me, this is a catastrophic failure mode, as having an ineffective weapon is usually slightly better than having an ineffective empty slot.
TBH, it might be simpler if effective re-used whatever we're doing for "-melee" and resolved knives for Tricky Knivework as Ranged. Which is still slightly wrong, but not as wrong.