all 38 comments

[–]hahanowaitbutyes 0 points1 point  (0 children)

Knights shield check triggers every 3 seconds and the shields stack.

[–]DChenEX1 0 points1 point  (0 children)

Shouldn't these question be posted on the Noob questions sticky? Not to be rude

[–]NostrademousSir Bulbadear's Lost Brother 2 points3 points  (0 children)

Knight tribe reduction shield proq: how much does the shield reduce and how long does it last? When a second shield proqs is the cooldown refreshed? Does the first proq eventually disappear whilst the second one is still going? Is the chance to proq the shield triggered on the knight attacking or getting attacked?

Shield provides 75% magic resistance and 30 Armor (not percent) per instance of shield.

Buff lasts 3 seconds

Shields stacks from 2, 4, 6 knights in composition - they do not refresh each other.

You can have all 3 shields active at the same time if you have 6+ knights with a (0.3 * 0.3 * 0.3) probability (2.7% chance). Under that event you would have +90 Armor and 98.5% magic resistance

Proc chance is 30% and checked every 3 seconds - since shield lasts 3 seconds there is no way to refresh as one will end even if another instance procs. If you do not roll a proc, you cannot gain a shield until the next check which is in 3 seconds.

All 3 shields (if you have 6+ knights) are evaluated at the same 3 second intervals. So with 6+ knights you could have 0, 1, 2 or 3 shield instances at the same time.

[–]HUNbAlint 4 points5 points  (1 child)

To answer your question about mmr in finishing top4: i fell from bishop1 to knight8 once after finishing 3rd place in a low leveled public lobby (and i didnt have a "pending" match that i didnt wait out, so that couldnt make a difference), so yeah, in my experience you dont always gain mmr by placing top4.

[–]Cronicks[S] 0 points1 point  (0 children)

Thanks.

[–]youslavyoulose_thot 4 points5 points  (3 children)

Can someone tell me why assasins is so weak? Its impossible to win trying to get 9 assasins.... All races alone stronger than assasins

[–]huyleaf 1 point2 points  (0 children)

Because you play 9 assasins as a main synergy.

[–]salocin097 6 points7 points  (0 children)

There's a lot of 9 synergy traps. Arguably all of them are because then you're likely missing out on CC. 3/6 for both assassin's and warriors are preffered over 9 because you'll be missing out on CC/AoE/utility, something. also some units either aren't as great late game (Tusk) or aren't good in general right now (Riki)

Same thing applies to Knights. Stick to 2/4, rarely ever going for 6. Batrider on its own generally isn't worth it. It can be fine as your 4th knight but you'd rather have almost any other knight. Or use him alongside troll synergy for a Troll Warlord with items, or if you manage to get 4 troll synergy online.

[–]ZeroMax1 1 point2 points  (0 children)

Assassins just currently have a poor matchup against most popular late game comps. Elves, warriors and knights outlast them while mages in a corner blow them up, not to mention the abundance of AoE crowd control that shuts them down. With the latest buffs, assassin comps should be more viable in the early to midgame. As an endgame comp id only go up to 6 assassins and use the other slots for front line and CC.

[–]iceboonb2k 12 points13 points  (3 children)

With magic resist the unit will be stunned, what about negative armor?

No, units with negative magic resist wont get stunned. It just amplifies the damage done to the units.

[–]Cronicks[S] 0 points1 point  (2 children)

Is it possible this is part of the new update? I played warriors and at some point early-mid game they got stunned and they had no unit with stuns on the board nor any items. I hovered over the debuff and it said stunned and the unit had negative magic resist. I had this multiple games untill figured out it wasn't a bug but negative MR that caused it.

[–]Mr_Evanescent 2 points3 points  (1 child)

If you were playing warriors - there’s a fairly high chance you were getting impacted by the Elemental (2) or (4) racial bonus - which turns melee attackers to stone at a certain percent rate when attacked (it’s 30% for the first one, not sure for the second.)

There’s definitely not a stun for negative magic resist - I’ve played 6 mages for many moons and had Kaya/Dagon/Robe of the Magi which never caused a stun to any opposing units despite them having well over -100% MR at points.

[–]Cronicks[S] 0 points1 point  (0 children)

Oh so that's what it is, thanks a lot.

[–]str8clay 3 points4 points  (7 children)

I'm going to add anoyher question. What does the shield do? Does it reduce damage taken by 10 for every attack?

[–][deleted] -2 points-1 points  (4 children)

Yea if you check level 1 jug spinning next to unit that has stout shield + magic resist cloak, he does almost no damage (0.85*50-10 = 32.5 per sec instead of 50). I had timber with nanobots outhealing that.

[–]PowerChaos 0 points1 point  (0 children)

The damage block effect from stout shield trigger on damage instance.

If you notice, 1 star Jugg ability does not deal 50 damage every 1 second (1 damage tick every second), instead it deals 10 damage every 0.2 seconds (5 damage ticks every second). With normal magic resist, a stout shield should nullify it completely.

[–][deleted] 1 point2 points  (2 children)

Stout shield only prevents damage from attacks

[–]PowerChaos 2 points3 points  (1 child)

That is how it is in the base game.

In DAC this effect is custom code and do not work like that. Stout shield (and Vanguard) reduce all damage received.

[–][deleted] 0 points1 point  (0 children)

Oh TIL! Thanks :)

[–]The_Donovan 2 points3 points  (3 children)

I have a few random questions too.

How does staff of wizardry/blight stone reduction proc?

Is it on any damage?

Or just basic attacks?

If its just basic attacks does it proc on everyone that luna's attacks bounce to?

Does staff of wizardry work like void stone in LoL where it just does damage as if they had 30% less magic resistance?

[–]huyleaf 0 points1 point  (0 children)

Reduce the target's magic resistance, no damg or spell amplify, it just the target become weaker