Base armor/magic resistance only counts the initial armor value + any gained from agility, and the inherent 25% magic resistance every hero has.
General Discussion - Page 3026
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TheYango
United States47024 Posts
Base armor/magic resistance only counts the initial armor value + any gained from agility, and the inherent 25% magic resistance every hero has. | ||
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Unleashing
Denmark14978 Posts
On June 07 2013 05:14 Dead9 wrote: tc's passive removes all of dk's armor wat, but dragon blood armor isn't base armor. Was something changed or am i missing something? o_o | ||
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Iplaythings
Denmark9110 Posts
Well, I am happy for that; I really want Visage to keep in popularity, I love microing birds and soul assumption / speed stealer abillity are both fun times | ||
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TheYango
United States47024 Posts
On June 07 2013 05:28 Unleashing wrote: wat, but dragon blood armor isn't base armor. Was something changed or am i missing something? o_o It isn't, but it doesn't really matter to the issue of DK getting screwed by TC. Losing 9 armor at level 16 and all your magic resist, and not having a good way to avoid being combo-ed because you have no in-fight mobility skill still sucks even if you keep Dragon Blood. | ||
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Unleashing
Denmark14978 Posts
On June 07 2013 05:34 TheYango wrote: It isn't, but it doesn't really matter to the issue of DK getting screwed by TC. Losing 9 armor at level 16 and all your magic resist, and not having a good way to avoid being combo-ed because you have no in-fight mobility skill still sucks even if you keep Dragon Blood. I know that, i was just confused by the notion that TC aura would remove all DKs armor. Last i checked it wasn't base armor, so just wanted to check nothing had changed. | ||
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Comeh
United States18919 Posts
On June 07 2013 05:34 TheYango wrote: It isn't, but it doesn't really matter to the issue of DK getting screwed by TC. Losing 9 armor at level 16 and all your magic resist, and not having a good way to avoid being combo-ed because you have no in-fight mobility skill still sucks even if you keep Dragon Blood. Hm, I seem to remember you making a post about how DK's Dragons blood in dota1 was considered base armor, and reduced by natural order (though, im sure in dota2 it doesn't work that way). Edit: Guess I just misremembered. | ||
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TheYango
United States47024 Posts
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Dead9
United States4725 Posts
i think it was base armor in dota1, tbh i'm not really sure though it's been a while edit: and iirc his illusions got it too | ||
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TheYango
United States47024 Posts
And yes, his illusions do get the armor. | ||
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BurningSera
Ireland19621 Posts
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NB
Netherlands12045 Posts
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Nevuk
United States16280 Posts
On June 07 2013 05:14 Dead9 wrote: tc's passive removes all of dk's armor It doesn't. Common misconception. Dragon blood doesn't actually add to base armor. http://dev.dota2.com/showthread.php?t=80525&page=2 (For purposes of illusions it might have counted as base, not sure. thread confused everyone) | ||
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JeeJee
Canada5652 Posts
On June 06 2013 13:57 TheYango wrote: They didn't add a flashing red orb. DotA 1 illusory orb changes color when its almost max range too. Perhaps I didn't word it right. There wasn't a flashing orb in dota1 for the longest time -- that was my point. It was added relatively recently, for the express purpose of giving the player better information about how their abilities work. This is especially relevant because orb, like blink, punishes the player. It used to do this with no cue at all. e: imo, cues are good. It forces the player to pay attention and really learn the ins and outs of their abilities. OD's prison has a visual cue to help teammates. SD's disrupt has an audio cue so that you can time your torrents and LSA's so that antimage/qop will never blink out of chain. etc. All the 1200 range thing did (for me) was act as a cue for effective blinks and xp leech (especially now with the deny range being increased). I like cues. I hope it comes back, in one way or another ![]() | ||
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Shaella
United States14828 Posts
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Infernal_dream
United States2359 Posts
On June 07 2013 08:12 JeeJee wrote: Perhaps I didn't word it right. There wasn't a flashing orb in dota1 for the longest time -- that was my point. It was added relatively recently, for the express purpose of giving the player better information about how their abilities work. This is especially relevant because orb, like blink, punishes the player. It used to do this with no cue at all. e: imo, cues are good. It forces the player to pay attention and really learn the ins and outs of their abilities. OD's prison has a visual cue to help teammates. SD's disrupt has an audio cue so that you can time your torrents and LSA's so that antimage/qop will never blink out of chain. etc. All the 1200 range thing did (for me) was act as a cue for effective blinks and xp leech (especially now with the deny range being increased). I like cues. I hope it comes back, in one way or another ![]() Except it also gave you an innate unfair advantage against someone who didn't have it. You knew exactly how far out to sit for xp or to skip xp while others had to guess. These are things that honestly you should learn and just kinda guess. You know roughly the range of say a 600 range hero then yous hould be able to double that in your head. Shouldn't rely on a circle to show you where you can go. | ||
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Torte de Lini
Germany38463 Posts
Does Skeleton King's ability build change to max his E now or is still max Q and stats? | ||
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flamewheel
FREEAGLELAND26782 Posts
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SKC
Brazil18828 Posts
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hunts
United States2113 Posts
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SKC
Brazil18828 Posts
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