Mechanics thread

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Nested wrote:


So if your stun threshold is 50, it would be 25/0 ???
How would you calculate this then?


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%.


"
Nested wrote:
"
Qarl wrote:
Stun Threshold Reduction - diminishing return


When calculating Stun with Stun Threshold Reduction of over 75%, the Stun Threshold Reduction is treated as being:

75 + ( Stun Threshold Reduction - 75) * 25 / ( Stun Threshold Reduction -50 )

instead.



25 / ( Stun Threshold Reduction -50 )


So if your stun threshold is 50, it would be 25/0 ???
How would you calculate this then?



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
"
Qarl wrote:
Stun Threshold Reduction - diminishing return


When calculating Stun with Stun Threshold Reduction of over 75%, the Stun Threshold Reduction is treated as being:

75 + ( Stun Threshold Reduction - 75) * 25 / ( Stun Threshold Reduction -50 )

instead.


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?
"
namad wrote:

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?


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
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.
Thanks for adding the information about how Parties influence the game.
Computer specifications:
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"
namad wrote:
"
Qarl wrote:
Stun Threshold Reduction - diminishing return


When calculating Stun with Stun Threshold Reduction of over 75%, the Stun Threshold Reduction is treated as being:

75 + ( Stun Threshold Reduction - 75) * 25 / ( Stun Threshold Reduction -50 )

instead.


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?
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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zankioh wrote:
At lvl 1 raise spectre says -40% damage
minion damage says +45% damage right below it

Does this mean a total of +5% or is it +45% of the value that's given at -40%?
As in 60%*1.45 = 87%



The second example is correct. The values are muliplicative.
"
Truemas wrote:
Stupid me, i should have asked this HERE in the first place... Now i made a new thread...

Well, my questions are:


1 ) How is evasion affecting the evasion entropy. In Marks example i miss the evasion build into.
2 ) From what i have seen about the armour graphs i would guess that investing in more than 3500- 4000 armour is a waste of points that could go into other stats?
3 ) Is also for the player the accuracy rating important to confirm a critical hit?

Thanks in advance!


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.
"
namad wrote:
"
Qarl wrote:
Stun Threshold Reduction - diminishing return


When calculating Stun with Stun Threshold Reduction of over 75%, the Stun Threshold Reduction is treated as being:

75 + ( Stun Threshold Reduction - 75) * 25 / ( Stun Threshold Reduction -50 )

instead.


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?


So yah, you had a typo.

Edit.













Last edited by Litheum#7285 on Feb 13, 2013, 8:17:54 AM

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