2014-03-01, 17:12:43
With version 8.80 you won't have to worry about that anymore. But I want to point out, that both Deflective and Burst Armor are completely different to Negator Pack and Mass Converter, when it comes to damage reduction.
Anyway, with the change to the new armor system, the restriction of magic resistances from items won't be there anymore (this was one of the reason why I did that: to get rid of these stupid stacking rules).
Both Deflective and Burst Armor state "Doesn't stack with Deflective or Burst Armor". I guess I don't need to mention this, since you can't pick up both items at the same time anyway. So the only thing that changes in 8.80 is the fact, that Negator and Mass Converter now stack (that is, their armor bonus does). To put it in another way: apart from Burst and Deflective with each other, all other combinations will work.
By the way, you are wrong about your assumption about high cooldown weapons. Every weapon only fires at the exact moment, when its interval runs out. They do not wait on a target.
Regarding your last statement: I always had the feeling, that when one player was chasing the other, the one running away seemed to have an easier time hitting the enemy behind him. This might be related to the way Wc3 handles the target detection. But whatever the case, I can't influence this behavior.
Anyway, with the change to the new armor system, the restriction of magic resistances from items won't be there anymore (this was one of the reason why I did that: to get rid of these stupid stacking rules).
Both Deflective and Burst Armor state "Doesn't stack with Deflective or Burst Armor". I guess I don't need to mention this, since you can't pick up both items at the same time anyway. So the only thing that changes in 8.80 is the fact, that Negator and Mass Converter now stack (that is, their armor bonus does). To put it in another way: apart from Burst and Deflective with each other, all other combinations will work.
By the way, you are wrong about your assumption about high cooldown weapons. Every weapon only fires at the exact moment, when its interval runs out. They do not wait on a target.
Regarding your last statement: I always had the feeling, that when one player was chasing the other, the one running away seemed to have an easier time hitting the enemy behind him. This might be related to the way Wc3 handles the target detection. But whatever the case, I can't influence this behavior.
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