Spells have effect slots. Higher level buffs tend to not only have multiple effects, but many of them also have slots occupied with what can only be described as "filler" effects (they're parsed as being blank? or Charisma with no value), which was probably the workaround necessary to make them stack with other spells that had the same effect because of how crude the stacking system was.
For example, in kunark/velious-era spdats, Symbol of Marzin has the first 2 effect slots taken up by the aforementioned filler effects, while the following two slots contain the buff's defining effects:
- Increase Max Hitpoints by 640 (L54) to 700 (L60)
- Increase HP when cast by 640 (L54) to 700 (L60)
Even the
live Lucy entry for SoM still lists these effects as being in slots 3 and 4, respectively.
Now I don't believe these slots were considered "counters" in the same sense as poison/disease counters (the cure mechanics were a different system), but comparing the number of effect slots used by a particular spell vs. what's supposedly the "strength" value of various dispels, it might shed some light on why Cancel Magic (1) would remove something like See Invis (only 1 effect slot), but not Symbol (4 effect slots).
Quote:
Originally Posted by Haynar
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I can make something up for buff strength to simmulate the behavior.
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How about we try testing a theory of how it actually works/worked on Live before you just leap in and cob job something together like you're doing with the resist system.