Of course the data is connected. You know what a database looks like, right?
Basically, all of your data is stored in a row like:
Code:
username1 | fbid | rank | cur. hull | cur. energy | etc.
username2 | fbid | rank | cur. hull | cur. energy | etc.
username3 | fbid | rank | cur. hull | cur. energy | etc.
username4 | fbid | rank | cur. hull | cur. energy | etc.
username5 | fbid | rank | cur. hull | cur. energy | etc.
What Dex is saying, is that the only parts of the row that should be updated when being attacked are the relevant ones (hull, shield, player deaths etc.), all of which are stored on the same row of a database, just in different columns.
Now, what he thinks is happening (and it would explain it very well, so I'm inclined to agree) is that the game is updating every row when you're attacked - including ones which it shouldn't be. Energy, for instance. So we get a conflict of updates, caused by the exact same thing that causes extra damage on bases, etc. Lag.
Defender uses E-Cube
Attacker attacks
Defender get the data from database
Attacker gets the data from the database
Defender updates database with full energy
Attacker updates database with empty energy
And you end up with no energy. It shouldn't even be querying how much energy the defender has, let alone updating it, so stopping it for energy refills should be simple enough. Fixing it for hull and shield? Much much harder without screwing up online PvP even further, by essentially making the defender literally be able to slow down the attacker's attacks by flooding the DB. No-one has reported this issue with traps, so I wonder if traps are held on a separate table. That would at least mean that the defender would have to spam something like shield restorers.