Fix CI

In fact the more i dig about how status effects are applied to CI, the more ridiculous it looks like.
"
Achilion wrote:
go CI -> get 3 stacks of shock > die > go main menu > create marauder > stack life > post a reply on the FIX CI thread


To all playin hc with es i wish good luck u will need it:)


To me the really broken thing is not CI, just the way Shocks work. This status aliment is just too overpowered.
Totems that give 100% crit chance + any light spell caster + CI = perma 3* shocks = good luck even with 10k es...
Shocks are the most imbalanced thing in this game, don't wonder why there are so many builds with Static Blows and/or very high crit chance.
In one word, shocks are broken.

Vs other status aliments, you should just get higher resists and you will be fine (never have been perma frozen with 85 overcapped cold resist so far).

Also the fact that status aliments are based on life instead of CI makes a use of life on very high es items, + is The drawback of CI.

But it'd be nice if we had passives near es nodes to counter status aliments AND stuns. Or any other viable way to counter these effects (the current uniques that fix stun, freeze, shocks are just garbage, not really usuable in maps without a huge sacrifice).

=.= Pls ignore my old threads (more than 1 month ago) =.=
"
Stuns
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 default length of stuns is 350ms. The duration of stuns can be altered by increased block and stun recovery, increased stun duration, and similar modifiers.
For increased block and stun recovery modifiers, the formula used is:
350 * (100 / ( 100 + increased recovery) )

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 the maximum life of the creature being hit. 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 max life would be if they did not have Chaos Inoculation.

Reduced stun threshold modifiers reduce the value of defender_effective_max_life. For example, 25% stun threshold reduction means you treat their maximum life as only 75% as much as it actually is, meaning you stun them easier.
There are diminishing returns affecting stun threshold reduction of over 75%. 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 )

If the stun chance 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.


The formula used for determining whether or not a stun occurs is:
stun_chance = 200 * damage / defender_effective_max_life

So if you have 500 life under CI you get hit for 200 physical you get 80% chance to get stunned, and 200 in merciless isn't much, and you get that kind of hits all the time, and in turn you get perma stunned. It's ludacrous.
"
Skyfruit wrote:
"
Stuns
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 default length of stuns is 350ms. The duration of stuns can be altered by increased block and stun recovery, increased stun duration, and similar modifiers.
For increased block and stun recovery modifiers, the formula used is:
350 * (100 / ( 100 + increased recovery) )

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 the maximum life of the creature being hit. 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 max life would be if they did not have Chaos Inoculation.

Reduced stun threshold modifiers reduce the value of defender_effective_max_life. For example, 25% stun threshold reduction means you treat their maximum life as only 75% as much as it actually is, meaning you stun them easier.
There are diminishing returns affecting stun threshold reduction of over 75%. 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 )

If the stun chance 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.


The formula used for determining whether or not a stun occurs is:
stun_chance = 200 * damage / defender_effective_max_life

So if you have 500 life under CI you get hit for 200 physical you get 80% chance to get stunned, and 200 in merciless isn't much, and you get that kind of hits all the time, and in turn you get perma stunned. It's ludacris.


Even then you can only get stunned 50% of the time. Stop getting hit so much.
"
thepmrc wrote:
"
Skyfruit wrote:
"
Stuns
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 default length of stuns is 350ms. The duration of stuns can be altered by increased block and stun recovery, increased stun duration, and similar modifiers.
For increased block and stun recovery modifiers, the formula used is:
350 * (100 / ( 100 + increased recovery) )

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 the maximum life of the creature being hit. 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 max life would be if they did not have Chaos Inoculation.

Reduced stun threshold modifiers reduce the value of defender_effective_max_life. For example, 25% stun threshold reduction means you treat their maximum life as only 75% as much as it actually is, meaning you stun them easier.
There are diminishing returns affecting stun threshold reduction of over 75%. 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 )

If the stun chance 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.


The formula used for determining whether or not a stun occurs is:
stun_chance = 200 * damage / defender_effective_max_life

So if you have 500 life under CI you get hit for 200 physical you get 80% chance to get stunned, and 200 in merciless isn't much, and you get that kind of hits all the time, and in turn you get perma stunned. It's ludacris.


Even then you can only get stunned 50% of the time. Stop getting hit so much.


run into 10 most simple white archers and they stun lock you into oblivion.
I think i made my point, and if people don't understand it, are ignorant or they are just assholes, it's their problem.
These "fix CI/CI sucks/yada yada" threads start to get annoying...

here's another thread for ya..in case..

http://www.pathofexile.com/forum/view-thread/258588
IGN: Gahrlaag
Wiki - http://en.pathofexilewiki.com/wiki/Path_of_Exile_Wiki

Move de sync from de bathroom to de kitchen for better flow!
crisis solved.
Last edited by Gahrlaag#4258 on Mar 18, 2013, 3:23:45 PM
"
raz0r_boy wrote:
These "fix CI/CI sucks/yada yada" threads start to get annoying...

here's another thread for ya..in case..

http://www.pathofexile.com/forum/view-thread/258588


Nobody is forcing you to read or participate in threads, and if you want just to troll than GTFO!!!
rage!!!
"
Josephoenix wrote:
rage!!!


:) yes, fuel the fire!

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