NOTE TO DEVS: Could you put in magic resistance providing % reduction in spell damage?

Currently there is no resistance against damage spells, unless you are immune or resistant to the type of damage the spell does.  Could you allow us to test out magic resistance providing a % resistance against damage spells, which would also multiply with resistances and vulnerabilities to damage types?  This would also make intelligence stat more useful.  And I think % reduction in spell damage is far superior to binary "resist or not?" and can be planned around and not be a gambling competition (imagine having a 95% magic resistance and resisting a weak spell but not resisting a spell doing 100 damage? ;-)).

3,244 views 12 replies
Reply #1 Top

I also noticed this oversight. I find it silly that my magic immune units can't be debuffed but can be blased by fire balls and blizzards for full damage.

Reply #2 Top

+1

Direct damage spells are auto-win right now, and I think this gives them a way to remain powerful, but still give defenses.

Reply #3 Top


Yes either this or allow us a chance to resist dmg spells as if they were curses or whatever.

Reply #4 Top

If I had played the beta already, I'd tell you that this is a great suggestion.

Reply #5 Top

The only really good way to do this in the XML would be something like:

(CastingUnitSpellMastery / TargetUnitSpellResistance) * SpellDmg

This would amplify the power of the spell if the caster has a higher spell mastery than the target's spell resistance, and vice-versa.

Easy to mod.

However, since you can't use IF or > < statements in the XML calculates, there's not a good way that I've found, without some changes to the base code, to use a straight -x% formula for this kind of resistance as the game currently stands.

I know you're calling for a change, I'm just letting you know what's currently possible without too much code work.

Reply #6 Top

Seems like something that they just havent gotten around to coding yet.

Or at least I hope so.

Reply #7 Top

This would make Caster Sovs useless, especially with the incoming XP sharing nerf.

 

Reply #9 Top

Quoting StevenAus, reply 8
This would make Caster Sovs useless, especially with the incoming XP sharing nerf.
End of StevenAus's quote

I really hate it when people take an idea that doesn't even specify an effectiveness and say "OMG SO RIGGED" without any idea of how effective it would be beyond their own fantasy. Worse when said in a one sentence post. The dmg reduction could be anything from 1% to 100%.

Reply #10 Top

Burning Hands does 8 damage for 10 mana. A stating Sov with Int of 12 has a SM of 7. A wildling has SR of 7, and 17 hitpoints. It currently takes 3 casts to kill the wildling (if you arn't killed first, which is quite likely) this uses 10 TURNS of mana!  Making it take 4-6 casts = auto dead sov, and if not the sov won't be able to fight anything for several turns.

 

Sure later on Magic gets powerful but a blanket change like that will stop all but the most masochistic from finding out.

 

 

 

Reply #11 Top

You could just as easily make the % only do less dmg to creatures/champions with more SR than you have SM. You could make it so you do more dmg to creatures with less SR than your SM.

OP is generic enough for us to fit a lot under it.

Reply #12 Top

*Double Post