(One intermediate revision by one other user not shown)
Line 13:
Line 13:
==Mechanics==
==Mechanics==
{{main|Stun}}
A perfect roll jewel (or 50+% and {{psl|Unfaltering}}) combined with a 21/20 {{il|Petrified Blood}} and 30% [[recoup]] make it possible to lose effectively no life from [[stun]]ning hits. However, it is still possible to die if the player takes enough damage for 60% of the hit to one-shot.<ref name="FullRecovery"/>
A perfect roll jewel (or 50+% and {{psl|Unfaltering}}) combined with a 21/20 {{il|Petrified Blood}} and 30% [[recoup]] make it possible to lose effectively no life from [[stun]]ning hits. However, it is still possible to die if the player takes enough damage for 60% of the hit to one-shot.<ref name="FullRecovery"/>
* To be reliably stunned, the character can combine low or zero [[Energy Shield]] with an effect that grants {{c|mod|Stun Threshold is based on (#% of your) Energy Shield instead of Life}}, such as {{il|Valyrium}}.
* To be reliably stunned, the character can combine low or zero [[Energy Shield]] with an effect that grants {{c|mod|Stun Threshold is based on (#% of your) Energy Shield instead of Life}}, such as {{il|Valyrium}}.
** {{il|Skyforth}} with a method to reduce mana, such as {{psl|Blood Magic}}, can also work.
* Stats such as {{c|mod|#chance to Avoid being Stunned}} and {{c|mod|#chance to Ignore Stuns}} should be avoided, as they will prevent stuns.
* Stats such as {{c|mod|#chance to Avoid being Stunned}} and {{c|mod|#chance to Ignore Stuns}} should be avoided, as they will prevent stuns.
** {{il|Skyforth}} with a method to reduce mana, such as {{psl|Blood Magic}}, can also work.
** The inherent 50% chance to ignore a stun while having Energy Shield does ''not'' prevent Bloodnotch's recovery, unlike other effects that ignore or prevent stun. Removing this chance with {{psl|Eldritch Battery}} or by having 0 current ES is not required.<ref name="BloodnotchES"/>
** The inherent 50% chance to ignore a stun while having Energy Shield does ''not'' prevent Bloodnotch's recovery, unlike other effects that ignore or prevent stun. Removing this chance with {{psl|Eldritch Battery}} or by having 0 current ES is not required.<ref name="BloodnotchES"/>
Latest revision as of 17:20, 23 March 2024
Bloodnotch Crimson JewelLimited to: 1(40-60)% of Damage taken from Stunning Hits is Recovered as LifeAt the core of the warrior's spirit, a fierce determination burns, igniting their capacity to endure.Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
Bloodnotch is a uniqueCrimson JewelCrimson JewelPlace into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket..
A perfect roll jewel (or 50+% and Unfaltering) combined with a 21/20 Petrified BloodPetrified BloodSpell Level: (1-20) Reservation: 35% Mana Cooldown Time: 1.00 sec Can Store 1 Use(s) Cast Time: InstantRequires Level 24Applies a buff that protects the lower half of your life, preventing some of the immediate life loss when damaged by hits and applying the loss over time instead. Your life cannot be raised above low life other than by flasks, and while above low life, skills will cost life as well as mana.Life Recovery other than Flasks cannot Recover Life to above Low Life When taking Damage from Hits, 40% of Life loss below half Life is Prevented, then (100-81)% of Life loss prevented this way is lost over 4 seconds Skills gain a Base Life Cost equal to 40% of Base Mana Cost while not on Low Life
Additional Effects From 1-20% Quality: -(0.25-5)% of Life loss prevented is lost over 4 secondsPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket. and 30% recoup make it possible to lose effectively no life from stunning hits. However, it is still possible to die if the player takes enough damage for 60% of the hit to one-shot.[1]
To be reliably stunned, the character can combine low or zero Energy Shield with an effect that grants Stun Threshold is based on (#% of your) Energy Shield instead of Life, such as ValyriumValyrium Moonstone RingRequires Level 38+(15-25) to maximum Energy Shield+(30-40) to maximum Energy Shield +(30-40)% to Fire Resistance -40% to Cold Resistance Stun Threshold is based on Energy Shield instead of LifeThey will rise and fall in fire and blood..
SkyforthSkyforth Sorcerer BootsEnergy Shield: (51-59)Requires Level 67, 123 Int+(60-120) to maximum Mana 30% increased Movement Speed 25% chance to gain a Power Charge on Critical Strike 12% increased Reservation Efficiency of Skills You have no Life Regeneration Stun Threshold is based on 500% of your Mana instead of LifeThe quick die young, the brilliant go mad, and the powerful stand alone in a wasteland of their own creation. with a method to reduce mana, such as Blood Magic, can also work.
Stats such as #chance to Avoid being Stunned and #chance to Ignore Stuns should be avoided, as they will prevent stuns.
The inherent 50% chance to ignore a stun while having Energy Shield does not prevent Bloodnotch's recovery, unlike other effects that ignore or prevent stun. Removing this chance with Eldritch Battery or by having 0 current ES is not required.[2]
Builds that rely on consistent Bloodnotch recovery would ideally want at least one of the following:
100% cold damage taken as non-cold damage - this method is non-conditional and more reliable, but requires more investment through specific equipment or jewels.
Eyes of the GreatwolfEyes of the Greatwolf Greatwolf TalismanTalisman Tier: 4 Requires Level 52<Two random talisman implicit modifiers>Implicit Modifier magnitudes are doubledCorruptedI am but a vessel for a greater force. It acts through me. Speaks through me. Decides what lives and dies through me. And will change the world through me. (Cold to Fire/Lightning): most efficient.
Any two of Avian Twins Talisman, Mahuxotl's MachinationMahuxotl's Machination Steel Kite ShieldChance to Block: 26% Armour: (146-167) Energy Shield: (30-35) Movement Speed: -3%Requires Level 46, 60 Str, 60 IntCorrupted Soul Divine Flesh Eternal Youth Everlasting Sacrifice Immortal Ambition Vaal PactThe Banished Architect sought to employ all the darkest secrets of the Vaal... at the same time. (Divine Flesh), or Tempered by War: can be more defensive if already using Divine Flesh or Tempered by War.
Enemies cannot deal critical strikes - these methods are more universally accessible but have conditional uptime.
Poison Mastery's Enemies Poisoned by you cannot deal Critical Strikes: requires some investment into Poison chance, not reliable during immunity phases.
Stun Mastery's Hits against you Cannot be Critical Strikes if you've been Stunned Recently:[3] fairly reliable uptime, requires caution as certain modifiers that guarantee crits (Ultimatum mods, Ursine Funerary Altar) + modifiers that can cause you to take cold damage (e.g. map mods, Eater Eldritch Altars, or Taste of HateTaste of Hate Sapphire FlaskLasts 8.00 Seconds Consumes 20 of 50 Charges on use +40% to Cold Resistance +5% to maximum Cold ResistanceRequires Level 18(10-15)% of Physical Damage from Hits taken as Cold Damage during Effect Gain (10-15)% of Physical Damage as Extra Cold Damage during effect 30% chance to Avoid being Chilled during Effect 30% chance to Avoid being Frozen during EffectA sip will freeze your lips, A swig will chill your heart, A glass will still your soul.Right click to drink. Can only hold charges while in belt. Refills as you kill monsters.) may make it difficult to find an initial stunning hit.
Garb of the EphemeralGarb of the Ephemeral Savant's RobeEnergy Shield: (322-435) Movement Speed: -3%Requires Level 56, 600 Str, 752 Int<One to three random Synthesis implicit modifiers>(180-230)% increased Energy Shield +600 Strength and Intelligence Requirement Gain a Divine Charge on Hit +10 to maximum Divine Charges You gain Divinity for 10 seconds on reaching maximum Divine Charges Lose all Divine Charges when you gain Divinity Nearby Allies' Action Speed cannot be modified to below Base Value Nearby Enemies cannot deal Critical StrikesExceptional men and women of strong will can flicker a spark, but something much greater is needed to unleash the wildfire of true divine flames.: prevents the use of other body armours, but permanent uptime; can be equipped by an Animate GuardianAnimate GuardianSpell, Minion Level: (1-20) Cost: (11-20) Mana Cast Time: 0.60 secRequires Level 28Animates a melee weapon or armour, attaching it to an invisible Guardian that fights by your side. Animating multiple items attaches them to the same Guardian. You cannot animate unidentified items. Cannot be used by Traps or Mines.Minions have (0-38)% more Maximum Life Can use Items requiring up to Level (33-100) Minion deals (0-38)% more Damage
Additional Effects From 1-20% Quality: (2-40)% increased Minion Movement SpeedPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket. instead; not reliable during untargetable immunity phases.
Certain monster skills are not able to stun at all.
Jack in the BoxJack in the Box4ItemTurn the crank, close your eyes, and pray to the gods for a pleasant surprise.
Random item
A
1
Singular IncubatorSingular IncubatorStack Size: 10Adds an incubated Unique item to an equippable item Item drops after killing {0} monstersRight click this item then left click an item to apply it. The Incubated item drops after killing a specific number of monsters.
Random item
A
1
The VoidThe Void1Reach into the Void and claim your prize.