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Now it's called Hero Attack Magic Damage, Divine Damage is the previous version of the statement, if also felt that the name was misleading, so he changed it, he just ignored the armor and magic resistance! So generally most of the time write as much as you play, but in fact other damage reduction effects like you said refraction and steel back are counted! And as long as there is no indication that the hero who ignores magic immunity attacks magic damage, you can't beat the magic immunity unit!
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Ignoring Physical Defense Magic Resistance As long as he writes how much damage it hits you, it costs so much blood that the pig's back and ug can't resist.
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The refraction seems to be reflected by all the damage he himself eats.,The pig seems to only resist ordinary attacks.,Magic resistance can go up.,There's no way to resist the damage of the Holy Spirit.。
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And the current ** and holy damage?
It's all changed, the mending laser, the painful B, and the almighty milk are no longer divine injuries.
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I remember that the Holy Spirit hurt me by hitting as much as I wanted, like a laser for repair.
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Ignore your armor ... For example, your armor can cancel out 83% of the damage.,But the holy just doesn't consider this 83.,Or your attack power is 100.,Normal attack is 83.,Holy attack is 100.,Of course it's very strong.。。
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Divine damage is written as much as you play, so it's very bt not just to earn 25% It's useless to have any challenges on the other side But the current diagram doesn't seem to have any holy damage It's all modified.
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Divine damage is all about writing as much as you want.
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It's right to write as much as you want.
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Black Radiant Destroyer.
Target. Arcane Celestial Orb (orb).
A source of pain. Target.
Brain-eroding. Goblin tinker. Target. Laser.
Seductive Witch. Target.
Push (orb).
Paladin. Target.
A test of loyalty. Silencer.
Target. Blade of Wisdom (orb) Bloodfiend. Target.
Phantom Assassin. Target.
Suffocating Blade. Ghosts. Target. Barren.
And. Refraction. Templar Assassin. Target.
Psionic Blade. Almighty knight. Target. Baptism.
It's been a long time since I've mentioned this word, that is, ignoring magic resistance, and now it seems to be magic damage.
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Black Radiant Destroyer's Arcane Orb (orb).
The source of pain of the brain.
Goblin Tinker's laser.
Enchantress Advances (Orbs).
Paladin's Test of Loyalty.
Silencer's Blade of Wisdom (Orb).
Phantom Assassin's Suffocating Blade.
The desolation and refraction of the ghost.
Templar Assassin's Psionic Blade.
The Baptism of the Almighty Knight.
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Many of the skills labeled "Hero Attack, Magic Damage" are.
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There are two types of sacredness, ignoring magic immunity or ignoring magic resistance
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Goblin Tinker's laser and Almighty Knight's baptism.
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Radiance, paladin's blood
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The butcher's hook, the almighty blood, the ghost's refraction, the templar's invisibility, the blackbird's orb.
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Heroes are born with 75% of their magic armor and physical damage reduction.
So the 320 damage you see of a skill is actually only 240 points, which is still not counting the challenge, in the case of the enemy Butcher 3 skill (all of which have a magic resistance bonus).
And the skill of 320 damage of divine damage, the blood loss of hitting the target is 320 points (the prop skill with additional magic resistance ignores the effect) 1 In addition to the holy damage, there is also chaos damage Like the Warlock's ultimate, the stone man is. List of injuries.
--Light, Medium, Heavy, Castle Armor, Heroes, Unarmored.
Mayhem 100% 100% 100% 40% 100% 100%.
Heroes 100% 100% 100% 50% 100% 100%.
Normal 100% 150% 125% 70% 75% 100%.
Puncture 200% 75% 75% 35% 50% 150%.
Siege 100% 50% 125% 150% 63% 150%.
Spells 100% 100% 100% 100% 75% 100%.
2 Patching Will Lasers Almighty Baptism Silencer Blade of Wisdom Ghost Desolate Fawn Advancement is Divine Damage 3 TF Magic Immunity is for Rot, and when it comes out, it can reduce damage to yourself. 4 Rotten is magic damage. 5 The armor's damage is decreasing based on the following formula:
When the armor value is positive, set the armor value to k
Decreasing damage = (
Example: 10 Armor:
20 Armor:
6 The decreasing damage of armor is taken from the following formula: when the armor value is negative, set the armor value to k
Damage increment = 1 - k).
Example: -5 armor:
10 Armor:
Regardless of the method, armor is reduced to a maximum of -20 (71% damage increment). Continuing to reduce armor at this point will no longer increase damage.
7 As mentioned in question 3, this is to reduce the amount of decay and the magic damage of the opposing hero. The main thing is their own rot damage.
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Ignoring the damage of armor resistance is holy damage...
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