[.915 BUG] Ophidians say they're immune to magic, but I just roasted them with fire spells
Should that be possible? Should that say immune to cold instead?
Should that be possible? Should that say immune to cold instead?
I believe that "Immune to magic" means +100 to spell resistance. As such it is only to non-damage spells like slow, shrink etc. they are immune to unless you have a very high spell mastery. Fireball, fire dart etc. does not use spell resistance, as they have their own "fire resistance"-stat.
Therefore the "Immune to magic" only protects against slow, shrink etc. I also believe they are immune to Titans breath.
Darklings have the same mechanic and result this patch, I also thought this was a bug. I believe that in a prior patch I tried fire dart on a ophidian and failed... is it supposed to succeed? That's news to me!
I noticed this yesterday when I took down an Obsidian Golem with fire darts. Was wondering the same thing, but thimon2k's explanation makes a lot of sense.
I think I read somewhere that "Immune to magic" was a boost to spell resistance with +100 points e.g. giving the chance of (spell mastery - spell resistance = chance to succeed). Some monsters have 120 in spell resistance.
I may be wrong and I cannot test this out today so if someone could test this, it could be clarified.
If that's the case, they really should rename the ability to "spell resistant" or something. Immunity should mean they're totally immune, otherwise it's just plain confusing.
From Coreabilities.xml the following is written:
-<AbilityBonus InternalName="ImmuneToMagicAbility">
-<AbilityBonusOption InternalName="ImmuneToMagic">
<DisplayName>Immune to Magic</DisplayName>
<Description>Unit never fails a spell resistance check</Description>
<Icon>Ability_ImmuneToMagic_Icon.png</Icon>
-<GameModifier>
<ModType>Unit</ModType>
<Attribute>AdjustUnitStat</Attribute>
<StrVal>UnitStat_MagicResist</StrVal>
<Value>100</Value>
<Provides>Unit never fails a spell resistance check</Provides>
</GameModifier>
<CombatRating>50</CombatRating>
<HideWhenUpgraded>0</HideWhenUpgraded>
<IsCombatAbility>1</IsCombatAbility>
-<AIData AIPersonality="AI_General">
<AIPriority>5</AIPriority>
</AIData>
</AbilityBonusOption>
</AbilityBonus>
Immune to magic means that the unit gets additional 100 points to spell resistance.
I think they should rename spell immune to hexproof with an explanation text saying that it passes all resistance checks - that should make it clearer to all.
Except you can cast spells or abilities on them if you have high enough spell mastery and get lucky with the resistance check.
To get a 100% positive chance of successfully hexing a lvl 1 Obsidian, you would need to be a lvl 71 spell caster. Buffs to spell mastery reduce level required by 1 lvl for each 2 bonus.
As soon as you're above 100 spell mastery you can hit them.
Why not give them 1000 more spell resistance? Or is that outside of the allowed parameters? If not, then they would be immune to anyone not cheating...
this is bound to be confusing "Immune" means no spell works, whatever your level, shouldn't be calculated, should be a on/off switch
If there isn't an on/off switch, Magic Resistance would need to be 1000 or another really high value, and the Ophidians should be 100% immune to Fire/Cold/Lightning damage. This would make fighting them without a tough army very difficult (and truly make them magic immune).
Since Poison isn't necessarily magical, they could still be affected by that.
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