So if you look at Slow's status entry, you'll see this:
new entry "SLOWED"
type "StatusData"
data "StatusType" "CONSUME"
data "ForGameMaster" "Yes"
data "InitiateCombat" "No"
data "DisplayName" "SLOWED_DisplayName"
data "DisplayNameRef" "Slowed"
data "Description" "SLOWED_Description"
data "DescriptionRef" "|Reduced Movement speed by [1]%. Cured by Hasted, Adrenaline.|"
data "DescriptionParams" "Stats:Stats_Slowed:MovementSpeedBoost"
data "Icon" "statIcons_Slowed"
data "FormatColor" "Red"
data "StatusEffect" "RS3_FX_GP_Status_Slowed_01"
data "SavingThrow" "MagicArmor"
data "ImmuneFlag" "SlowedImmunity"
data "StatsId" "Stats_Slowed"
data "StackId" "Stack_Slowed"
Specifically:
data "SavingThrow" "MagicArmor"A way to get around this would be to create your own Slow (which is preferrable than overriding the original), and remove the saving throw.
Wouldn't that risk resulting in double-slows, if you, say, would be hit by the home-made slow while standing in Oil?
Either way, that's super-helpful just for the fact that actually making my own effect hadn't occurred to me - I have only messed with Skills using the Stats editor so far and I guess I'm having tunnel vision.