Stun: Difference between revisions
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>Malice1574@legacy41644011 (Revised; added diminishing returns calculation; added category) |
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{{For|the [[Support Gem|support gem]]|Stun (Support Gem)}} | {{For|the [[Support Gem|support gem]]|Stun (Support Gem)}} | ||
Whenever a player or monster takes damage, there is a chance they will be stunned. A stun interrupts whatever that creature was doing while a brief animation is played. The chance to stun is based off the damage done in a single attack compared to the target's maximum HP. The default length of stuns is 350ms. The duration of stuns can be altered by reduced block and stun recovery, increased stun duration, and similar modifiers. | Whenever a player or monster takes damage, there is a chance they will be stunned. A stun interrupts whatever that creature was doing while a brief animation is played. | ||
==Mechanics of stun== | |||
The chance to stun is based off the damage done in a single attack compared to the target's maximum HP. The default length of stuns is 350ms. The duration of stuns can be altered by reduced block and stun recovery, increased stun duration, and similar modifiers. | |||
The formula used for determining whether or not a stun occurs is: | The formula used for determining whether or not a stun occurs is: | ||
stun_chance = 200 * damage / defender_effective_max_life | <pre>stun_chance = 200 * damage / defender_effective_max_life</pre> | ||
Where ''defender_effective_max_life'' is what the maximum life of the creature would be in a single-player map. Increases to monster life from a party of more than one player do not affect ''defender_effective_max_life''. | |||
For a player with [[Chaos Inoculation]], their ''defender_effective_max_life'' is whatever their maximum life would be if they did not have Chaos Inoculation. | |||
If the chance to stun would be less than or equal to 25%, it's ignored, so you need to deal more than 12.5% of effective maximum life to have a chance to stun. | |||
==Stun threshold== | |||
Reduced stun threshold modifiers reduce the value of defender_effective_max_life. For example, {{mod|25% reduced Enemy Stun Threshold}} means the enemy will be treated as if their ''defender_effective_max_life'' is only 75% as much as it actually is, increasing the chance that the enemy will be stunned. | |||
For a player | There are diminishing returns affecting stun threshold reduction. When the total Stun Threshold Reduction would be over 75%, it is instead treated as being: | ||
<pre>75 + ( Stun Threshold Reduction - 75) * 25 / ( Stun Threshold Reduction -50 )</pre> | |||
For example, if a player has a total of {{mod|110% reduced Enemy Stun Threshold}} from gear and skills, the actual value that gets used would be: | |||
:75 + ( 110 - 75 ) * 25 / ( 110 - 50 ) | |||
:75 + 35 * 25 / 60 | |||
:75 + 35 * 0.42 | |||
:75 + 14.6 = {{mod|89.6% reduced Enemy Stun Threshold}} | |||
==Energy shield== | |||
As long as a creature has greater than 0 Energy Shield, it has a 50% chance to avoid stun. This is calculated independently of the creature's chance to be stunned, first the chance to stun is calculated, and if the stun check succeeds and would cause a stun, there is then a 50% chance that the stun can be avoided. | |||
[[Category:Game mechanics]] |
Revision as of 06:42, 17 February 2013
Whenever a player or monster takes damage, there is a chance they will be stunned. A stun interrupts whatever that creature was doing while a brief animation is played.
Mechanics of stun
The chance to stun is based off the damage done in a single attack compared to the target's maximum HP. The default length of stuns is 350ms. The duration of stuns can be altered by reduced block and stun recovery, increased stun duration, and similar modifiers.
The formula used for determining whether or not a stun occurs is:
stun_chance = 200 * damage / defender_effective_max_life
Where defender_effective_max_life is what the maximum life of the creature would be in a single-player map. Increases to monster life from a party of more than one player do not affect defender_effective_max_life.
For a player with Chaos Inoculation, their defender_effective_max_life is whatever their maximum life would be if they did not have Chaos Inoculation.
If the chance to stun would be less than or equal to 25%, it's ignored, so you need to deal more than 12.5% of effective maximum life to have a chance to stun.
Stun threshold
Reduced stun threshold modifiers reduce the value of defender_effective_max_life. For example, Lua error in Module:Mod at line 102: bad argument #2 to 'format' (string expected, got nil). means the enemy will be treated as if their defender_effective_max_life is only 75% as much as it actually is, increasing the chance that the enemy will be stunned.
There are diminishing returns affecting stun threshold reduction. When the total Stun Threshold Reduction would be over 75%, it is instead treated as being:
75 + ( Stun Threshold Reduction - 75) * 25 / ( Stun Threshold Reduction -50 )
For example, if a player has a total of Lua error in Module:Mod at line 102: bad argument #2 to 'format' (string expected, got nil). from gear and skills, the actual value that gets used would be:
- 75 + ( 110 - 75 ) * 25 / ( 110 - 50 )
- 75 + 35 * 25 / 60
- 75 + 35 * 0.42
- 75 + 14.6 = Lua error in Module:Mod at line 102: bad argument #2 to 'format' (string expected, got nil).
Energy shield
As long as a creature has greater than 0 Energy Shield, it has a 50% chance to avoid stun. This is calculated independently of the creature's chance to be stunned, first the chance to stun is calculated, and if the stun check succeeds and would cause a stun, there is then a 50% chance that the stun can be avoided.