Stun

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Revision as of 10:20, 2 June 2016 by >ThemJohns (→‎Stun Recovery)
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This page is about the game mechanic. For the support gem, see 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.

Neither damage over time nor reflect can cause stun.[1]

Mechanics

"Stun Duration" redirects here. For the passive skill, see Stun Duration (passive skill).
"Stun Recovery" redirects here. For the passive skill, see Stun Recovery (passive skill).

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 0-75% 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.

Examples

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 Enemy Stun Threshold Effective Reduced Enemy Stun Threshold Minimum Percentage of life a hit needs to deal to stun Percentage of Life a hit needs to deal to have 100% stun chance
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% 

Passive Skills

Stun Recovery

Template:Passive table

Increased Stun Threshold

Template:Passive table

Chance to avoid being Stunned

Template:Passive table

Chance to avoid interruptions from Stuns while Casting

Template:Passive table

Reduced Enemy Stun Threshold

Template:Passive table

Template:Ascendancy passive table

Stun Duration on Enemies

Template:Passive table

Template:Ascendancy passive table

Stun immunity

Template:Passive table

Template:Ascendancy passive table

Miscellany

These passive skills are related to stun, but do not fit in any other category: Template:Ascendancy passive table

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

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Defensive

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Skills

{{#ask:

Concept:Skill gems
Has subobject.Has stat id::~*stun*
OR
Concept:Skill gems
Has stat id::~*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

}}

References

  1. Mark_GGG (July 14, 2014). "Possible to stun yourself on reflect with vulnerability?". Official Path of Exile Forums. Retrieved November 26, 2014.
  2. 2.0 2.1 2.2 Malice (November 13, 2011). "Mechanics Thread". Path of Exile Forum. Retrieved October 20, 2013.
  3. 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.
  4. Mark_GGG (August 21, 2013 5:23 AM). "Vulnerability's additional chance to stun not applying". Path of Exile Forum. Retrieved August 21, 2013.
  5. Rory (April 18, 2015). "A potential change I'm keen to hear your thoughts on". Path of Exile Forum. Retrieved March 14, 2016.
  6. 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.
  7. 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.