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1,It will not be affected by magic resistance,Magic resistance,What can affect is only the value of skill damage,It does not affect the action time。
2, no, the same goes for it.
What can affect the floating time of the wind staff,It's not magic resistance.,It's the skill of resistance.,Hero armor comes with resistance**.,And Xiaode's bear also has this skill.,Bears that didn't have resistance before**,Will be frozen by the ice girl's ban for 10 seconds.。。。 Now the freeze time is the same as that of the hero.
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Magic Resistance only affects damage, not time.
With the Wind Staff, the Sheep Knife will not affect the cast time of the hero's cast.
Otherwise, why would Dota put so much emphasis on controlling stun slow?
You say, don't you?
I think my answer is perfect.
If you still have questions, you can add.
If not, so be it.
ps: It's not right to add it downstairs.
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Magic Resistance's resistance is damage-specific, not status-specific.
I don't know, you know.
That is to say, if a Skeletron hammers you, he has a stunned state and the damage of the halo Magic Resistance cannot reduce the duration of your stun, but it can reduce the damage you take from the stun
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Neither magic resistance will affect the damage of the skill.
For example, 300 damage, the hero's own magic resistance is 25%, and 300 damage skills hit people are 225. If you have magic resistance equipment or skills, such as Enemy Law Level 4 Shield, it is 40% magic resistance, plus 25 resistance. The 300 damage skill only loses 195 HP when it hits the body.
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Magic Resistance seems to only affect the amount of damage, not the duration of the control skill's action I remember that I had a challenge hijab on the tide, but the wanderer hit me with a hammer for 2 seconds.
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1 Possibly affected by Magic Resistance.
2 The Sheep Knife is certainly not affected by Magic Resistance.
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1 No, magic resistance is damage and does not affect the duration of action.
2 No, ibid.
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All magic resistances (including items and skills) are damage resistances, which can only reduce damage, and have no resistance to other negative status effects, such as: slow, stun, sleep, poison, and all negative status effects do not change.
2.Same as above, no.
3.Supplement,The description of the effect of all skills is based on the effect value of ordinary enemy creeps,The effect on the hero will be smaller,But not based on the calculation method of the hero's magic resistance,For example:In the past, the snake girl's ultimate purified ordinary units,Slow down for more than 10 seconds,If according to the hero's magic resistance 25%,It can still slow down the hero for more than 7,8 seconds,In fact, it is only 3-4 seconds,So,The effect time on the hero is set independently.,It's not the effect of the hero's magic resistance.,The magic resistance can only reduce damage, Does not reduce the duration of the negative limiting effect.
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It will not only affect the damage and not the time.
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In Issue 1, the duration of action is not shortened, and it has nothing to do with magic resistance. The same is true in question 2. Magic Resistance simply reduces magic damage.
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No, it's fixed.
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Tidal Tide's 3 skills do not reduce the duration, but are only removed every once in a while.
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It won't affect you. Tidal Tide's 3 skills will reduce the duration of action!
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Magic Resistance, which has nothing to do with time, can only affect the damage of magic.
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The amount of damage and the amount of damage that are blocked by the magic resistance are different for different skills.
Without going into too much detail, let's explain to you the 5 examples you gave.
1.Shadow Fiend's shadow pressure damage is 300, and the puppy has no magic resistance skills other than magic immunity, so it is absolutely possible to be taken away with 230+ HP.
2.First of all, Ryan may have a scepter. Even if you don't, ultimate = 400+, poke = 200+, basic attack = 50+, 777 HP is still possible to be killed.
3.The percentage of additional damage of the throwing skill will increase with the skill level, definitely more than 20%, and this skill is additional basic attack damage. Also, the Venommancer's Innate Magic Resistance is absolutely not 25%.
All in all, the Venommancer with 700+ HP is a floating cloud in front of Xiaoxiao.
4.The damage of Shadow Fiend's ultimate is related to skill 2, as long as there are more soldiers, let alone 400 damage, even 500 damage may be inflicted.
5.Shadow Fiend's Shadow Pressure damage is 300, and three times the pressure is 900 damage and you can't kill 1 Witch Doctor?
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I know that there is a bug when the small, small vt trigger is done, v first receives the damage of v, then receives 20% of the damage of t of the person who was thrown, and then receives the damage of t again, and then the trigger causes will also receive v damage,
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I also feel this way but I haven't tried it.,The little two-in-a-row does hurt a lot sometimes.,I heard 2 kinds of sayings.,The first is that the VT combo on the same target (mainly the target of T) is good enough to calculate the damage of two Vs.,The second is the moment when the VT combo hits VT.,The damage caused by your normal attack target is double the attack.。
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I also find it weird. When others play small, the vt damage can almost be seconds, but I can't play, watching those half-blooded enemy heroes escape, very depressed.
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Have you seen Lion's ultimate?,Small 2 even bonuses,The plagiarized big and the shadow pressure of the shadow demon have distance damage.,Actually, the principle is a bit like FW.', with a certain amount of health, a certain effect is activated. Not to mention the little, I am 1800 small, in fact, the small outbreak is at level 4-5.
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Relatively accurate. It's better to have a challenge than no magic resistance, at least it's hard to be killed by your peers with spells. I've also come across it.,If a person continuously performs the damage of a range spell on the opposite side of the person (no physical damage at all), it feels like the damage is getting lower and lower.,It may be a protection mechanism.,The person who gets the lightning of the little y actually loses blood is different.,Even if you die in the early stage of the electric soldier.,There is exactly a1 left in the later stage.,It's all fixed.。
So I feel that there is a characteristic of area-of-effect skill damage: high damage in the middle and low in the edges. There are also some that don't count magic resistance, such as the Chief's skills.
But the most important thing is that the edge damage of the range skill is low, and the middle damage is high, about 20-50 difference
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This basic magic resistance is 25%, as for why the damage of 600 is 777 blood per second, this is either a bug or a bug
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In the case of no magic resistance on the opposite side, the actual damage of the SF1 cannon must be 225 blood. 3 shots are all 675 blood, think for yourself.
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Shadow Demon presses 300 points in one shot.
Lion pokes 90, 500 ultimate, 70 basic attack, it is estimated that there are small creeps A Shadow Demon level 5 small, T damage plus 70%, V double damage.
Lion's ultimate is 500 points.
The Queen of Pain didn't have many levels at that time, and you were the same, and the equipment was not good, of course, it felt like the damage was high and the shadow demon level 3 shadow pressure was 260
Moreover, of course, the damage of these problems is very high, otherwise the hero will play soy sauce.
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There is definitely a built-in magic resistance in Warcraft, 25% of the magic resistance is definitely there, you can do an experiment by yourself, you can open the stand-alone mode by yourself, and see for yourself The magic resistance is definitely there.
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Some of the data algorithms in Dota are not very rigorous, and many skills are different from those introduced, and these problems are not bugs
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There are some problems with the Shadow Fiend's unspaced double press, and the unspaced double pressure can drop soldiers in seconds, but with an interval it just doesn't work. I've come across this. Don't understand.
There's also a mechanic that I'm personally guessing. For example, Lion's E, the little T, when the person is suspended in the air, the magic resistance seems to be weakened a lot. Or maybe it was 0 abrasion resistance at that time.
In fact, the damage is not calculated so accurately, that's for sure. It's hard to say what the specific mechanics are, just like many skills seem to ignore the grind. Isn't it just those skills that say magic damage? Those that are not written do not count.
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It's paid with magic resistance.,It's 25%,But a little VT2 is actually T is physical damage and the ultimate has a certain bonus.,So the small mid-term outbreak is very high.,And lion mid-term killing is a matter of course.,Sometimes it's just a big plus a general attack in seconds.,There's no surprise.,There's a level 3 poke damage of 210 + 500 ultimate, counting magic resistance.,It's about 710 more damage plus a little bit of almost seconds.。 What you're talking about is vague and approximate.,If you really want to know, do the math yourself.,What light method is more than sf2 even.,It's just some visual effects.,Because he only put it.,One skill.。 So Dota is more about feeling than calculating.
Most of them will be understood.
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I would say that the air magic resistance is 0, someone has tested it. It's to test with Lion.
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High magic resistance results in a decrease in magic damage.
For example, a hero's basic magic resistance is 25%, which means that a certain magic damage is theoretically 100 health, but since you have 25% magic resistance, then you actually take 75 health. If you ask for a 30% reduction in magic damage, then the magic of 100 damage hits you is 100*(25%+30%)=45. The actual damage you take is 45 health.
No matter how high the magic resistance is, it is not magically immune, and that is only possible with the skills of a few heroes (such as the Ghoul's first move) or the Black Emperor.
Stuns and slows are not resisted by magic resistance, and some abilities can even ignore magic immunity. Therefore, magic resistance is only for magic damage, and has no resistance to magic effects.
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The so-called magic resistance,Literally, it is known as resistance to magic damage.,That is to say, the blood damaged by magic is reduced.,But what is reduced is only damage.,It's completely ineffective for stuns.,Slowdown.。 It's impossible to rely on magic resistance to get rid of magic resistance, because only challenges can be added to magic resistance in Dota, and they can't stack.
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Each hero is born with 25% magic resistance. Heroes such as the Butcher, Enemy Spell, Monkey, Necromantic Dragon, etc., have magic resistance skills, and the Traveling Mage's Cloak and Challenge Turban (like the crafted flute) can also increase magic resistance. Adding magic resistance can only reduce the damage caused to you by magic, but it cannot reduce the effect of negative magic acting on you, that is, how long to slow down or how long to slow down, and to be stunned!
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The hero itself has 25% magic resistance, some skills add magic resistance, and items are also added, and the magic resistance is high but the skill is thrown up and the blood is less, not the magic immunity, and it can't resist stun and slow down.
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The hero unit itself will have 20% magic resistance, and magic resistance will not reduce the time of negative states such as stunning and slowing down, it can reduce the damage of the magic you receive, such as Zeus originally hit you with 300 points of blood with a thunderbolt, and you can only hit you with 230 points of blood when you challenge the turban (the best equipment for adding magic resistance), so the magic resistance can only cancel out the damage of some direct blood damage skills.
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None of them, and then reduce the damage.
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1. Reduce spell damage.
2, it is not. 3. No, you can't.
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VS change,Batrider's ultimate,Musket headshot,Butcher's big seems to be too.,And so on.。。。
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If the skill doesn't count, then there is no magic resistance.
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This is an article detailing resistance Take a look at it more There are a lot of benefits.
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Magic immunity is immunity to spells, and what you call a man-consuming attack is generally called a magic orb, such as Blackie's Ice Arrow. These count as magic, and unless otherwise specified, they cannot affect the Magic Immunity unit. The statement on the Internet is incorrect, for example, the passive trigger of the Rigidback Beast is not magically immune, and the passive of the little fishman is not ignoring the magic immunity, so the passive that can cause damage or effect to the magic immunity unit must be specially marked.
And,Many of the labels are also incomplete or wrong.,For example, the ultimate of the soul guard.,It's marked to ignore magic immunity.,But in fact, for the magic immunity unit.,You can only exchange the target's life for yourself.,And the target's life won't change.,And the big of the necromancy.,Only stun but no blood.。
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Why should it be indicated, this is as an explanation, and you have to put the instruction manual on it if you know it.
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Passive damage counts as physical output, not magic, so it's ignoring magic immunity, because the passive effect of FW is an active output, so it's specifically noted that the next Centaur double-blade, I haven't tested it, but it should be magically exempt.
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In Dota, everything that is effective for magic immunity units will be specially marked in red letters in the skill attributes.
So, general active skills, such as stun, such as sheep knives, damage and effects are gone.
The stun of the passive skill, which is a heavy attack, is not affected by the magic immunity, but some heavy attacks, the magic immunity can not eat the additional damage of the heavy attack.
Moreover, single skills, such as hammers and sheep knives, as long as they can be topped by the magic immunity, there is generally no way to point on the units of the magic immunity.
In addition, if the skills that are effective against the magic immunity, if you don't specifically explain it, the damage is generally invalid, and the special effects are effective, such as limiting effects, such as the ultimate of the butcher and the poisonous dragon.
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Because some heroes' passive skills are orbs, they can't ignore magic immunity.
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