Board Thread:Current Episode Discussion/@comment-9605025-20150822205641/@comment-9605025-20150826213324

So, here is what I hypothesize is going on.

There are two pieces of data, one that keeps track of how many BC you have (not BC full/partial regen), data1, and another which keeps track of how many BC regen are needed to fight a boss, data2. Data1 is tied directly to the timer and use of BC regens from the inventory screen while data2 is updated periodically based on data1.

Now, let's say you used all you free regens but don't use full/partial regens through the inventory screen. Then data1 is 0. You tap a boss to fight it and data2 is calculated from data1. This gives 1, 2, and 3 corresponding to the 3 BC options. Now suppose that the timer fluctuates and exceeds 60 minutes. The game compensates by taking the modulus as the new time and changing data1 to -1. However, data2 is not updated. Now you tap the 3-BC option. According to data2, the game assumes you use 3 partial regens. Adding this to data1 gives 2 BC which is not enough.

Now suppose you relaunch the game so that when you tap on the same boss, data2 updates. Since data1 is still -1, data2 becomes 2, 3, and 4. If the timer doesn't fluctuate above 60 minutes, then you take the 3-BC option which deducts 4 partial regens in order to attack (-1+4=3).

Instead of relaunching the game, you could have used 1 partial regen from the inventory screen to make data1 0. Then it is no longer necessary to update data2 since 0+3=3.

Note that this could also explain the full regen bug. If data1 is -1 and you use a full regen, -1+3=2. This lines up with players complaining about full regens only giving 2 BC instead of 3.