Stun: Difference between revisions
>OmegaK2 (→Skills) |
>TheFrz mNo edit summary |
||
Line 1: | Line 1: | ||
{{about|the game mechanic|the support gem|Stun Support}} | {{about|the game mechanic|the support gem|Stun Support}} | ||
Whenever a player or monster takes [[damage]] from a [[hit]], there is a chance they will be stunned. A '''stun''' interrupts whatever that creature was doing while a brief animation is played. | Whenever a player or [[monster]] takes [[damage]] from a [[hit]], there is a chance they will be stunned. A '''stun''' interrupts whatever that creature was doing while a brief animation is played. | ||
Neither damage over time nor reflect can cause stun.<ref name="dotStun" /> | Neither [[damage over time]] nor [[reflect]] can cause stun.<ref name="dotStun"/> | ||
==Mechanics{{anchor|StunRecovery}}{{anchor|StunDuration}}== | ==Mechanics{{anchor|StunRecovery}}{{anchor|StunDuration}}== | ||
Line 9: | Line 9: | ||
{{redirect|Stun Recovery|the passive skill|Stun Recovery (passive skill)}} | {{redirect|Stun Recovery|the passive skill|Stun Recovery (passive skill)}} | ||
The chance to stun is based off the | The chance to stun is based off the damage done in a single hit compared to the target's maximum [[life]]. The default length of stuns is '''350ms'''.<ref name="cite1"/> | ||
The duration of stuns can be altered by {{c|mod|increased Block and Stun Recovery}}, {{c|mod|increased Stun Duration on enemies}}, {{c|mod| increased Stun Duration with Two Handed Melee Weapons on enemies}} and similar modifiers. | The duration of stuns can be altered by {{c|mod|increased Block and Stun Recovery}}, {{c|mod|increased Stun Duration on enemies}}, {{c|mod| increased Stun Duration with Two Handed Melee Weapons on enemies}} and similar modifiers. | ||
Whether or not a stun occurs can be calculated using the following formula:<ref name="cite1" /> | Whether or not a stun occurs can be calculated using the following formula:<ref name="cite1"/> | ||
<pre>stun_chance [%] = 200 * damage / defender_effective_max_life</pre> | <pre>stun_chance [%] = 200 * damage / defender_effective_max_life</pre> | ||
Line 21: | Line 22: | ||
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.<ref name="cite2" /> | 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.<ref name="cite2" /> | ||
If the chance to stun would be less than or equal to 20%, it is ignored,<ref name="stunThreshold" /> so you need to deal more than 10% of effective maximum life to have a chance to stun. Dealing at least 50% of maximum life will always stun. | If the chance to stun would be less than or equal to 20%, it is ignored,<ref name="stunThreshold"/> so you need to deal more than 10% of effective maximum life to have a chance to stun. Dealing at least 50% of maximum life will always stun. | ||
==Stun threshold{{anchor|StunThreshold}}== | ===Stun threshold{{anchor|StunThreshold}}=== | ||
Reduced stun threshold modifiers reduce the value of defender_effective_max_life. For example, {{c|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.<ref name="cite1"/> | Reduced stun threshold modifiers reduce the value of defender_effective_max_life. For example, {{c|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.<ref name="cite1"/> | ||
Line 30: | Line 31: | ||
The net effect on the mean number of stuns during a monster's lifetime is as follows: | The net effect on the mean number of stuns during a monster's lifetime is as follows: | ||
* Hyperbolic regime: From 0 to 75% Reduced Stun Threshold, the mean number of stuns per lifetime increases from 2 to 8, accelerating as it goes. | |||
* Hyperbolic regime: From 0 | |||
* Linear regime: Every 3.125% Reduced Stun Threshold past 75% increases the mean number of stuns per lifetime by 1. | * Linear regime: Every 3.125% Reduced Stun Threshold past 75% increases the mean number of stuns per lifetime by 1. | ||
=== | ====Example==== | ||
If a player has a total of {{c|mod|110% reduced Enemy Stun Threshold}} from gear and skills, the actual value that gets used would be: | If a player has a total of {{c|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 + ( 110 - 75 ) * 25 / ( 110 - 50 ) | ||
Line 42: | Line 41: | ||
:75 + 14.6 = {{c|mod|89.6% reduced Enemy Stun Threshold}} | :75 + 14.6 = {{c|mod|89.6% reduced Enemy Stun Threshold}} | ||
{| class="wikitable" style="text-align: center | {| class="wikitable mw-collapsible mw-collapsed" style="text-align: center" | ||
! | ! {{abbr|Reduced threshold|Reduced enemy stun threshold}} | ||
! | ! {{abbr|Eff. reduced threshold|Effective reduced enemy stun threshold}} | ||
! | ! {{abbr|Min life for stun|Minimum percentage of life a hit needs to deal to stun}} | ||
! | ! {{abbr|Min life for 100% stun|Percentage of Life a hit needs to deal to have 100% stun chance}} | ||
|- | |- | ||
| 0% || 0% || 10% || 50% | | 0% || 0% || 10% || 50% | ||
Line 111: | Line 110: | ||
|} | |} | ||
==Avoiding stun== | ===Avoiding stun=== | ||
There are [[passive skill]]s and item modifiers that grants a chance to avoid becoming stunned: | There are [[passive skill]]s and item modifiers that grants a chance to avoid becoming stunned: | ||
* As long as a creature has greater than 0 [[energy shield]], it has a 50% chance to ignore a stun.<ref name="cite2"/> This is calculated independently of the creature's chance to be stunned. First the chance to stun is calculated as normal, and if the stun check succeeds and would cause a stun, there is then a 50% chance that the stun can be ignored. An attack that removes energy shield can have its stun avoided, even though energy shield is 0 after damage is applied. Players lose this chance to ignore a stun with the [[Eldritch Battery]] keystone node.<ref name="cite7"/> | * As long as a creature has greater than 0 [[energy shield]], it has a 50% chance to ignore a stun.<ref name="cite2"/> This is calculated independently of the creature's chance to be stunned. First the chance to stun is calculated as normal, and if the stun check succeeds and would cause a stun, there is then a 50% chance that the stun can be ignored. An attack that removes energy shield can have its stun avoided, even though energy shield is 0 after damage is applied. Players lose this chance to ignore a stun with the [[Eldritch Battery]] keystone node.<ref name="cite7"/> | ||
Line 117: | Line 116: | ||
* The modifier {{c|mod|+#% chance to Avoid interruption from Stuns while Casting}}. | * The modifier {{c|mod|+#% chance to Avoid interruption from Stuns while Casting}}. | ||
The above modifiers are not doing the same thing, and apply at different times. They are not, and cannot be, additive with each other.<ref name="AvoidStun" /><ref name="AvoidStunCasting" /> | The above modifiers are not doing the same thing, and apply at different times. They are not, and cannot be, additive with each other.<ref name="AvoidStun"/><ref name="AvoidStunCasting"/> | ||
===Example=== | ====Example==== | ||
A character with considerable amount of [[energy shield]] is continuously casting a spell. The character has following mods: | A character with considerable amount of [[energy shield]] is continuously casting a spell. The character has following mods: | ||
Line 129: | Line 128: | ||
<pre> (1 - 0.5) * (1 - 0.38) * (1 - 0.25) = 23.25% </pre> | <pre> (1 - 0.5) * (1 - 0.38) * (1 - 0.25) = 23.25% </pre> | ||
== Passive | ===Stun immunity=== | ||
=== Stun Recovery === | * [[Unwavering Stance]] | ||
* {{il|Eye of Chayula}} | |||
* {{il|Ezomyte Hold}} | |||
* {{il|Kaom's Roots}} | |||
* {{il|Lioneye's Paws}} (on [[low life]]) | |||
* {{il|Spine of Stone}} (for [[totem]]s) | |||
==Related skills== | |||
{{#ask: | |||
[[Concept:Skill gems]] | |||
[[Has subobject.Has stat ids::~*stun*]] | |||
|?Has name | |||
|?Has infobox HTML | |||
|?Has support gem letter HTML | |||
|?Has level requirement | |||
|?Has strength percentage | |||
|?Has intelligence percentage | |||
|?Has dexterity percentage | |||
|intro=A list of [[skill gem]]s that relates to stun. | |||
|limit=1000 | |||
|link=none | |||
|format=template | |||
|introtemplate=SMW item table/skill gem/intro | |||
|template=SMW item table/skill gem | |||
|named args=yes | |||
|userparam=level=yes, int=yes, dex=yes, str=yes | |||
|sort=Has primary attribute, Has name | |||
}}</table> | |||
==Related items== | |||
The following items are related to stun. | |||
===Basic=== | |||
* [[Mace]]s grant increased stun duration on enemies as an implicit. | |||
* {{il|Blunt Arrow Quiver}} grants increased stun duration on enemies as an implicit. | |||
* {{il|Cloth Belt}} grants increased stun recovery as an implicit. | |||
* {{il|Studded Belt}} grants increased stun duration on enemies as an implicit. | |||
===Unique items=== | |||
====Offensive==== | |||
{{item table|format=mods | |||
| Al Dhih | |||
| Broadstroke | |||
| Callinellus Malleus | |||
| Death's Hand | |||
| Facebreaker | |||
| Geofri's Baptism | |||
| Gorebreaker | |||
| Hrimnor's Hymn | |||
| Marohi Erqi | |||
| Mortem Morsu | |||
| Redblade Tramplers | |||
| Thunderfist | |||
}} | |||
====Defensive==== | |||
{{item table|format=mods | |||
| Asenath's Mark | |||
| Dusktoe | |||
| Eye of Chayula | |||
| Ezomyte Hold | |||
| Fairgraves' Tricorne | |||
| Hrimnor's Resolve | |||
| Kiara's Determination | |||
| Lakishu's Blade | |||
| Lioneye's Paws | |||
| Lioneye's Remorse | |||
| Ornament of the East | |||
| Rearguard | |||
| Shackles of the Wretched | |||
| Shavronne's Pace | |||
| Spire of Stone | |||
| Skyforth | |||
| Tremor Rod | |||
| Ungil's Harmony | |||
| Veil of the Night | |||
}} | |||
==Passive skills== | |||
===Stun Recovery=== | |||
{{passive table | {{passive table | ||
| Stun Mastery | | Stun Mastery | ||
}} | }} | ||
=== Increased Stun Threshold === | ===Increased Stun Threshold=== | ||
{{passive table | {{passive table | ||
| Warrior's Blood | | Warrior's Blood | ||
}} | }} | ||
=== Chance to avoid being Stunned === | ===Chance to avoid being Stunned=== | ||
{{passive table | {{passive table | ||
| Stun Avoidance and Movement Speed | | Stun Avoidance and Movement Speed | ||
Line 146: | Line 224: | ||
}} | }} | ||
=== Chance to avoid interruptions from Stuns while Casting === | ===Chance to avoid interruptions from Stuns while Casting=== | ||
{{passive table | {{passive table | ||
| Avoid Interruption while Casting | | Avoid Interruption while Casting | ||
Line 153: | Line 231: | ||
}} | }} | ||
=== Reduced Enemy Stun Threshold === | ===Reduced Enemy Stun Threshold=== | ||
{{passive table | {{passive table | ||
| Mace Damage and Reduced Enemy Stun Threshold | | Mace Damage and Reduced Enemy Stun Threshold | ||
Line 201: | Line 279: | ||
| Slayer (Ascendant passive) | | Slayer (Ascendant passive) | ||
}} | }} | ||
==References== | ==References== |
Revision as of 03:47, 18 June 2016
Whenever a player or monster takes damage from a hit, there is a chance they will be stunned. A stun interrupts whatever that creature was doing while a brief animation is played.
Neither damage over time nor reflect can cause stun.[1]
Mechanics
The chance to stun is based off the damage done in a single hit compared to the target's maximum life. The default length of stuns is 350ms.[2]
The duration of stuns can be altered by increased Block and Stun Recovery, increased Stun Duration on enemies, increased Stun Duration with Two Handed Melee Weapons on enemies and similar modifiers.
Whether or not a stun occurs can be calculated using the following formula:[2]
stun_chance [%] = 200 * damage / defender_effective_max_life
In other words, in single-player a enemy will be stunned a mean of two time throughout its lifetime, assuming no regeneration or "wasted" damage.
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.[3]
If the chance to stun would be less than or equal to 20%, it is ignored,[4] so you need to deal more than 10% of effective maximum life to have a chance to stun. Dealing at least 50% of maximum life will always stun.
Stun threshold
Reduced stun threshold modifiers reduce the value of defender_effective_max_life. For example, 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.[2]
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 )
The net effect on the mean number of stuns during a monster's lifetime is as follows:
- Hyperbolic regime: From 0 to 75% Reduced Stun Threshold, the mean number of stuns per lifetime increases from 2 to 8, accelerating as it goes.
- Linear regime: Every 3.125% Reduced Stun Threshold past 75% increases the mean number of stuns per lifetime by 1.
Example
If a player has a total of 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 = 89.6% reduced Enemy Stun Threshold
Reduced threshold | Eff. reduced threshold | Min life for stun | Min life for 100% stun |
---|---|---|---|
0% | 0% | 10% | 50% |
5% | 5% | 9.5% | 47.5% |
10% | 10% | 9% | 45% |
15% | 15% | 8.5% | 42.5% |
20% | 20% | 8% | 40% |
25% | 25% | 7.5% | 37.5% |
30% | 30% | 7% | 35% |
35% | 35% | 6.5% | 32.5% |
40% | 40% | 6% | 30% |
45% | 45% | 5.5% | 27.5% |
50% | 50% | 5% | 25% |
55% | 55% | 4.5% | 22.5% |
60% | 60% | 4% | 20% |
65% | 65% | 3.5% | 17.5% |
70% | 70% | 3% | 15% |
75% | 75% | 2.5% | 12.5% |
80% | 79.2% | 2.08% | 10.4% |
85% | 82.1% | 1.79% | 9% |
90% | 84.4% | 1.56% | 7.8% |
95% | 86.1% | 1.39% | 7% |
100% | 87.5% | 1.25% | 6.25% |
105% | 88.6% | 1.14% | 5.7% |
110% | 89.6% | 1.04% | 5.2% |
115% | 90.4% | 0.96% | 4.8% |
120% | 91.1% | 0.89% | 4.5% |
125% | 91.7% | 0.83% | 4.2% |
130% | 92.2% | 0.78% | 3.9% |
135% | 92.6% | 0.74% | 3.7% |
140% | 93.1% | 0.69% | 3.5% |
145% | 93.4% | 0.66% | 3.3% |
150% | 93.8% | 0.62% | 3.1% |
Avoiding stun
There are passive skills and item modifiers that grants a chance to avoid becoming stunned:
- As long as a creature has greater than 0 energy shield, it has a 50% chance to ignore a stun.[3] This is calculated independently of the creature's chance to be stunned. First the chance to stun is calculated as normal, and if the stun check succeeds and would cause a stun, there is then a 50% chance that the stun can be ignored. An attack that removes energy shield can have its stun avoided, even though energy shield is 0 after damage is applied. Players lose this chance to ignore a stun with the Eldritch Battery keystone node.[5]
- The modifier +#% chance to Avoid being Stunned.
- The modifier +#% chance to Avoid interruption from Stuns while Casting.
The above modifiers are not doing the same thing, and apply at different times. They are not, and cannot be, additive with each other.[6][7]
Example
A character with considerable amount of energy shield is continuously casting a spell. The character has following mods:
- +38% chance to Avoid being Stunned
- +25% chance to Avoid interruption from Stuns while Casting
When the character then gets hit that normally would cause a stun. However, due to all the avoidance modifiers the actual chance to become stunned is:
(1 - 0.5) * (1 - 0.38) * (1 - 0.25) = 23.25%
Stun immunity
- Unwavering Stance
- Eye of ChayulaEye of Chayula
Onyx AmuletRequires Level 20+(10-16) to all Attributes20% reduced maximum Life
30% increased Rarity of Items found
Cannot be StunnedNever blinking, always watching.
This item can be transformed with a Blessing of Chayula - Ezomyte HoldEzomyte Hold
Iron HatArmour: (84-113)20% increased Global Physical Damage
+(75-100) to Armour
+(25-50) to maximum Life
Cannot Evade Enemy Attacks
Cannot be StunnedA moment of victory may last an eternity in memory. - Kaom's RootsKaom's Roots
Titan GreavesArmour: (241-278)Requires Level 68, 120 StrHas no Sockets
Cannot be Knocked Back
+(150-200) to maximum Life
Action Speed cannot be modified to below Base Value
Unwavering StanceDon't flinch. It's a waste of good hitting time. - Lioneye's PawsLioneye's Paws
Bronzescale BootsArmour: (55-63)
Evasion: (55-63)Requires Level 30, 30 Str, 30 DexTrigger Level 5 Rain of Arrows when you Attack with a Bow
+(40-60) to Strength
+(40-60) to Dexterity
Adds 12 to 24 Fire Damage to Attacks
20% increased Movement Speed
40% reduced Movement Speed when on Low LifeStand and lead the righteous pride,
Fight till death, never hide. (on low life) - Module Error: No results found for item using search term "item_name = Spine of Stone" (for totems)
Related skills
{{#ask:
Concept:Skill gems Has subobject.Has stat ids::~*stun* |?Has name |?Has infobox HTML |?Has support gem letter HTML |?Has level requirement |?Has strength percentage |?Has intelligence percentage |?Has dexterity percentage |intro=A list of skill gems that relates to stun. |limit=1000 |link=none |format=template |introtemplate=SMW item table/skill gem/intro |template=SMW item table/skill gem |named args=yes |userparam=level=yes, int=yes, dex=yes, str=yes |sort=Has primary attribute, Has name
}}
Related items
The following items are related to stun.
Basic
- Maces grant increased stun duration on enemies as an implicit.
- Blunt Arrow QuiverBlunt Arrow QuiverRequires Level 31Adds (7-9) to (13-16) Physical Damage to Attacks grants increased stun duration on enemies as an implicit.
- Cloth BeltCloth BeltRequires Level 16(15-25)% increased Stun and Block Recovery grants increased stun recovery as an implicit.
- Studded BeltStudded BeltRequires Level 16(20-30)% increased Stun Duration on Enemies grants increased stun duration on enemies as an implicit.
Unique items
Offensive
Lua error in Module:Item_table at line 1971: bad argument #2 to 'format' (string expected, got nil).
Defensive
Lua error in Module:Item_table at line 1971: bad argument #2 to 'format' (string expected, got nil).
Passive skills
Stun Recovery
Increased Stun Threshold
Chance to avoid being Stunned
Chance to avoid interruptions from Stuns while Casting
Reduced Enemy Stun Threshold
Template:Ascendancy passive table
Stun Duration on Enemies
Template:Ascendancy passive table
Stun immunity
Template:Ascendancy passive table
Miscellany
These passive skills are related to stun, but do not fit in any other category: Template:Ascendancy passive table
References
- ↑ Mark_GGG (July 14, 2014). "Possible to stun yourself on reflect with vulnerability?". Official Path of Exile Forums. Retrieved November 26, 2014.
- ↑ 2.0 2.1 2.2 Malice (November 13, 2011). "Mechanics Thread". Path of Exile Forum. Retrieved October 20, 2013.
- ↑ 3.0 3.1 Mark_GGG (October 25, 2012). "Stun and Reduced Stun Threshold: the quick and dirty way". Path of Exile Forum. Retrieved October 20, 2013.
- ↑ Mark_GGG (August 21, 2013 5:23 AM). "Vulnerability's additional chance to stun not applying". Path of Exile Forum. Retrieved August 21, 2013.
- ↑ Rory (April 18, 2015). "A potential change I'm keen to hear your thoughts on". Path of Exile Forum. Retrieved March 14, 2016.
- ↑ Mark_GGG (July 16, 2013). "Energy Shield's Chance to Ignore Stun is not additive with Chance to Avoid Stun". Path of Exile forum. Retrieved February 03, 2016.
- ↑ milesmeloro (July 17, 2013). "Energy Shield's Chance to Ignore Stun is not additive with Chance to Avoid Stun". Path of Exile subforum. Retrieved February 03, 2016.