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Old 07-03-2011, 03:36 AM   #41
Nutsy
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Default Magic Immunity


What about Repel dispelling GA buff... does that mean that being magic immune dispels some buffs... is it similar to purge?
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Old 07-03-2011, 11:55 AM   #42
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Default Re: Magic Immunity

Quote:
Originally Posted by Nutsy View Post
What about Repel dispelling GA buff... does that mean that being magic immune dispels some buffs... is it similar to purge?
Quote:
Originally Posted by Vault Dweller View Post
Times quoted: OVER NINE THOUSAND

Buff ClassSome Examples
Magical Slow, Silence, Inner Fire, Hex
Physical Ensnare,Phoenix Fire (Poison Nova,Shukuchi),Web , Envenomed Weapons
Universal - Tier IMana Shield, Doom, Metamorphosis, Dust, Aura or AoEOld Scorched Earth, Smoke Screen
Universal - Tier IIChemical Rage, Timed Life

Dispel ClassHow to AchieveBuffs Removed
MagicalDispel, Purge, Magic Immunity, Primal Split, CycloneMagical
PhysicalBanish ( Decrepify ), Ethereal, CyclonePhysical
Universal IMirror Image, Charm ( Holy Persuasion, Helm of Dominator )Phys,Mag,Univ I
Universal IIDeath =(All
  • Aura buffs are applied by timed intervals, so removal of them is not obvious.
  • AoE Buffs go on effect as unit enters area. Once they are removed, unit need to exit and reenter the area.
  • Active Immolation and Mana Shield will be turned of when their buffs are removed.
  • Once it's buff is removed, Passive Immolation will be disabled until unit is Paused/Unpaused, Killed/Revived or ability/item is removed and added again.
  • Units with 0 ms can't be Cycloned. ( Like Ensnared, Entangled )
Awww Yeah!

It is indeed similar to purge.
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Old 07-13-2011, 04:07 AM   #43
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Default Re: Magic Immunity

May I add a little update that Charge of Darkness no longer give Magic immunity?
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Old 07-19-2011, 05:26 PM   #44
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Default Re: Magic Immunity

Question(s):

I've noticed that Repel does not dispel things like the slow from Panda's thunderclap or Ogre's flame slow (i.e., target is slowed, omni casts repel, DoT stops but slow is still active). Can you explain the mechanics behind this? Thanks.

On the same line of thinking, I've noticed that Aphotic Shield can debuff even stuns after they connect, but Repel cannot.

Also, how does magic immunity interact with silence? I think Thrall and Silencer's ultimates > magic immunity.

Also i've noticed that AA's ultimate cannot be dispelled with Repel after connecting (not sure about before).
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Old 07-19-2011, 10:38 PM   #45
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Default Re: Magic Immunity

1. Gaining magic immunity only removes magical buffs. There is a guide on this.

2. Aphotic Shield removes all negative buffs via triggers.

3. Ultimates go through magic immunity, as stated in the guide. Non-ultimate silences (like Drow's) and Soul Burns (like Orchid's) cannot target magic immune units.

4. Part of the ultimate can be removed and the magical damage can be stopped. This has already been discussed in a couple threads.
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Old 07-20-2011, 12:05 AM   #46
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Default Re: Magic Immunity

Quote:
Originally Posted by EebstertheGreat View Post

There is a guide on this.


This has already been discussed in a couple threads.
Can you provide links? Thanks.
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Old 07-20-2011, 01:31 PM   #47
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Default Re: Magic Immunity

Quote:
Originally Posted by mcgwire View Post
Can you provide links? Thanks.
There are hardly any threads in this subforum. Can you really not be bothered to look fro the one called "mini guide to Purge"?

As for Ice Blast, here's the post you want:

Quote:
Originally Posted by BBQ View Post
You should know that there's one function for the shattering effect and one for the DoT/regeneration prevention.


Purge (all Purge-based abilities), Eul's Cyclone (Invoker's Torado is excluded), Dark Pact, Kraken Shell and Time Lapse are all triggered to completely remove both the shattering effect and the DoT/regeneration prevention.


Now, the more complex situation.

Aphotic Shield, Borrowed Time and Mirror Image (all Mirror Image-based abilities) all can remove the buff of the Slow Aura (there are some other abilities that can do that as well, but they're unimportant in this case).

However, the buff will be reapplied up to 0.5 seconds afterwards (depending on when the aura was applied), while the DoT/regeneration prevention function runs every 0.1 seconds (starting when AA is picked). When the function runs, if the buff is no longer present, the DoT/regeneration prevention is stopped. This means that these abilities will cancel the DoT/regeneration prevention most of the time.

The shattering effect function runs whenever the unit that was hit by Ice Blast is damaged. It checks for the buff as well, and if the unit doesn't have it, the trigger is destroyed. So, in order to prevent the shattering with these abilities, you need to get damaged (even a 0-damage event would suffice), at most 0.5 seconds (a.k.a. before the buff is reapplied) after using them.
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Old 07-21-2011, 04:23 PM   #48
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Default Re: Magic Immunity

Quote:
Originally Posted by EebstertheGreat View Post
There are hardly any threads in this subforum. Can you really not be bothered to look fro the one called "mini guide to Purge"?
What does purge have to do with the original question regarding magic immunity and buffs?

Regardless, thanks for the AA info.
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Old 07-22-2011, 03:31 AM   #49
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Default Re: Magic Immunity

Quote:
Originally Posted by mcgwire View Post
What does purge have to do with the original question regarding magic immunity and buffs?

Regardless, thanks for the AA info.
In its most general sense in WC3, "purging" is the act of removing buffs.
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Old 08-18-2011, 12:31 PM   #50
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Default Re: Magic Immunity

Quote:
Originally Posted by Vault Dweller View Post
Attack TypeDamage TypeAffects Magic ImmuneExample
NormalNormalYesCounter Helix, Adaptive Strike
NormalMagicalNoLaser, Brain Sap
SpellsPhysicalYesLand Mines, Diabolic Edict
SpellsMagicalNoLaguna Blade, Hellfire Blast
SpellsUniversalYesDoom, March of Machines
MagicNormalNoPugna's Second Attack
NormalEnhancedYesCleave
SpellsEnhancedYesPoison Sting

First 4 combinations on the table are mostly referred as Physical (Normal), Pure (Precise), Mixed and Magical respectively. Others are not commonly used thus they don't have any short name.
Is Attack Type Spells identical to Attack Type Magic?

When i use the GUI function Unit - Damage target with the settings Attack type Spells and Damage type magic and convert it to custom text, it becomes ATTACK_TYPE_NORMAL, DAMAGE_TYPE_MAGIC, which would be a pure damage spell.

EDIT:
Nevermind, what is referred to as AT Normal in the table is actually ATTACK_TYPE_MELEE or ATTACK_TYPE_HERO.
Attack type Spells really is ATTACK_TYPE_NORMAL.
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Last edited by AmaTecBat; 08-18-2011 at 12:52 PM.
Old 08-19-2011, 12:10 AM   #51
MauranKilom
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Default Re: Magic Immunity

Blizzard never fails to confuse everyone.
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Old 08-21-2011, 05:21 PM   #52
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Default Re: Magic Immunity

Quote:
Originally Posted by AmaTecBat View Post
EDIT:
Nevermind, what is referred to as AT Normal in the table is actually ATTACK_TYPE_MELEE or ATTACK_TYPE_HERO.
Attack type Spells really is ATTACK_TYPE_NORMAL.
What the World Editor calls ATTACK_TYPE_MELEE, all other literature (including tooltips, etc.) refers to as "Attack Type: Normal." What the World Editor calls ATTACK_TYPE_NORMAL, all other literature refers to as "Attack Type: Spells."
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Old 08-27-2011, 02:21 PM   #53
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Default Re: Magic Immunity

WorldEdit Value Jass ValueEquivalent
Spells ATTACK_TYPE_NORMALSpells
NormalATTACK_TYPE_MELEENormal
PierceATTACK_TYPE_PIERCENormal
SiegeATTACK_TYPE_SIEGENormal
MagicATTACK_TYPE_MAGICMagic
ChaosATTACK_TYPE_CHAOSNormal
HeroATTACK_TYPE_HERONormal

Blizzard sure knows how to do it the hard way
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Old 08-27-2011, 02:54 PM   #54
MauranKilom
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Default Re: Magic Immunity

^I'll save that in a bookmark. Removes another bit of confusion in the world editor.
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if GetRandomInt(0,10)<11 then

Fix OD combo! IMPLEMENTED!
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Old 08-29-2011, 01:38 AM   #55
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Default Re: Magic Immunity

^ I robbed it from wc3c.net =|
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Old 01-29-2012, 12:21 PM   #56
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Default Re: Magic Immunity

once i was playing spirit breaker and i took a double damage rune then i used my 1st skil to attack an opponent then i used the ulti but after i used it i realised that there is no double damage so the ulti's magic imunity made it go or what???
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Old 01-29-2012, 11:25 PM   #57
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Default Re: Magic Immunity

Yes, magic immunity removes the buff granted by Roar, which is what the DD rune uses.
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Old 07-13-2012, 02:05 AM   #58
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Default Re: Magic Immunity

soul keeper's ulti doesnt effect magic immune heroes although it is hp removal and not magical damage why???
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Old 07-13-2012, 07:02 PM   #59
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Default Re: Magic Immunity

Quote:
Originally Posted by oulay View Post
soul keeper's ulti doesnt effect magic immune heroes although it is hp removal and not magical damage why???
Skill is coded in a way that the each HP Adjustment effect is triggered by the Storm Bolt spell that's cast by dummy units. This Storm Bolt ability which you see as mini-stunning skulls in game, is not an ultimate ability therefore dummy units fail to cast it if target or Terrorblade is Magic Immune.
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Old 07-17-2012, 08:28 AM   #60
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Default Re: Magic Immunity

life break provides magic immunity also
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Old 09-11-2012, 09:59 AM   #61
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Default Re: Magic Immunity

Could this guide be updated for 2012 (74c)
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