[.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?

3,552 views 13 replies
Reply #1 Top


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.

Reply #2 Top

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!

 

 

Reply #3 Top

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.

Reply #4 Top

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.

Reply #5 Top

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.

Reply #6 Top

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.

Reply #7 Top

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.

Reply #8 Top

Except you can cast spells or abilities on them if you have high enough spell mastery and get lucky with the resistance check.

Reply #9 Top


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.

Reply #10 Top

As soon as you're above 100 spell mastery you can hit them.

 

Reply #11 Top

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...

Reply #12 Top

this is bound to be confusing "Immune" means no spell works, whatever your level, shouldn't be calculated, should be a on/off switch

Reply #13 Top

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.