Bug type: BAD_LINK_INDEXES (Argos) Bug description: The physics of the final boss Argos are erratic. Some parts seem to be badly linked to the rest of the body. ---------------------------------------- 1. After tokenizing : [The, physics, of, the, final, boss, Argos, are, erratic, ., Some, parts, seem, to, be, badly, linked, to, the, rest, of, the, body, .] 2. After lowercasing : [the, physics, of, the, final, boss, argos, are, erratic, ., some, parts, seem, to, be, badly, linked, to, the, rest, of, the, body, .] 3. After duplicate removal : [the, physics, of, final, boss, argos, are, erratic, ., some, parts, seem, to, be, badly, linked, rest, body] Extra 1. After POS tagging : [physic, final, boss, argo, are, erratic, part, seem, be, badly, linked, rest, body] Extra 2. After stemming : [physic, final, boss, argo, are, errat, part, seem, be, bad, link, rest, bodi] Fitness -> { HULL_NOT_LINKED:33.33% BAD_LINK_INDEXES:66.67% } Bug type: BAD_LINK_INDEXES (DaimonTrial) Bug description: The physics of the final boss DaimonTrial are erratic. Some parts seem to be badly linked to the rest of the body. ---------------------------------------- 1. After tokenizing : [The, physics, of, the, final, boss, DaimonTrial, are, erratic, ., Some, parts, seem, to, be, badly, linked, to, the, rest, of, the, body, .] 2. After lowercasing : [the, physics, of, the, final, boss, daimontrial, are, erratic, ., some, parts, seem, to, be, badly, linked, to, the, rest, of, the, body, .] 3. After duplicate removal : [the, physics, of, final, boss, daimontrial, are, erratic, ., some, parts, seem, to, be, badly, linked, rest, body] Extra 1. After POS tagging : [physic, final, boss, daimontrial, are, erratic, part, seem, be, badly, linked, rest, body] Extra 2. After stemming : [physic, final, boss, daimontri, are, errat, part, seem, be, bad, link, rest, bodi] Fitness -> { HULL_NOT_LINKED:33.33% BAD_LINK_INDEXES:66.67% } Bug type: BAD_LINK_INDEXES (DaimonZeta) Bug description: The physics of the final boss DaimonZeta are erratic. Some parts seem to be badly linked to the rest of the body. ---------------------------------------- 1. After tokenizing : [The, physics, of, the, final, boss, DaimonZeta, are, erratic, ., Some, parts, seem, to, be, badly, linked, to, the, rest, of, the, body, .] 2. After lowercasing : [the, physics, of, the, final, boss, daimonzeta, are, erratic, ., some, parts, seem, to, be, badly, linked, to, the, rest, of, the, body, .] 3. After duplicate removal : [the, physics, of, final, boss, daimonzeta, are, erratic, ., some, parts, seem, to, be, badly, linked, rest, body] Extra 1. After POS tagging : [physic, final, boss, daimonzeta, are, erratic, part, seem, be, badly, linked, rest, body] Extra 2. After stemming : [physic, final, boss, daimonzeta, are, errat, part, seem, be, bad, link, rest, bodi] Fitness -> { HULL_NOT_LINKED:33.33% BAD_LINK_INDEXES:66.67% } Bug type: BAD_LINK_INDEXES (Orion) Bug description: The physics of the final boss Orion are erratic. Some parts seem to be badly linked to the rest of the body. ---------------------------------------- 1. After tokenizing : [The, physics, of, the, final, boss, Orion, are, erratic, ., Some, parts, seem, to, be, badly, linked, to, the, rest, of, the, body, .] 2. After lowercasing : [the, physics, of, the, final, boss, orion, are, erratic, ., some, parts, seem, to, be, badly, linked, to, the, rest, of, the, body, .] 3. After duplicate removal : [the, physics, of, final, boss, orion, are, erratic, ., some, parts, seem, to, be, badly, linked, rest, body] Extra 1. After POS tagging : [physic, final, boss, orion, are, erratic, part, seem, be, badly, linked, rest, body] Extra 2. After stemming : [physic, final, boss, orion, are, errat, part, seem, be, bad, link, rest, bodi] Fitness -> { HULL_NOT_LINKED:33.33% BAD_LINK_INDEXES:66.67% } Bug type: BAD_LINK_INDEXES (Teuthus) Bug description: The physics of the final boss Teuthus are erratic. Some parts seem to be badly linked to the rest of the body. ---------------------------------------- 1. After tokenizing : [The, physics, of, the, final, boss, Teuthus, are, erratic, ., Some, parts, seem, to, be, badly, linked, to, the, rest, of, the, body, .] 2. After lowercasing : [the, physics, of, the, final, boss, teuthus, are, erratic, ., some, parts, seem, to, be, badly, linked, to, the, rest, of, the, body, .] 3. After duplicate removal : [the, physics, of, final, boss, teuthus, are, erratic, ., some, parts, seem, to, be, badly, linked, rest, body] Extra 1. After POS tagging : [physic, final, boss, teuthus, are, erratic, part, seem, be, badly, linked, rest, body] Extra 2. After stemming : [physic, final, boss, teuthus, are, errat, part, seem, be, bad, link, rest, bodi] Fitness -> { HULL_NOT_LINKED:33.33% BAD_LINK_INDEXES:66.67% } Bug type: BAD_LINK_INDEXES (Vermis) Bug description: The physics of the final boss Vermis are erratic. Some parts seem to be badly linked to the rest of the body. ---------------------------------------- 1. After tokenizing : [The, physics, of, the, final, boss, Vermis, are, erratic, ., Some, parts, seem, to, be, badly, linked, to, the, rest, of, the, body, .] 2. After lowercasing : [the, physics, of, the, final, boss, vermis, are, erratic, ., some, parts, seem, to, be, badly, linked, to, the, rest, of, the, body, .] 3. After duplicate removal : [the, physics, of, final, boss, vermis, are, erratic, ., some, parts, seem, to, be, badly, linked, rest, body] Extra 1. After POS tagging : [physic, final, boss, vermi, are, erratic, part, seem, be, badly, linked, rest, body] Extra 2. After stemming : [physic, final, boss, vermi, are, errat, part, seem, be, bad, link, rest, bodi] Fitness -> { HULL_NOT_LINKED:33.33% BAD_LINK_INDEXES:66.67% } Bug type: HULL_MOVEMENT_BLOCKED (Argos) Bug description: In the final boss Argos, there are parts that are positioned incorrectly and block each other, which cause other parts not to move. ---------------------------------------- 1. After tokenizing : [In, the, final, boss, Argos, ,, there, are, parts, that, are, positioned, incorrectly, and, block, each, other, ,, which, cause, other, parts, not, to, move, .] 2. After lowercasing : [in, the, final, boss, argos, ,, there, are, parts, that, are, positioned, incorrectly, and, block, each, other, ,, which, cause, other, parts, not, to, move, .] 3. After duplicate removal : [in, the, final, boss, argos, ,, there, are, parts, that, positioned, incorrectly, and, block, each, other, which, cause, not, to, move, .] Extra 1. After POS tagging : [final, boss, argo, are, part, positioned, incorrectly, block, other, cause, not, move] Extra 2. After stemming : [final, boss, argo, are, part, posit, incorrect, block, other, caus, not, move] Fitness -> { HULL_NOT_LINKED:33.33% HULL_MOVEMENT_BLOCKED:66.67% } Bug type: HULL_MOVEMENT_BLOCKED (DaimonTrial) Bug description: In the final boss DaimonTrial, there are parts that are positioned incorrectly and block each other, which cause other parts not to move. ---------------------------------------- 1. After tokenizing : [In, the, final, boss, DaimonTrial, ,, there, are, parts, that, are, positioned, incorrectly, and, block, each, other, ,, which, cause, other, parts, not, to, move, .] 2. After lowercasing : [in, the, final, boss, daimontrial, ,, there, are, parts, that, are, positioned, incorrectly, and, block, each, other, ,, which, cause, other, parts, not, to, move, .] 3. After duplicate removal : [in, the, final, boss, daimontrial, ,, there, are, parts, that, positioned, incorrectly, and, block, each, other, which, cause, not, to, move, .] Extra 1. After POS tagging : [final, boss, daimontrial, are, part, positioned, incorrectly, block, other, cause, not, move] Extra 2. After stemming : [final, boss, daimontri, are, part, posit, incorrect, block, other, caus, not, move] Fitness -> { HULL_NOT_LINKED:33.33% HULL_MOVEMENT_BLOCKED:66.67% } Bug type: HULL_MOVEMENT_BLOCKED (DaimonZeta) Bug description: In the final boss DaimonZeta, there are parts that are positioned incorrectly and block each other, which cause other parts not to move. ---------------------------------------- 1. After tokenizing : [In, the, final, boss, DaimonZeta, ,, there, are, parts, that, are, positioned, incorrectly, and, block, each, other, ,, which, cause, other, parts, not, to, move, .] 2. After lowercasing : [in, the, final, boss, daimonzeta, ,, there, are, parts, that, are, positioned, incorrectly, and, block, each, other, ,, which, cause, other, parts, not, to, move, .] 3. After duplicate removal : [in, the, final, boss, daimonzeta, ,, there, are, parts, that, positioned, incorrectly, and, block, each, other, which, cause, not, to, move, .] Extra 1. After POS tagging : [final, boss, daimonzeta, are, part, positioned, incorrectly, block, other, cause, not, move] Extra 2. After stemming : [final, boss, daimonzeta, are, part, posit, incorrect, block, other, caus, not, move] Fitness -> { HULL_NOT_LINKED:33.33% HULL_MOVEMENT_BLOCKED:66.67% } Bug type: HULL_MOVEMENT_BLOCKED (Orion) Bug description: In the final boss Orion, there are parts that are positioned incorrectly and block each other, which cause other parts not to move. ---------------------------------------- 1. After tokenizing : [In, the, final, boss, Orion, ,, there, are, parts, that, are, positioned, incorrectly, and, block, each, other, ,, which, cause, other, parts, not, to, move, .] 2. After lowercasing : [in, the, final, boss, orion, ,, there, are, parts, that, are, positioned, incorrectly, and, block, each, other, ,, which, cause, other, parts, not, to, move, .] 3. After duplicate removal : [in, the, final, boss, orion, ,, there, are, parts, that, positioned, incorrectly, and, block, each, other, which, cause, not, to, move, .] Extra 1. After POS tagging : [final, boss, orion, are, part, positioned, incorrectly, block, other, cause, not, move] Extra 2. After stemming : [final, boss, orion, are, part, posit, incorrect, block, other, caus, not, move] Fitness -> { HULL_NOT_LINKED:33.33% HULL_MOVEMENT_BLOCKED:66.67% } Bug type: HULL_MOVEMENT_BLOCKED (Teuthus) Bug description: In the final boss Teuthus, there are parts that are positioned incorrectly and block each other, which cause other parts not to move. ---------------------------------------- 1. After tokenizing : [In, the, final, boss, Teuthus, ,, there, are, parts, that, are, positioned, incorrectly, and, block, each, other, ,, which, cause, other, parts, not, to, move, .] 2. After lowercasing : [in, the, final, boss, teuthus, ,, there, are, parts, that, are, positioned, incorrectly, and, block, each, other, ,, which, cause, other, parts, not, to, move, .] 3. After duplicate removal : [in, the, final, boss, teuthus, ,, there, are, parts, that, positioned, incorrectly, and, block, each, other, which, cause, not, to, move, .] Extra 1. After POS tagging : [final, boss, teuthus, are, part, positioned, incorrectly, block, other, cause, not, move] Extra 2. After stemming : [final, boss, teuthus, are, part, posit, incorrect, block, other, caus, not, move] Fitness -> { HULL_NOT_LINKED:33.33% HULL_MOVEMENT_BLOCKED:66.67% } Bug type: HULL_MOVEMENT_BLOCKED (Vermis) Bug description: In the final boss Vermis, there are parts that are positioned incorrectly and block each other, which cause other parts not to move. ---------------------------------------- 1. After tokenizing : [In, the, final, boss, Vermis, ,, there, are, parts, that, are, positioned, incorrectly, and, block, each, other, ,, which, cause, other, parts, not, to, move, .] 2. After lowercasing : [in, the, final, boss, vermis, ,, there, are, parts, that, are, positioned, incorrectly, and, block, each, other, ,, which, cause, other, parts, not, to, move, .] 3. After duplicate removal : [in, the, final, boss, vermis, ,, there, are, parts, that, positioned, incorrectly, and, block, each, other, which, cause, not, to, move, .] Extra 1. After POS tagging : [final, boss, vermi, are, part, positioned, incorrectly, block, other, cause, not, move] Extra 2. After stemming : [final, boss, vermi, are, part, posit, incorrect, block, other, caus, not, move] Fitness -> { HULL_NOT_LINKED:33.33% HULL_MOVEMENT_BLOCKED:66.67% } Bug type: HULL_NOT_LINKED (Argos) Bug description: There are parts of the final boss Argos that are not linked to it and float through space. ---------------------------------------- 1. After tokenizing : [There, are, parts, of, the, final, boss, Argos, that, are, not, linked, to, it, and, float, through, space, .] 2. After lowercasing : [there, are, parts, of, the, final, boss, argos, that, are, not, linked, to, it, and, float, through, space, .] 3. After duplicate removal : [there, are, parts, of, the, final, boss, argos, that, not, linked, to, it, and, float, through, space, .] Extra 1. After POS tagging : [are, part, final, boss, argo, not, linked, float, space] Extra 2. After stemming : [are, part, final, boss, argo, not, link, float, space] Fitness -> { HULL_NOT_LINKED:66.67% BAD_LINK_INDEXES:33.33% } Bug type: HULL_NOT_LINKED (DaimonTrial) Bug description: There are parts of the final boss DaimonTrial that are not linked to it and float through space. ---------------------------------------- 1. After tokenizing : [There, are, parts, of, the, final, boss, DaimonTrial, that, are, not, linked, to, it, and, float, through, space, .] 2. After lowercasing : [there, are, parts, of, the, final, boss, daimontrial, that, are, not, linked, to, it, and, float, through, space, .] 3. After duplicate removal : [there, are, parts, of, the, final, boss, daimontrial, that, not, linked, to, it, and, float, through, space, .] Extra 1. After POS tagging : [are, part, final, boss, daimontrial, not, linked, float, space] Extra 2. After stemming : [are, part, final, boss, daimontri, not, link, float, space] Fitness -> { HULL_NOT_LINKED:66.67% BAD_LINK_INDEXES:33.33% } Bug type: HULL_NOT_LINKED (DaimonZeta) Bug description: There are parts of the final boss DaimonZeta that are not linked to it and float through space. ---------------------------------------- 1. After tokenizing : [There, are, parts, of, the, final, boss, DaimonZeta, that, are, not, linked, to, it, and, float, through, space, .] 2. After lowercasing : [there, are, parts, of, the, final, boss, daimonzeta, that, are, not, linked, to, it, and, float, through, space, .] 3. After duplicate removal : [there, are, parts, of, the, final, boss, daimonzeta, that, not, linked, to, it, and, float, through, space, .] Extra 1. After POS tagging : [are, part, final, boss, daimonzeta, not, linked, float, space] Extra 2. After stemming : [are, part, final, boss, daimonzeta, not, link, float, space] Fitness -> { HULL_NOT_LINKED:66.67% BAD_LINK_INDEXES:33.33% } Bug type: HULL_NOT_LINKED (Orion) Bug description: There are parts of the final boss Orion that are not linked to it and float through space. ---------------------------------------- 1. After tokenizing : [There, are, parts, of, the, final, boss, Orion, that, are, not, linked, to, it, and, float, through, space, .] 2. After lowercasing : [there, are, parts, of, the, final, boss, orion, that, are, not, linked, to, it, and, float, through, space, .] 3. After duplicate removal : [there, are, parts, of, the, final, boss, orion, that, not, linked, to, it, and, float, through, space, .] Extra 1. After POS tagging : [are, part, final, boss, orion, not, linked, float, space] Extra 2. After stemming : [are, part, final, boss, orion, not, link, float, space] Fitness -> { HULL_NOT_LINKED:66.67% BAD_LINK_INDEXES:33.33% } Bug type: HULL_NOT_LINKED (Teuthus) Bug description: There are parts of the final boss Teuthus that are not linked to it and float through space. ---------------------------------------- 1. After tokenizing : [There, are, parts, of, the, final, boss, Teuthus, that, are, not, linked, to, it, and, float, through, space, .] 2. After lowercasing : [there, are, parts, of, the, final, boss, teuthus, that, are, not, linked, to, it, and, float, through, space, .] 3. After duplicate removal : [there, are, parts, of, the, final, boss, teuthus, that, not, linked, to, it, and, float, through, space, .] Extra 1. After POS tagging : [are, part, final, boss, teuthus, not, linked, float, space] Extra 2. After stemming : [are, part, final, boss, teuthus, not, link, float, space] Fitness -> { HULL_NOT_LINKED:66.67% BAD_LINK_INDEXES:33.33% } Bug type: HULL_NOT_LINKED (Vermis) Bug description: There are parts of the final boss Vermis that are not linked to it and float through space. ---------------------------------------- 1. After tokenizing : [There, are, parts, of, the, final, boss, Vermis, that, are, not, linked, to, it, and, float, through, space, .] 2. After lowercasing : [there, are, parts, of, the, final, boss, vermis, that, are, not, linked, to, it, and, float, through, space, .] 3. After duplicate removal : [there, are, parts, of, the, final, boss, vermis, that, not, linked, to, it, and, float, through, space, .] Extra 1. After POS tagging : [are, part, final, boss, vermis, not, linked, float, space] Extra 2. After stemming : [are, part, final, boss, vermi, not, link, float, space] Fitness -> { HULL_NOT_LINKED:66.67% BAD_LINK_INDEXES:33.33% } Bug type: WEAK_POINT_HIDDEN (Argos) Bug description: The final boss Argos is impossible to defeat. After destroying all visible weak points, he is still alive. ---------------------------------------- 1. After tokenizing : [The, final, boss, Argos, is, impossible, to, defeat, ., After, destroying, all, visible, weak, points, ,, he, is, still, alive, .] 2. After lowercasing : [the, final, boss, argos, is, impossible, to, defeat, ., after, destroying, all, visible, weak, points, ,, he, is, still, alive, .] 3. After duplicate removal : [the, final, boss, argos, is, impossible, to, defeat, ., after, destroying, all, visible, weak, points, ,, he, still, alive] Extra 1. After POS tagging : [final, boss, argo, is, impossible, defeat, destroying, visible, weak, point, still, alive] Extra 2. After stemming : [final, boss, argo, is, imposs, defeat, destroy, visibl, weak, point, still, aliv] Fitness -> { WEAK_POINT_HIDDEN:66.67% WEAK_POINT_OVERLAPPED:33.33% } Bug type: WEAK_POINT_HIDDEN (DaimonTrial) Bug description: The final boss DaimonTrial is impossible to defeat. After destroying all visible weak points, he is still alive. ---------------------------------------- 1. After tokenizing : [The, final, boss, DaimonTrial, is, impossible, to, defeat, ., After, destroying, all, visible, weak, points, ,, he, is, still, alive, .] 2. After lowercasing : [the, final, boss, daimontrial, is, impossible, to, defeat, ., after, destroying, all, visible, weak, points, ,, he, is, still, alive, .] 3. After duplicate removal : [the, final, boss, daimontrial, is, impossible, to, defeat, ., after, destroying, all, visible, weak, points, ,, he, still, alive] Extra 1. After POS tagging : [final, boss, daimontrial, is, impossible, defeat, destroying, visible, weak, point, still, alive] Extra 2. After stemming : [final, boss, daimontri, is, imposs, defeat, destroy, visibl, weak, point, still, aliv] Fitness -> { WEAK_POINT_HIDDEN:66.67% WEAK_POINT_OVERLAPPED:33.33% } Bug type: WEAK_POINT_HIDDEN (DaimonZeta) Bug description: The final boss DaimonZeta is impossible to defeat. After destroying all visible weak points, he is still alive. ---------------------------------------- 1. After tokenizing : [The, final, boss, DaimonZeta, is, impossible, to, defeat, ., After, destroying, all, visible, weak, points, ,, he, is, still, alive, .] 2. After lowercasing : [the, final, boss, daimonzeta, is, impossible, to, defeat, ., after, destroying, all, visible, weak, points, ,, he, is, still, alive, .] 3. After duplicate removal : [the, final, boss, daimonzeta, is, impossible, to, defeat, ., after, destroying, all, visible, weak, points, ,, he, still, alive] Extra 1. After POS tagging : [final, boss, daimonzeta, is, impossible, defeat, destroying, visible, weak, point, still, alive] Extra 2. After stemming : [final, boss, daimonzeta, is, imposs, defeat, destroy, visibl, weak, point, still, aliv] Fitness -> { WEAK_POINT_HIDDEN:66.67% WEAK_POINT_OVERLAPPED:33.33% } Bug type: WEAK_POINT_HIDDEN (Orion) Bug description: The final boss Orion is impossible to defeat. After destroying all visible weak points, he is still alive. ---------------------------------------- 1. After tokenizing : [The, final, boss, Orion, is, impossible, to, defeat, ., After, destroying, all, visible, weak, points, ,, he, is, still, alive, .] 2. After lowercasing : [the, final, boss, orion, is, impossible, to, defeat, ., after, destroying, all, visible, weak, points, ,, he, is, still, alive, .] 3. After duplicate removal : [the, final, boss, orion, is, impossible, to, defeat, ., after, destroying, all, visible, weak, points, ,, he, still, alive] Extra 1. After POS tagging : [final, boss, orion, is, impossible, defeat, destroying, visible, weak, point, still, alive] Extra 2. After stemming : [final, boss, orion, is, imposs, defeat, destroy, visibl, weak, point, still, aliv] Fitness -> { WEAK_POINT_HIDDEN:66.67% WEAK_POINT_OVERLAPPED:33.33% } Bug type: WEAK_POINT_HIDDEN (Teuthus) Bug description: The final boss Teuthus is impossible to defeat. After destroying all visible weak points, he is still alive. ---------------------------------------- 1. After tokenizing : [The, final, boss, Teuthus, is, impossible, to, defeat, ., After, destroying, all, visible, weak, points, ,, he, is, still, alive, .] 2. After lowercasing : [the, final, boss, teuthus, is, impossible, to, defeat, ., after, destroying, all, visible, weak, points, ,, he, is, still, alive, .] 3. After duplicate removal : [the, final, boss, teuthus, is, impossible, to, defeat, ., after, destroying, all, visible, weak, points, ,, he, still, alive] Extra 1. After POS tagging : [final, boss, teuthus, is, impossible, defeat, destroying, visible, weak, point, still, alive] Extra 2. After stemming : [final, boss, teuthus, is, imposs, defeat, destroy, visibl, weak, point, still, aliv] Fitness -> { WEAK_POINT_HIDDEN:66.67% WEAK_POINT_OVERLAPPED:33.33% } Bug type: WEAK_POINT_HIDDEN (Vermis) Bug description: The final boss Vermis is impossible to defeat. After destroying all visible weak points, he is still alive. ---------------------------------------- 1. After tokenizing : [The, final, boss, Vermis, is, impossible, to, defeat, ., After, destroying, all, visible, weak, points, ,, he, is, still, alive, .] 2. After lowercasing : [the, final, boss, vermis, is, impossible, to, defeat, ., after, destroying, all, visible, weak, points, ,, he, is, still, alive, .] 3. After duplicate removal : [the, final, boss, vermis, is, impossible, to, defeat, ., after, destroying, all, visible, weak, points, ,, he, still, alive] Extra 1. After POS tagging : [final, boss, vermis, is, impossible, defeat, destroying, visible, weak, point, still, alive] Extra 2. After stemming : [final, boss, vermi, is, imposs, defeat, destroy, visibl, weak, point, still, aliv] Fitness -> { WEAK_POINT_HIDDEN:66.67% WEAK_POINT_OVERLAPPED:33.33% } Bug type: WEAK_POINT_OVERLAPPED (Argos) Bug description: There are some weak points of the final boss Argos that are never destroyed. Eventually you see the animation as if it destroys it, but when it ends it's still there. ---------------------------------------- 1. After tokenizing : [There, are, some, weak, points, of, the, final, boss, Argos, that, are, never, destroyed, ., Eventually, you, see, the, animation, as, if, it, destroys, it, ,, but, when, it, ends, it, ', s, still, there, .] 2. After lowercasing : [there, are, some, weak, points, of, the, final, boss, argos, that, are, never, destroyed, ., eventually, you, see, the, animation, as, if, it, destroys, it, ,, but, when, it, ends, it, ', s, still, there, .] 3. After duplicate removal : [there, are, some, weak, points, of, the, final, boss, argos, that, never, destroyed, ., eventually, you, see, animation, as, if, it, destroys, ,, but, when, ends, ', s, still] Extra 1. After POS tagging : [are, weak, point, final, boss, argo, never, destroyed, eventually, see, animation, destroys, when, end, still] Extra 2. After stemming : [are, weak, point, final, boss, argo, never, destroy, eventu, see, anim, destroy, when, end, still] Fitness -> { WEAK_POINT_HIDDEN:50.00% WEAK_POINT_OVERLAPPED:50.00% } Bug type: WEAK_POINT_OVERLAPPED (DaimonTrial) Bug description: There are some weak points of the final boss DaimonTrial that are never destroyed. Eventually you see the animation as if it destroys it, but when it ends it's still there. ---------------------------------------- 1. After tokenizing : [There, are, some, weak, points, of, the, final, boss, DaimonTrial, that, are, never, destroyed, ., Eventually, you, see, the, animation, as, if, it, destroys, it, ,, but, when, it, ends, it, ', s, still, there, .] 2. After lowercasing : [there, are, some, weak, points, of, the, final, boss, daimontrial, that, are, never, destroyed, ., eventually, you, see, the, animation, as, if, it, destroys, it, ,, but, when, it, ends, it, ', s, still, there, .] 3. After duplicate removal : [there, are, some, weak, points, of, the, final, boss, daimontrial, that, never, destroyed, ., eventually, you, see, animation, as, if, it, destroys, ,, but, when, ends, ', s, still] Extra 1. After POS tagging : [are, weak, point, final, boss, daimontrial, never, destroyed, eventually, see, animation, destroys, when, end, still] Extra 2. After stemming : [are, weak, point, final, boss, daimontri, never, destroy, eventu, see, anim, destroy, when, end, still] Fitness -> { WEAK_POINT_HIDDEN:50.00% WEAK_POINT_OVERLAPPED:50.00% } Bug type: WEAK_POINT_OVERLAPPED (DaimonZeta) Bug description: There are some weak points of the final boss DaimonZeta that are never destroyed. Eventually you see the animation as if it destroys it, but when it ends it's still there. ---------------------------------------- 1. After tokenizing : [There, are, some, weak, points, of, the, final, boss, DaimonZeta, that, are, never, destroyed, ., Eventually, you, see, the, animation, as, if, it, destroys, it, ,, but, when, it, ends, it, ', s, still, there, .] 2. After lowercasing : [there, are, some, weak, points, of, the, final, boss, daimonzeta, that, are, never, destroyed, ., eventually, you, see, the, animation, as, if, it, destroys, it, ,, but, when, it, ends, it, ', s, still, there, .] 3. After duplicate removal : [there, are, some, weak, points, of, the, final, boss, daimonzeta, that, never, destroyed, ., eventually, you, see, animation, as, if, it, destroys, ,, but, when, ends, ', s, still] Extra 1. After POS tagging : [are, weak, point, final, boss, daimonzeta, never, destroyed, eventually, see, animation, destroys, when, end, still] Extra 2. After stemming : [are, weak, point, final, boss, daimonzeta, never, destroy, eventu, see, anim, destroy, when, end, still] Fitness -> { WEAK_POINT_HIDDEN:50.00% WEAK_POINT_OVERLAPPED:50.00% } Bug type: WEAK_POINT_OVERLAPPED (Orion) Bug description: There are some weak points of the final boss Orion that are never destroyed. Eventually you see the animation as if it destroys it, but when it ends it's still there. ---------------------------------------- 1. After tokenizing : [There, are, some, weak, points, of, the, final, boss, Orion, that, are, never, destroyed, ., Eventually, you, see, the, animation, as, if, it, destroys, it, ,, but, when, it, ends, it, ', s, still, there, .] 2. After lowercasing : [there, are, some, weak, points, of, the, final, boss, orion, that, are, never, destroyed, ., eventually, you, see, the, animation, as, if, it, destroys, it, ,, but, when, it, ends, it, ', s, still, there, .] 3. After duplicate removal : [there, are, some, weak, points, of, the, final, boss, orion, that, never, destroyed, ., eventually, you, see, animation, as, if, it, destroys, ,, but, when, ends, ', s, still] Extra 1. After POS tagging : [are, weak, point, final, boss, orion, never, destroyed, eventually, see, animation, destroys, when, end, still] Extra 2. After stemming : [are, weak, point, final, boss, orion, never, destroy, eventu, see, anim, destroy, when, end, still] Fitness -> { WEAK_POINT_HIDDEN:50.00% WEAK_POINT_OVERLAPPED:50.00% } Bug type: WEAK_POINT_OVERLAPPED (Teuthus) Bug description: There are some weak points of the final boss Teuthus that are never destroyed. Eventually you see the animation as if it destroys it, but when it ends it's still there. ---------------------------------------- 1. After tokenizing : [There, are, some, weak, points, of, the, final, boss, Teuthus, that, are, never, destroyed, ., Eventually, you, see, the, animation, as, if, it, destroys, it, ,, but, when, it, ends, it, ', s, still, there, .] 2. After lowercasing : [there, are, some, weak, points, of, the, final, boss, teuthus, that, are, never, destroyed, ., eventually, you, see, the, animation, as, if, it, destroys, it, ,, but, when, it, ends, it, ', s, still, there, .] 3. After duplicate removal : [there, are, some, weak, points, of, the, final, boss, teuthus, that, never, destroyed, ., eventually, you, see, animation, as, if, it, destroys, ,, but, when, ends, ', s, still] Extra 1. After POS tagging : [are, weak, point, final, boss, teuthus, never, destroyed, eventually, see, animation, destroys, when, end, still] Extra 2. After stemming : [are, weak, point, final, boss, teuthus, never, destroy, eventu, see, anim, destroy, when, end, still] Fitness -> { WEAK_POINT_HIDDEN:50.00% WEAK_POINT_OVERLAPPED:50.00% } Bug type: WEAK_POINT_OVERLAPPED (Vermis) Bug description: There are some weak points of the final boss Vermis that are never destroyed. Eventually you see the animation as if it destroys it, but when it ends it's still there. ---------------------------------------- 1. After tokenizing : [There, are, some, weak, points, of, the, final, boss, Vermis, that, are, never, destroyed, ., Eventually, you, see, the, animation, as, if, it, destroys, it, ,, but, when, it, ends, it, ', s, still, there, .] 2. After lowercasing : [there, are, some, weak, points, of, the, final, boss, vermis, that, are, never, destroyed, ., eventually, you, see, the, animation, as, if, it, destroys, it, ,, but, when, it, ends, it, ', s, still, there, .] 3. After duplicate removal : [there, are, some, weak, points, of, the, final, boss, vermis, that, never, destroyed, ., eventually, you, see, animation, as, if, it, destroys, ,, but, when, ends, ', s, still] Extra 1. After POS tagging : [are, weak, point, final, boss, vermi, never, destroyed, eventually, see, animation, destroys, when, end, still] Extra 2. After stemming : [are, weak, point, final, boss, vermi, never, destroy, eventu, see, anim, destroy, when, end, still] Fitness -> { WEAK_POINT_HIDDEN:50.00% WEAK_POINT_OVERLAPPED:50.00% }