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  #21  
Old 11-18-2009, 06:26 PM
kr0w17 kr0w17 is offline
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As I recall it worked very similarly to Buffs, in that a better version of a spell would overwrite a lower version. And, while some dots and dbuffs did stack, it was only occasionally, for instance I think rangers had a spell that was very nice specifically because it DID stack with others spells of it's type (I can't remember the spell and will have to call up my ranger friend on the phone to get the name but the only thing that is important is that very few spells stacked that acted in similar ways) I always understood that a great deal of R&D + testing went into how spells stacked and what stacked with what. It was one of the top 5 reasons raid planning was essential and brought depth and dynamic interplay to how classes interacted together and played specific rolls in groups.
  #22  
Old 11-18-2009, 06:52 PM
Aeolwind Aeolwind is offline
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Remember one thing, most raid mobs are completely immune to magic due to the inability to flag them immune to slow. So all magic based dots hare fighting against at least a 1000 resist and should have no chance of landing. If this is not the case please tell us now.
  #23  
Old 11-18-2009, 07:03 PM
messiah_b messiah_b is offline
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Are you saying magic based dots as in generically all cast dots, or are you referring to specifically a save vs. magic of 1000. Wouldn't that allow nature, poison, fire, cold etc to stick?
  #24  
Old 11-18-2009, 07:09 PM
kr0w17 kr0w17 is offline
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Aye, the vast majority of DoTs are not magic based (ie linked to the magic resist) mostly poison and disease based?
  #25  
Old 11-18-2009, 08:22 PM
JohnPublic JohnPublic is offline
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Shaman dots are disease and poison.
Druid dots are fire and magic.
Necros have fire, poison, disease, and magic.
  #26  
Old 11-18-2009, 08:51 PM
Falisaty Falisaty is offline
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so does this mean since malo is a magic based debuff it will never land? except for the lvl 60 one which is guaranted to land.
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