Stun treshold reduction.

I see alot of it in the game, however nothing indicates what is the treshold amount, what chance to stun i have, or actiolly how much damage i need to make to stun.

There are alot of passives increasing this, and whole weapon set based around stun ( maces) and some skills that influence it.

But there is no info how much it really does.
Aditionally i dont ever see any stun done.

Could some of devs explain it all, and perhaps consider more information in game about what is actiolly done by investing into it?

As it is now im simply ignoring it becouse it feels like it does nothing.
I have runes, potions and total disregard of public safety.
Last edited by pod11#5817 on Jul 27, 2012, 1:43:11 PM
To stun a mob you need to do a certain % of it's MAX hp in one attack. Stun threshold reduces that %.
Stun is pretty much equivalent to hit recovery from Diablo 2: a brief flinching animation that interrupts casting, attacking, and movement.

Stun duration increases the duration of the stun animation (which I believe is something like 300ms baseline).

Stun threshold determines how much damage as a percentage of maximum life it takes to trigger a stun animation from a hit. The more damage you deal in a hit (be it from a heavy strike or a fireball), the better your chance to stun; I believe the percentages are something like 100% chance to stun at 50% life removed, and 25% chance to stun at 12.5% life removed (and a cutoff: below 25% chance to stun by the formula results in no stun).
Reducing the stun threshold by 35% would result in 100% chance to stun at 50% * (1-0.35) = 32.5% life removed (assuming my poorly-remembered baseline stun thresholds are correct).
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Heard its twisted dreamed inanity
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Here's an example of what high Stun Threshold Reduction can do: http://www.youtube.com/watch?feature=player_detailpage&v=8bTc37rLuyg#t=362s

Even hits that are a small percentage of maximum health can cause stuns (fairly long duration stuns in this case).
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Saffell wrote:
To stun a mob you need to do a certain % of it's MAX hp in one attack. Stun threshold reduces that %.


My point is i dont se ehow much is needed to stun, nor for how long it stuns.i should have that info.
I have runes, potions and total disregard of public safety.
It depends on the health of each mob, so how could you get that information? Unless the character screen would get an average number for the area you're in so that the calculation could be made
the amount of health of each mob varies, but does the % value needed to stun also vary on each mob?
I have runes, potions and total disregard of public safety.
From the mechanics sticky:

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 reduced block and stun recovery, increased stun duration, and similar modifiers.

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.

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.
"
Saffell wrote:
From the mechanics sticky:

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 reduced block and stun recovery, increased stun duration, and similar modifiers.

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.

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.

Oooooh new additions to the mechanics thread? Last I checked we had little or no info.

Well... by those numbers I have 100% chance to stun enemies with Ground Slam (103% threshold reduction) and no chance to miss a stun on anything with less than 14803030 life on heavy strike (98% threshold reduction)? Am I doing this right for heavy strike?

To have a 99% chance to stun something with my average of 1465.5 damage on heavy strike with a 98% threshold reduction, it should be:
stun_chance = 200 * damage / defender_effective_max_life
.99 = 200 * 1465.5 / .02x
x = 14803030

This seems a bit high. Granted, the damage will be mitigated by armor, but even with the damage halved, it would still take over 7 million life before something would have a chance to not be stunned? And if I get 2% more stun threshold reduction, there is no chance to avoid a stun? There's no cap on this?
Urist McDwarfy has been happy lately. He admired an exceptional ARPG recently. He took joy in slaughter lately. He has been attacked by the dead recently.
Check out the Path of Exile wiki: http://en.pathofexilewiki.com

From what I heard, Chris feels like the game is a little unfriendly to noobs and instances like this make it obvious.

Now, he also said that he doesn't mind being a game for hardcore gamers but at the same time, to be hardcore we need to base our decisions on information.

It's great that the information finally made it into a sticky but these are values that we should be able to see on our character sheet, especially when there are modifiers on gear that can change that value and the way these mechanics work.

Putting on an item that reduces the stun threshold is great and all, but I can't actually see that change, so maybe I can't theorycraft out some other decisions, or maybe I take it off because I don't fully understand what adding that modifier just did for me.

I could use the sticky thread, and a person like me usually would, but I still feel it should be put into the character sheet details.

I mean, there's plenty of room there for them to go all out and just go totally D&D on us and give us everything we need to make informed min/max decisions and to fully understand all of the mechanics and effects of gear we wear without alt+tabbing to a wiki.

So hopefully it's something they consider adding to this great game. Not just this stat in particular, but the principal at hand as a whole.

On a side note:

Having mouse-over tooltips with descriptions of everything in the character details sheet (for spells/skills/etc) would be great as well and something I (and other number freaks + min/maxers) would greatly appreciate implemented.
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Last edited by Glowyrm#3324 on Jul 30, 2012, 4:55:15 AM

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