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Magic Spell's Weaknesses and Counters
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@sfsy1
I think magical spells are spells that deals magical damage. Since there are physical spells like scattershot that deals damage to immune units
and also one note:
I think autocasting puck's phase shift doesn't avoid the damage, what it does is when puck gets damage, he will automatically use phaseshift so that further damage would be avoided. The best way is anticipating spells then casting the phase shift to avoid or cancel them, especially against Chain spells (e.g. Chain Frost)
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so the mods haven't seen this thread yet, paging all mods
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ud think vakma is good, he even has like 200 posts...
nice guide, didnt realised it mattered that much. also i didnt know that resistances dont stack directly
good to know thanks
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Moved to the library
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but i think u 4got the most important of all.. if the enemy is hexed he'ss hv a 0% magic resistance
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@westernzool:
That is just a lie/myth/whatever. It isn't true. Use search tool.
And yes IIRC , Yukino was the one who cleared this up on DS
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@quale: By the way thanks for clearing up to me how much spell resistance a normal hero has. Never bothered to ask somebody. Thanks again!
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@ genso19, sfsy1
thanks for the suggestions, i really need those. i'll add them up when i update this.
@ DrifterZ
nice having you for answering the "hex=no spell resistance" myth.
@ yukino
having my work to be here in the library is an honor. thank you. i guess fole is part of it. thanks to you too fole.
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You forgot about Bloodseeker's Bloodrage. Also 16 seconds (I think). But adds insane damage
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ah yes, strygwyr's bloodrage. good for mentioning. i'll add that now. thanks toke!
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I always thought that heros had a 15% spell reduction, dunno if I picked it up from melee games or wherever. >.<
Good thread, either way.
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According to the DA wiki, this formula applies to stuff like crit and bash too, something I just wanted to point out.
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