if I understand game mechanics correctly, the next turn does not start while there is a creature with more than 5000 energy, and each action decreases the acted creature's energy count by its length in milliseconds. So, in case the Doomguy will receive a 15000 energy boost, he will have free actions while his energy will be above 5000, and the turn counter won't advance, and any turn-aligned special procs won't work, be it nuke, lava/acid wave, N! respawning or monster regen. Player armor regen uses player actions count, so it WILL proceed - but it's logical, as the time is not stopped for the player, the same with health decay, while I'm not sure which event triggers deadly chill. So if there is no trimming for the current energy value, this is VERY easy to implement. ;)