**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
What do you mean by 100% resistant ?
Stellar
Posts: 1,069 ★★★★
Silver Surfer is supposed to be 100% to shock damage
But apparently it’s on shock but only some kind of shock…
But apparently it’s on shock but only some kind of shock…
11
Comments
Passives could not be purified but shock damage is shock damage whatever the source
Take Mephisto, wether the incineration is active or passive, he takes no damage and that’s logic (Nova are not considered as incinerations)
He'll take damage if he isn't awakened or he doesn't have enough charges
Similarly, Corvus will be damaged by passive effects
Though it does make me wonder what a Passive damage over time effect even is - how does one passively shock someone?
Passive debuffs are not a thing in this game.
Correct me if I’m wrong, but that was my understanding
Parry stun is a stun DEBUFF. White Mags prefight is a PASSIVE stun. One is affected by Limber, the other is not.
In modern language active is always related & compared to passive (as in sentence structure - active vs passive voice), so there will always be some confusion regarding a passive effect that is indeed actively occurring, especially with newer players.
there are passive abilities in the game that inflict debuffs. I’ll have to find an example
i.e. passively unblockable, passively unstoppable are also a thing in this game.
That's also how the nomenclature has evolved that includes buff and debuff together with active and passive to indicate if something has a positive or negative effect (setting aside "zero" effect buffs and debuffs for the moment).
I'm not saying the OP is correct in their assessment, just saying that there is some merit to players using qualifying terms to indicate if a passive has good or bad impact.
And you missed the point of what I was saying, but good for you.
Passively unblockable can also mean being in the act of having an unblockable passive.
The point I was making which you ignored is that something being "passive" doesn't denote if it's a positive or negative impact. For example, Hulking's buffs get nullified and become passive equivalents. Collectively you could call them "passives", but according to other posters that means they're inflicting damage that can't be shrugged, but that's not what is happening. It's easier to to tell someone they turn into "passive buffs", whether the pedants here like it or not, it's actually much clearer what that means. Just calling something a passive is vague.
Debuff: Describes a generally negative effect, usually placed on your opponent. Debuffs have inherent interactions with Purify, which will remove one or more debuffs from its target. Debuffs are affected by ability accuracy modification.
Active: Describes an effect that is currently on. This is the only specific gameplay meaning of an active effect. For example, an active Armor Up buff is just any Armor Up buff currently affecting a Champion.
Passive: Describes an effect that is neither a buff nor a debuff, but could have either a positive or negative effect. Passive effects have no inherent removal mechanic, and so cannot be removed except by specific interactions cited in their descriptions (e.g. Iron Man (Infinity War)'s Armor Up passive is specifically said to be removed by Armor Break). Passive effects are affected by ability accuracy modification.
An Effect can be tagged as a Buff, a Debuff, or a Passive effect. These are just labels, like colors. Something can be red or green or blue. Buff, Debuff, and Passive are just colors. And while the game engine theoretically allows the developers to stick these flags on effects however they want to, like Post-it notes, by convention the devs only place one on every effect. So these flags are like radio buttons. There's only one on the effect. So by this convention, anything that is one is not the other two. There are no Passive Debuffs any more than there are any Buff Debuffs. In this context, we usually say that there are three types of effects: Buff, Debuff, and Passive (and this is an oversimplification, because there are effects that are neither Buff nor Debuff nor Passive - some node effects, for example, appear to be none of these).
Also by convention Buffs are usually positive effects and Debuffs are usually negative effects but this is not enforced by the game and there are exceptions. Loas (Dr. Voodoo) are Buffs with no direct beneficial effect. Rage (Kingpin) is a debuff with no direct beneficial effect.
Separately, an Ability can be Passive or not Passive. Passive abilities are always on. Not Passive abilities are not always on - they need to be activated somehow. The canonical example is Medusa. Living Strands is a Passive ability. That means this ability is always on. This ability triggers a Fury effect on Medusa every three seconds. This Fury effect is a Buff, not a Passive. Living Strands is a Passive ability that triggers a Buff effect.
Finally, all effects are either Active or not Active. Active means they are on. Not Active means they are not on. In general, an effect that is "not Active" is essentially not there. So when Living Threads triggers a Fury, that Fury is an active effect. If Medusa hasn't triggered any Furies yet, we say there are no Active Furies on Medusa.
There are no situational contexts in MCOC where "Active" and "Passive" are opposites. When talking about types of effects, "Passive" has no opposite, any more than Purple has an opposite. It is just one of three tags. When talking about Abilities, the opposite of Passive is "Not Passive." Once again, Passive doesn't really have an opposite in that context: Passive is just one specific kind of Ability. And when talking about the state of an effect, the opposite of Active is "not Active" because Active also doesn't have a real opposite: the opposite of Active in this context is basically "not there."
Beyond that, there is no such rule that I'm aware of between "passively unblockable" and "unblockable passive." "Unblockable passive" refers to the passive effect itself. "Passively unblockable" refers to the nature of the effect. But one is a consequence of the other. An unblockable passive makes a champion passively unblockable. That's just a semantic distinction regarding the subject of the phrase in English.
If a champion is described as "passively unblockable" that means nothing more or less than there exists a passive effect which is conferring the unblockable state upon that champion. If no such effect exists, the champion cannot be "passively unblockable" by definition.
I don't know this for a fact, but my experience with game engines combined with the history of passive effects in this game suggests that the origin of the lingo comes from a fundamental idea that is common to game engines. There are things you want to just be there, and there are things you want to be triggered to happen. The stuff that is always there are passives, while the stuff you want to be triggered to happen are "activated" effects, of which there are the Buffs and Debuffs. Even MCOC uses this terminology when talking about abilities.
But then all games evolve over time, and try to leverage their capabilities to do more than what they were initially designed to do. Eventually, you decide you want to apply an effect but once it is there it can't be removed. Activated effects have all sorts of ways to create them and then remove them, but passive effects aren't subject to those rules. So you decide to break the convention of passive effects always being there, and start throwing them around. Suddenly so-called passive effects are not just invisible and in the background, but players of your game are actually interacting with them. They become a third kind of player-facing effect, and suddenly you have three: Buff, Debuff, and the other one. It carries the passive tag because of its original design intent, and no one thinks to invent player-facing terminology that is less confusing, and we end up with Passive effects that are not Buffs or Debuffs. Passive gets promoted from invisible effect players shouldn't have to understand or talk about, to very visible effect that needs a name and a set of rules that go along with it.
Which is more or less exactly how players eventually came to (have to) understand Passive effects.