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Granted if I get caught in an explosion they might trigger at the same, but with Gun shots, I can definately see the difference. I also I have the slow time at 15% health so maybe that helps.
I had no issues with second heart -- I would flatline, and then get back up (for example, punching out a robot which exploded, where my shock immunity did not protect me).
But when I installed biomonitor, that stopped happening. I would flatline and it would be game over.
Waited until he got down to 15% (I can tell cause I have a slow time effect around that amount. It triggered and I took a few more hits and Biomonitor activated to 100% health (I have legendary Biomonitor and Second Heart). I let him damage me to 0% and Second Heart activated.
NOW with that being said. I have no trouble believing you and others may be having issues. This game has issues. I recommend you do a test with controlled paramaters as I did. Tyger claws do somewhat low damage (Gunners not melees).
Also if you are taking damage in excess of of that last 15%, I can see it not activating in favour of the Second Heart. Not saying thats right or intended but I can understand the engine doing that.
Well... since high damage contexts are the only contexts I really care about (stuff like falling off a wall and hitting the ground), I'll take your word that it's not the cooldown that's the issue.
Thanks for testing!
I am convinced that the game does not always behave the same way for different people.
The specific reasons for this are beyond my ability to investigate. But it also behaves different ways for me at different times.
Sometimes exiting and restarting will address some of these inconsistency issues for me. Other times, not.