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1. When the flying shoes are phased, you can get the phase status by clicking on the phase shoes, or you can use the flying shoes to teleport, but the movement speed is only calculated as 90 of the flying shoes.
2. The halo of jumping P after opening the demon to avoid it? Where did the jump stun come from If it's the kind of halo of the Void Fishman Troll, it will still take effect, but the dozens of damage that will be added to each stun will be blocked.
3、Invincible is definitely not good.,If you're exempt from magic,Most of the buffs are invalid.,In the current impression.,Probably the all-powerful ultimate move can act on the magic free allies.,In addition, the buff of its own opening class can take effect.,For example, the almighty Sven plus the magic immunity.,Sven opens the big is effective.,And vice versa.,The ultimate move will be expelled by the magic free.。 It's the opposite of what I said upstairs.,It should be the first to add the magic free and then open the ultimate.,At this time, it's basically in an invincible state.,If you open the big first and then set the magic exempt.,Then the ultimate effect will be eaten by the devil.。
4. Blood and magic can all be stacked, but not from the aura, for example, if you have two people around you who have a temple, then only one will be counted. In addition, if another person brushes again in a short period of time (it seems to be 25 seconds, I can't remember exactly), the health effect will not be obtained. In addition, the health return of the dragon's heart cannot be stacked to 4% or even higher, and the same is true for the blood essence stone, which is the health return of the item effect and cannot be repeated.
5. The attack speed is a linear superposition, the two Exciting Gems are 110%, and the two Acceleration Gloves are 30%. There is someone upstairs who said that the assault will indeed not stack, but the attribute of the assault is to add 40% of the attack speed by yourself, and then add a 15% aura, so when you bring two assaults, it will increase the attack speed by 40 + 40 + 15 = 95%.
To add ......It seems that I'm a little behind, and now Sven Kaida or Warcry won't be affected by the magic immunity, and it will run as usual. However, many of the other buffs are different, some of them can be used as usual, and some of them are not. However, almost all of the single buffs can't be applied to units that are already in the state of magic immunity.,I briefly tested it.,Only the almighty Yamato Captain can pass through the magic immunity.,The others can't.。
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After the magic is exempted, except for the aura teammate buff skills, other buffs are not allowed (except for those you own, for example, sevn is first exempted by the demon, and then opens up, there is a buff).
HP Mana items can be stacked, but they only add the base HP Mana recovery speed. The same goes for attack speed, which only adds the base attack speed related to agility.
The phase of the flying shoes is together, and the phase movement speed is covered by the flying shoes, but the phase movement is still there, and the movement speed is still increased by 10%.
Perform a passive stun attack on units that are free from demons, the stun is effective, the damage is not, only the musket and the bone rod can deal damage. J8 face, fishman, white bull, troll, and bone crusher damage are magic damage, so don't hurt, and of course stun as usual.
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Phase movement can be stacked with flying shoes.,What do you mean by jumping P is jugg's invincible slash.,Invincible slash will still be stunned when the magic is free.。 Omni-amplified but can't resist magic.,Buff and damage magic have effects.,Can't be added after being freed.。 The return of blood to the heart is not superimposed, it is only calculated at two percent.
Other blood returns can be stacked.,Attack speed can be stacked.,Convert and stack according to your hero's initial attack speed and growth at that time.,The ultimate attack speed refers to the popular Yamato pat V.
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After phasing the shoe, only the shoe's movement speed is bonus, but enabling phase movement still has an effect.
Does the halo that jumps P work after turning on the magic immunity? I don't understand this.
After the magic is exempted, the aura is active, and the buff magic skill is invalid; Invincibility works.
Basically, it can be stacked, eating trees, bottles can be stacked, bottles and urns can't be stacked, and Double Macon can't be restored for the second time in 45 seconds.
Attack speed is stacked in a linear pattern, which is 2 acceleration gloves + 30% attack speed.
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Do you mean invincible by almighty? If so, it's not invincible, it just increases your teammate's armor to 9999, and all physical attacks only drop 1 HP, but the magic attack damage remains the same. Magic immunity is equivalent to jacking bkb, all magic is invalid (the almighty magic immunity can be scattered), and it is immune to almost all manual magic (except for a few skills that ignore magic immunity, such as the bite of the source of pain, the big tree man, even if it is hit, it will not return to blood, but it is controlled).
Aura skills won't disappear because of the magic avoidance.,Just look at the skills specifically.,You'll naturally remember the skills when you play more.。
Both passive and health-regenerating items can be stacked, and the effect of the orb will have a conflict canceling effect. Attack speed stacks infinitely.
The Shoes will also increase their movement speed when they are turned on, and the movement speed can be stacked, but will not exceed the top speed.
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2l: After the flying shoes, the activation phase will take effect according to the increase in the movement speed of the phase, that is, the movement speed is about 13 points faster than the flying shoes, and you can wear soldiers.
After being invincible, you can't receive a buff effect Almighty will open a magic exemption for you and then open it big You are a magic exemption +1000 armor But first big and then magic immunity will not have a ultimate effect The attack speed is a linear stack After you make a little gold, the troll opens up and you are 30 + 80 = 110 attack speed The evasion effect is not linearly stacked Different types of blood recovery can be stacked For example, if you take a lot of medicine and eat a tree and then stick to the urn The blood recovery speed is shy.
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Return to the magic press the highest item.,The attack speed can be stacked.,The phase movement of the flying shoes is effective after the phase.,After opening the magic free, you will still be passively stunned.,And some skills also ignore the magic free.,For example, the aura of the necromancer.。
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The effect of the phase can be increased, and if the magic immunity is a skill, you don't need it, unless you ignore the magic immunity, such as the butcher's bite. If it is a passive skill, it can be stunned, such as the passive skill of the Fishman, and the Bone Crusher Hammer. Health Recovery can stack infinitely, and the attack speed is 400%.
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The phase is useless after flying shoes - there are some auxiliary skills that can't be used after the magic is exempted, and the health recovery (such as Macon) can't be stacked, and the attack speed can be stacked if it's an aura with a strong attack or something, but two strong attacks are useless, and if it's two uplifting gems, it can be stacked -
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Invincible can. You can't do it if you're exempt. Blood Recovery Item- -This has not been studied, and of course the attack speed is stacked. There is a conversion, not the gold hand and the prosthetic leg are 60% of the attack speed.
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The effects of the shoes do not stack.
2.Magic immunity such as bkb it will clear all effects, including the god pay, beneficial, so it can't be stacked, just like the green battle and bkb can't be opened at the same time, isn't it completely invincible when it's opened at the same time.
3.Recovery items stack.
4.Attack speed can be stacked, like a troll.
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Invincible can. Not if you are exempt. Items that regenerate health and mana cannot be stacked, and attack speed cannot be stacked.
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1.The phase is valid, but it shows a 10% increase in the speed of the flying shoe2Jump p?Dizzy? The passive stun skill ignores the magic immunity, and the jump P seems to be physical damage, right?
3.The all-powerful sleeve is immune to all magic skills (magic damage) and can't hit the blood, it doesn't matter.
4.It's okay if it's not the same, it's not okay to eat a tree, and it's not okay to recalculate the time multiple timesAttack Speed = Personal Base Attack Time (mostly Agility% + Attack Speed provided by equipment skills 400% on the line.)
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The bot phase has . . . LZ is sharp enough.
Generally speaking, the general buffs and debuffs after BKB have no effect (except for the Doomsday and Silent Ones, as well as the ones that ignore magic immunity, such as Mag BM and the like).
AS (attack speed) is different from several stacks of magic resistance, and is a linear stack.
For example, if you are agile and green +100 in an exhilaration, then your AS bonus achievement is 155%, as for the reply to the superposition problem, just look at the buff bar, and the buff that exists at the same time can be stacked.
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1. Specifically refers to the all-round knight, and no buff skills can be added after the second skill is exempted. But it's okay to enlarge the move first and then avoid it, in fact, the all-round knight's ultimate is physical immunity.
2. Blood recovery can be stacked.
3. The attack speed is calculated by multiplication, not by direct addition. The maximum attack speed is 400%.
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First of all, invincibility and magic immunity are not the same, after the magic immunity will not enjoy most of the beneficial buffs, you can go to U9 to see the difference between the almighty magic immunity and BKB. Power items are linear stacking, that is, 30%+30%=60%, and each hero's attack has a minimum interval that will not be infinitely fast. The movement speed is mainly high, and phase shoes can be used, but it doesn't make much sense with flying shoes, and it wastes money and occupies more grids.
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After the Flying Shoes are phased, the phase movement is still effective, and the passive stun ignores the magic immunity.
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After flying shoes, the phase is useless, and the speed is only counted as one, but the additional status is active, and the magic immunity is only to resist the magic attack, and the physical attack is still effective.
The aura effect can't be stacked, the item can, and the specific can be seen in the item, and the description below is basically there.
Attack speed is stacked.
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Buff jn can't be used, not all of them can be stacked, and those that can't be stacked have instructions, and everything else is okay. Of course, the attack speed is okay.
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The phase is a movement speed bonus, which is percentaged, so it is useful, and the physical attack stun ignores magic immunity.
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Buff skills cannot be added after the Invincible Demon is exempted.
Health and mana regeneration items can also be stacked.
Items with the same attack speed cannot stack.
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After the magic exemption, you can't throw it on you if you don't ignore the magic immunity skills.,bkb may also dispel your buff.,If you want the blue fat man to give you a b.,If you open bkb, it's gone.。 Druid bears have glove streams, pure acceleration glove play winding. The return of demons and blood can be stacked, and it is often seen that the popular artist mask and the double dragon heart can speed up the recovery.
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After the magic is immunized, it can't + buff skills, and the return of magic and blood can be stacked, and the attack speed is increased by 100%, and then the mechanism decay is increased.
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Invincibility? Almighty guardian angel? After being exempted, you can't + buff skills. Mana Recovery can be stacked. Attack speed doesn't seem to stack linearly.
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Right! For example, after the all-round e is added, teammates can't add any status to you. can all stack, but there is a limit to attack speed.
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Some attack speed can be stacked, and the % ratio cannot be stacked when the magic immunity skill cannot be added to the beneficial skills of allies.
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Almighty big (physical invalid only, invincible slash can be used with buff magic immunity, it can't work, attack speed, and magic return can be stacked.)
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Phase Shoes Movement Speed 70 16 Attack 5 Armor Use: Increases movement speed by 10% Collision volume is 0 that can wear people Added: After use, the Phase Shoes move the fastest, higher than the Flying Shoes (any hero).
Flying Shoes: Movement speed: 90 Teleportation (point-to-point teleportation is 3 seconds).
Prosthetic leg Movement speed 65 30% attack speed 10 points x attribute Simple understanding: Increasing the attack speed is a big improvement in the physical output, so naturally most of them are used in the later stage and 10 attribute Initial adjustment into strength The survivability is improved a lot For some heroes who lack blue (Skeletron is sometimes not as big as blue) is often adjusted to intelligence.
My personal positioning:
Phase shoes are still the most used by gankers, of course, some heroes in the middle of the game are also very recommended, out of fast, high movement speed, very useful for chasing, wearing people can avoid a lot of embarrassment blocked by creeps Shoes with high practicality.
Flying shoes strongly push the line to push the tower hero recommended, often after the end of the team battle, the opponent's loss is relatively large, immediately fly to the advantage of the road to continue to push, it is easy to take the tower But the cost of flying shoes is the highest, and a diagram 2200 is a relatively large piece, it is not so convenient to come out in the headwind bureau Not very recommended.
Prosthetic legs,Shoes for comparison with the headwind bureau,10 strength The increased blood volume is still quite considerable.,It's likely to help you avoid the 2 kills of many heroes The main role is to use it in the later stage.,Increase dps.
Now in this era, most of the need is to gank everyone, even if you can't gank, you must be able to assist gank, and the role of phase shoes at this time is very amazing.
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Speed Shoes: 50 Movement Speed Value: 500
Phase Shoes: 70 Movement Speed 16 Attack Damage 7 Armor Phase Movement Value: 1550 Power Shoes: 65 Movement Speed 30 Attack Speed (10 Convertible Stats) Value: 1850
Distant Shoes: 90 Movement Speed Teleportation Value: 2700 Phase is calculated according to the initial 300, and the opening speed is (300 + 65) * about 400, the speed is about the same as the flying shoes, so you don't need to consider this difference.
The main difference between the two is that the phases are very convenient to combine and add attributes; Flying shoes require more money, but bringing back to the city skills can save a grid, plus it is very conducive to the belt.
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Flying Shoes +90 phase +70 open phase is related to your movement speed +10 percent
For example, if your hero starts with 500, the phase is +70, and the phase is turned on = (500 + 70) * 110%.
Phase, which is a ganker, or DPS, increases attack and instantaneous movement bursts.
The main support attribute of the prosthetic leg For sf, you have to bring a bottle to wander The early stage with rhythm must be suitable for a prosthetic leg to turn intelligence to release shadow pressure When you fight, you can turn strength Brushing soldiers can turn agility Sf itself is a crispy hero If it's too brittle if it's out of phase, you will know that sometimes you fight with others It's almost that attribute Either you die or he dies And flying shoes This thing A long time ago, sf was naked flying shoes At that time, the rhythm of Dota was relatively slow A game usually takes 40 minutes Sometimes an hour Now the ordinary push tower The rhythm of the team battle has become faster Although the ability of sf to brush money is first-class, but the direct flying shoes still can't keep up with the rhythm, so I choose to have equipment in the later stage When there is a lot of money, turn the flying shoes to lead the line And the phase I think a lot of times also depends on the situation If we control the situation well, we can use the phase to increase mobility to fight, and when we are disadvantaged, we can use prosthetic legs to increase attributes Generally, many heroes with rhythm can be out of phase, so that you can be stronger in the fight And the heroes who need to rely on the line to play money are generally more suitable for the prosthetic leg For the few heroes you proposed This is my suggestion to you SF is suitable for the prosthetic leg In fact, there is a double shoe flow For the hero who is fast with the line and the situation is not good You can get out of the prosthetic leg and flying shoes 3-way line Drag the rhythm of the opposite attack Bat sf can be out LUNA itself is the fastest moving speed in Dota There is no need to be out of phase The early attributes are more important Prosthetic legs are used for intelligence with one more C jugg Generally speaking, I am out of phase In the early stage, jugg is nothing more than f and w when there is a phase turn, the damage is more stable nec is generally out of the prosthetic leg because generally nec is a nurse in the team or the second core to play there is no restriction on skills to go first and there is no need to chase and kill people prosthetic leg is more suitable than the phase Of course, the situation is good out of a phase to increase the attack It doesn't matter Centaur werewolf phase prosthetic leg can be In general, it also depends on the situation TS depends on what role you play in the team Generally it is also out of the prosthetic leg You like to go gank with your teammates You can also be out of phase Puck is of course out of a prosthetic leg This hero itself is very mobile, and he generally likes to make a jumping knife out of the prosthetic leg is much more cost-effective.
To amplify the advantages, the prosthetic leg is more prominent in the later stage of Xiao Hei, the flying shoes are used to bring the line, for the little black a tp is about the same as it, the speed of the flying shoes is only higher than the prosthetic leg, and the prosthetic leg is cheap and suitable for the positioning of the later stage of the prosthetic leg, so they are all out of the prosthetic leg.
For 64 this version of the pat bear general outfit order for the sacrifice, jumping knife, vanguard, black and yellow, as for the requirements for shoes, the general straw sandals in the early stage are enough, if you have to come out of other shoes, it is recommended to out of the phase, because the effect of the phase to provide the soldier and the speed of the move is very good for patting and chasing, and due to the existence of the skill "super strength", after opening the skill, it has 400% attack speed, and the 25% attack speed provided by the prosthetic leg does not make much sense, The 10 points of strength provided by the prosthetic leg can also be replaced by equipping the Vanguard Shield in the future, and flying shoes can be considered in the later stage. >>>More
Generally speaking, now the electric soul is out of flying shoes.,Since the synthesis of the phase has been changed to a pair of claws, its photogenicity is not so high.,The electric soul generally takes the gank plus meat pseudo-dps route.,The emphasis is on catching and supporting in the early middle and early stages.。 So flying shoes not only provide 90 speeds, but also have the possibility of timely support. >>>More