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#1352
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Magic resistance in Heroes of Might and Magic isn't a freebie; you still have to factor it in:D. And frankly, it's unclear why they want to reduce its effectiveness. There are very few instances where it actually triggers in time (and the case of magic resistance against a hit-and-run attacker is one of them), so this proposal essentially negates the effect of its activation... Let's model a possible scenario if fleeing is allowed after magic resistance: the main hero of player A marches to attack the castle of player B and stops nearby. Player B attacks hero A with a mage and 7 silver pegasi, clearly intending to attack for two rounds and then flee. Hero A, anticipating this attack, equips magic resistance and Wave of Death. In the first round, magic resistance triggers, and player B immediately retreats instead of facing certain death, buys units in the castle again, and attacks (and so on, until the spell finally deals damage). At this point, you can argue about who's getting the better deal: the hero with magic resistance, who benefited from their percentage chance, or the attacking mage, for whom this magic resistance is essentially irrelevant because they'll deal damage anyway after fleeing, just spending a little more money... Allowing fleeing after magic resistance, in my opinion, is absurd because damage was dealt, but it went to waste; the effect was resisted (if we approach the issue formally).
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