Iron Flask does not restore Ward

Flagellant's Iron Flask of Runeblazing
Consumes 40 of 60 Charges on use
Used when Charges reach full (enchant)
Restores Ward on use (implicit)
--------
Gain 7 Charges when you are Hit by an Enemy

The build has 35% reduced flask charges used (20 from belt, 15 from tree)
-> 40*(1-0.35)=26 flask charges used

The build has 275% increased flask charges gained (tree and cluster jewel notables)
-> 7*(1+2.75) = 26.25 charges when hit by an enemy

If I get hit by an enemy the flask gains 26 chatges, reaches full, due to enchant is used and restores ward. Depending on order of operations the flask should always restore ward before the damage of a hit is taken, or always restore the ward after the damage is being taken. In either case, every hit should be midigated by ward.

Problem: When i am in a group of enemies, they can damage me (even in act 1 where there should be no way they can deal more damage than I have ward). In the video I'm in the ledge and the monsters manage to damage my ES. If the ward would be restored there is no way these monsters can hit 4k+ dmg.

https://streamable.com/51eqo7

If this is intended behaviour (for example if the Flaggellant mod has a cooldown or flasks can not be used on every hit), please provide a reply to this so I can add this to the wiki. I did not find a reason why it shouldn't work and would like to help others to avoid such a situation where their defense gets bricked by a mechanic.
Last bumped on Jul 16, 2022, 8:44:35 PM
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that's what i want to ask too,please give some answer GGG
The next league is almost here, so it would be nice to get an answer to know if it will be "broken" next league too.
Thanks for your report, we're aware of this.
Hey, has it been fixed plz?

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