CC spells duration difference??

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Naki
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CC spells duration difference??

Unread postby Naki » 21 Jan 2012, 20:55

I am trying to block a unit from moving/attacking for several turns.
I am playing with Sanctuary (Irina), for some reason the spell duration looks as one number (4 for example) and when I cast it and look at the creature it has been cast on, it shows another number (3 for example).
Why does that happen? Thanks!
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Avonu
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Unread postby Avonu » 21 Jan 2012, 21:10

It seems sometimes game count turn before unit action as first turn. At least it was before patches, I don't know how it is now (ex. Agony or "posion" effects hit target before it move - it same mechanism as in case of cyclops' ability).

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Unread postby Naki » 21 Jan 2012, 22:04

Avonu wrote:It seems sometimes game count turn before unit action as first turn. At least it was before patches, I don't know how it is now (ex. Agony or "posion" effects hit target before it move - it same mechanism as in case of cyclops' ability).
I am not asking about spells that damage the creature. I am asking about Serenity, Blind, Petrify, Time Stasis/etc.
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Avonu
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Unread postby Avonu » 21 Jan 2012, 23:07

It seems sometimes game count turn before unit action as first turn.
But to b honest I forgot about other possibility outside bugs - magic resistance. This stat could shorten spell duraction... maybe.

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Unread postby Spin » 21 Jan 2012, 23:55

The spells show the effect for a unit with 0% magic resistance i think. This is why Spells like Time Stasis always say 3 turns but you rarely ever get a 3 turn Time Stasis on a creature.

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Unread postby Mirez » 22 Jan 2012, 22:11

I think the tier of a unit might also matter. For example, serenity works longer on core creatures than champions.
treants are dendrosexual 0_o

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Unread postby JypeFIN » 23 Jan 2012, 21:11

I think Magic Defence affects also to the spell duration. If a creature has high MD spell duration will be shorter.


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