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about buffer unique


Ancientmagicks
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Is the spell buffers unique conquest 2? If so can we change the tool tip to reflect. If not why won't its unique stack with korhals.

It's been noted by more than a handful already. Highdrater has talked to Ecko/Red about it and many of us on mumble have been complaining about it. Hopefully it'll get fixed soon. It's one of the more detrimental bugs in the game at the moment for competitive games, since CC is so important.

Still one of the largest issues facing the competitive scene. Should be priority number 1 after new hero testing, ideally it would be fixed before that though.

 

From Ginosaji: Do not plagiarize other people's quotes.

 

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Edited by ginosaji
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It's been noted by more than a handful already. Highdrater has talked to Ecko/Red about it and many of us on mumble have been complaining about it. Hopefully it'll get fixed soon. It's one of the more detrimental bugs in the game at the moment for competitive games, since CC is so important.

Still one of the largest issues facing the competitive scene. Should be priority number 1 after new hero testing, ideally it would be fixed before that though.

 

I'm assuming you misunderstood the question....

 

First of all, Korhal and Spell buffer do not share the same unique, therefore their uniques stack. Spell Buffer's unique doesn't have a name/category so will not be negated by any other item aside from multiple instances of the same item. There are three items with Conquest-Unique; Sustainer (Conquest 1), Korhal Vanguard (Conquest 3), and Eternal Drive (Conquest 2). Last I checked (about a month and a half ago), multiple instances of different levels of Conquest-unique do stack if and only if carried by two different heroes. That means one hero could carry Korhal and another Eternal and both would apply given you are within the aura radius of both at the same time.

 

Anyway, Straighter, I assume you were talking about the parallax-chilling interaction. Yes, it's an issue that should be looked at as soon as possible.

 

Here's a link to the item database changelog for your reference.

 

http://www.aeonofstorms.com/index.php?/topic/4052-changelog-v1111-1122/

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Gino you have the link for how resist is calculated?

 

http://www.aeonofstorms.com/index.php?/topic/940-mechanics-of-aeon-of-storms/

 

I'm not gino, but the link works ;)

 

From the link:

 

 

[06: Spell Resistance]

 

Spell Resistance stacks the same way Armor does, except it works against Spell Damage instead of Physical.

 

All heroes have a base of 20% Spell Resistance [unknown base P.R., is probably 20%], meaning that you don't take as much damage as your creeps do.

 

So two 10% Spell Resistance items is inferior to one 20% Spell Resistance item by about 1%.

 

1 * 0.9 * 0.9 => 0.81

1 * 0.8 => 0.8

 

It's not that hard if you understand the above formulae (Attack Speed and Time Scale).

 

E.g. Incoming Damage * Base Hero Resistance * Nullifier * Void Steppers * Raynor's Lv4 Marked For Death

 

1.00 y * 0.8 * 0.85 * 0.88 * 1.30 => 0.77792y damage or 77.792% damage taken.

 

 

 

Thank eliwan. he put in a lot of work on that one.

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