Mechanics thread
" As per "When calculating Stun with Stun Threshold Reduction of over 75%" we only apply this formula if the Stun Threshold Reduction is greater than 75%. | |
" Heres the way it works: if you got anything up to 75% threshold reduction; it is what it says. at 76% it changes to this forumla giving you 75.96% reduction. If you currently have 100% reduction it is now 87.5% reduction. So far I have done some testing with this(87.5%) using... "meh" gear. Single hit being 389-788.*NOTE* This is SOLO. Using docks/fellshrine Merciless. White monsters: Usually permastunned. Beefy/resist monsters(golems ect) my effective StR is actually more like an accurate "stun chance per hit". Magic monsters: Little ones stunned about 90% of the time since my damage is pretty variant. Beefy ones get stunned about 30% of the time. Magic monsters with "elemental resist" or "additional life" mods: Stun chance 5-7% of the time. Beefy monster with these mods I cannot stun. Rare monsters: Stun about 20% of the time. Beefy ones stun once in a very long while. Rare Monsters with "resist mod" or "additional life": Have not yet stunned them once. Unique Monsters: I can't stun them. Last edited by lagnard#3644 on Feb 12, 2013, 9:03:49 PM
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" I think this is wrong. 75+ ( 100 - 75 ) * 25 / ( 75- 50 ) 75 + (25) * 25 / 25 75+ 25 so stun threshold reduction of 100 is converted into 100... this doesn't achieve diminishing returns at all, and this formula is either wrong or has a typo? |
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" It's not wrong, nor does it have a typo. But you may need to look at it like this 75 + [{(100 - 75) * 25} / (100 - 50)] Last edited by lagnard#3644 on Feb 12, 2013, 9:13:33 PM
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for reference, highest stun threshold possible currently is 170%.
either two 1h maces with 15% threshold on it or 1 hand + broadstroke quiver 41% from passives, 26 for maces and 15 for general stunning 39% from support gem 35% from ground slam 15% from a belt 10% from facebreaker which, should turn into requiring to deal 5.21% of foe's hp to get a guaranteed stun. |
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Thanks for adding the information about how Parties influence the game.
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"You put the wrong value into the second part of the formula. Last edited by izzalion#4252 on Feb 13, 2013, 7:56:18 AM
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" The second example is correct. The values are muliplicative. |
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" 1) Not understanding you. 2) Armour does not diminish in value as it increases like most games, it diminishes based on the amount of damage taken. So unless your armor is ~10 times more than any damage you take, Armor will continually scale well. (Mobs can hit for over 3000 physical, so not likely to have to worry about this any time soon) So go ahead and continue to stack armor! 3) Yes, accuracy is needed to ensure your crits connect. If you fail the accuracy roll on a crit, it is converted to a hit. |
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" So yah, you had a typo. Edit. Last edited by Litheum#7285 on Feb 13, 2013, 8:17:54 AM
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