Quote:
Originally Posted by Technique
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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).
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.
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Cancel magic would dispel anything given enough casts...
There were definitely counters.