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[Clockwerk]Power Cogs completely ignore enemies which are being moved by other spells

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  • [Clockwerk]Power Cogs completely ignore enemies which are being moved by other spells

    When an enemy is currently being moved by another spell, Power Cogs will not shock them. This means there are several mobility spells which can easily bypass a cogs barrier completely. Originally, this behavior was added to prevent Power Cogs from canceling Toss. But it was done so that it now ignores everything which moves units, except for Force Staff and Hurricane Pike.

    Currently, these spells can bypass Power Cogs, which they probably should not:
    1. Charge of Darkness
    2. Sun Ray
    3. Icarus Dive
    4. Swashbuckle
    5. Skewer
    6. Timber Chain
    7. Rolling Boulder
    8. Boulder Smash
    9. Geomagnetic Grip
    10. Meat Hook
    11. Tether
    12. Deafening Blast
    13. Gust
    14. Blinding Light
    15. Adaptive Strike (Strength)
    16. Flamebreak
    17. Primal Roar
    18. Vacuum
    19. Ghostship
    20. Electric Vortex
    21. Greater Bash
    22. Black Hole
    23. Flaming Lasso
    24. Headshot
    25. Power Cogs
    26. Hookshot

    All of these mainly move on a horizontal plane (not counting the slight lift from Greater Bash, Blinding Light and Flamebreak). It makes no sense for them to ignore Power Cogs, especially the first 9 spells, which can be abused easily against cogs.

    Other spells which ignore Power Cogs are:
    1. Toss
    2. Walrus Punch
    3. Leap
    4. Pounce
    5. Enchant Totem
    6. Blast Off
    7. Walrus Kick
    8. Tree Dance
    9. Primal Spring
    10. Torrent
    11. Telekinesis
    12. Earth Spike
    13. Impale
    14. Burrowstrike
    15. Ravage
    16. Shield Crash

    All of these have significant vertical movement, so at least here it makes sense that they can fly over the cogs.
    Please, just call me buny.