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At 1% the edge answered fences 'conflict': it holds the fence's own epoch for another placement (a move onto the edge whose push landed though the director counted it failed, then a placement elsewhere minted the same epoch). Retries go to the host's current row at that same epoch, so they kept failing until the host moved again; meanwhile the edge object claims the host and its phones get HOST_OFFLINE instead of re-resolving. No later move can produce a same-epoch conflict (it would answer stale), so the fence now goes once more one epoch above, which lands; a later move onto the edge re-mints above it. Stale answers are never bumped.