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Old 05-22-2015, 12:11 PM   #1
Adrian
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Originally Posted by Hayir View Post
Haven't tested myself, but i was told it is not. Also thought about casting it on archers before SotW, but doesn't work like that, SotW "overwrites" it.
Negative Spell Resistance acts towards current Spell Resistance.

Only negative Absolute Spell Resistance could counter SotW.

IE:

In my character sheet I have 5.5% Spell Resistance, Sadistic Guards could take it to 0%.

If I max Spell Resistance with some bonuses, and take that 5.5% to 15% or whatever, Sadistic Guards will reduce THAT 5.5% or 15%.

If there would exist a -100% Absolute Spell Resistance skill, then SotW would be countered but that would be tremendously OP.
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Old 05-22-2015, 12:39 PM   #2
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If there would exist a -100% Absolute Spell Resistance skill, then SotW would be countered but that would be tremendously OP.
Exactly, so lvl 5 spell elude makes resist base x 3 and lvl 5 sadistic guards reduce it to base x 2.
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Old 05-22-2015, 12:42 PM   #3
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Exactly, so lvl 5 spell elude makes resist base x 3 and lvl 5 sadistic guards reduce it to base x 2.
Yes. Oh, it's so good to know how things work now
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Old 05-22-2015, 01:29 PM   #4
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Originally Posted by Adrian View Post
Yes. Oh, it's so good to know how things work now
WM LB still can't be fused...or, at least, it wasn't in the Changelog
Thanks for retal fix btw

-Drew
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Old 05-22-2015, 01:43 PM   #5
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Originally Posted by Hollow-Ichigo View Post
WM LB still can't be fused...or, at least, it wasn't in the Changelog
Thanks for retal fix btw

-Drew
Retal works on my DoTs now?
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Old 05-22-2015, 02:03 PM   #6
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Went from 20% crit chance to 7.... Someone want to explain that.
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Old 05-22-2015, 02:48 PM   #7
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Precise Block: Mana cost updated to 90/110/140/170/200. Cooldown changed to 45 sec.
I really don't want to complain, but this is dissapointing.
Like support knights had some surplus of mana. The truth is, support knights are getting mana sucks so much, that casting auras + getting mana burns will basically prevent them using this spell in war.
Like there were not enough knarbs already.

Quote:
Block: Block Chance changed to: 150%.
Well, 35% (or 37.5% with wm sh.) with block will be pretty annoying for many people I guess.
It's nice that NGD wants experiment with knights gameplay, but is it necessary?

I thought that the point of this update was reducing the amount of random resists(blocks) and improving the absolute resist/block spells.
Instead, we see precise block nerfed and block buffed. Interesting approach.

Anyway, except this the update looks to me okay. It's maybe time for some other class for me.
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