Block and Stun Recovery : Block not allocated

Well... your explanation is all fine... but it completly misses the issue.

The issue is a simple naming-error in the char-sheet. Instead of Stun Recovery it should say Block & Stun Recovery.

And all the values on the wiki are correct, the wording there is also correct. I'm also unsure why you are confused by parameters in the formula. If you calculate the force of gravity there is a constant in this formula, why it is there? Because thats how the universe developed (or was created, whatever). So the 200 is just a fixed number. It's basically just a 2, meaning that if you lose half your life in one hit your are 100% stunned. The 200 is just because its percentage (which basically means x100).

And it says quite clearly that the damage the stun is based on is the damage the hit would have caused. And there is not even a good reason to know these numbers. It is interesting to know them for enemies (and those are there in the wiki). For Recovery the only thing you need to know is that they work like all recoverys in the game, because its recovery, thats how PoE works, recovery is recovery. 100% increased recovery means half recovery-time. They changed it a bit up, since Life and Mana Recovery is a bit confusing (because there are two values here Recovery Rate and basically the amount).

But that formula isn't something arbitrary. If you are twice as good at recovering from an attack it will take you half as long. That's a very basic formula. If you run twice as fast you will reach the goal in half the time. This formula wouldn't even be needed, because its incredible obvious, because thats the basic of doing something twice as fast.

Considering Stun-Threshold you are again not reading the wiki (or at least not all). Stun-Threshold means that the amount of HP the stun is calculated against is reduced by this amount. So if you have 40% Stun-Threshold reduction the enemies effective life is 40% lower for calculating stuns. However this does not really work for very high amounts (because with 100% stun-threshold reduction you would always stun), so another formula is used for values above 75%. That might be a bit odd, but it was done to not punish people with lower numbers, just because the high numbers are broken. And for this Formula you just put in your Stun Threshold Reduction... like the formula is saying.

"
the example formula is calculated with a 25% reduced enemy stun threshold:
[75 + ( Stun Threshold Reduction - 75) * 25 / ( Stun Threshold Reduction -50 )].

75 presumably stands for [defender_effective_max_life - reduced enemy stun threshold] but this is not conclusive
25 presumably stands for [reduced enemy stun threshold] but this is not conclusive.
no information on "50"


So thats... just crap, you obviously didn't read the post.

The formula is rather simple:

Stun Threshold Reduction below or at 75%
EHP = HP * (1 - Stun Threshold Reduction)

Stun Threshold Reduction above 75%
EHP = HP * (1 - [75 + ( Stun Threshold Reduction - 75) * 25 / ( Stun Threshold Reduction -50 )])

Again thats not too complicated.

"
- Block duration as an averaged value could be listed (showing block recovery modifier and stun recovery modifier in mouseover hovereffect)
- Chance of being stunned as an averaged value for raremobs/bosses in the current zone could be listed e.g. 7% - 58% (random numbers for example) potentially showing the calculation in wording as mouseover/hovereffect.


How would you average the block duration? Or the chance of being stunned. Both is dependend on the enemy hit. A big smash from Vaal certainly stuns you a lot longer than an attack from a small bug. Even if they are in the same zone and have the same level. You could give a random number and say, yeah you are stunned for 0,23 seconds. But that wouldn't mean much, because it would be based against a fixed amount of damage. It's already confusing that your char-sheet shows you physical damage reduction based on armor, because this number is based enemy damage as well... so it shouldn't be there, because it would require the game to know what hits you... before it hits you.

The only issue I see is with the wrong naming of Block and Stun Recovery and Block Recovery. It should at least be named correctly in the char-sheet, or changed completly to give a clearer idea what happens, I gave the 3 possible ways to do it above.
Last edited by Emphasy#0545 on Sep 30, 2014, 1:01:49 PM
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Emphasy wrote:
The formula is rather simple:

Stun Threshold Reduction below or at 75%
EHP = HP * (1 - Stun Threshold Reduction)

Stun Threshold Reduction above 75%
EHP = HP * (1 - [75 + ( Stun Threshold Reduction - 75) * 25 / ( Stun Threshold Reduction -50 )])


This is much more conclusive, than the way it is shown on the wikipage. It also is structured in comprehensible way, and with in depth explanation every player would be able to understand. (i just don't like numbers, if it was properly decoded into language i would be fully capable to understand it within mere seconds)

Apart from that, I only added information about stun to show, that a mathematically impaired player (like me) might not understand this even after several attempts, but could easily take in and use the information if it was presented in another way.

CG on your rant, CG on understanding basic maths, a little disapointing that you lack the social skills for fair and friendly communication and fill the voids left behind by the absence of hearthwarming compagnionship in with lots of obsolete and off topic babbling.

Regarding the naming-error i totally agree with you, which spawned my initial posting, as you have well read several times through my posts in this thread. Of course i am grateful for your attempt of a proper explanation, which you partly achieve, at least a little better than the wikipage. Obviously I like my idea for replacing the current block/stun recovery modifier on the character sheet much more than yours. As you have stated yourself, these are all averaged numbers which would require the game to know what hits you before it eventually hits you and the game obviously knows just that, were my concept fits right in, yours still being useless (yet a little less useless) information.
Last edited by fensterlos#5523 on Sep 30, 2014, 2:44:34 PM
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fensterlos wrote:
fill the voids left behind by the absence of heartwarming compagnionship


This. It is simply beautiful!
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fensterlos wrote:
"
Sneakypaw wrote:
To be fair, you have skill nodes with % Armour & Evasion and Mods with % Armour & Evasion.
Yet on the Character Sheet Armour & Evasion listed as 2 seperate stats.
I would imagine it works similar with Block and Stun Recovery.


This. On the spot. More consistency pls, makes it easier for the average newbie like me to get a hang on it.


I just want to point out, that I was only pointing out that the same system exists elsewhere. I am totally fine with how it works.
“Demons run when a good man goes to war"
yeah it also seems to work as intended, thus this posting is mainly about a request for consistency, which is basically what you confirmed by pointing out the range of the inconsistency @sneakypaw
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fensterlos wrote:
yeah it also seems to work as intended, thus this posting is mainly about a request for consistency, which is basically what you confirmed by pointing out the range of the inconsistency @sneakypaw


If the "inconsistency" is consistence in several mechanics, isn't it inherently consistent?
“Demons run when a good man goes to war"
Last edited by Sneakypaw#3052 on Sep 30, 2014, 5:56:32 PM
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Sneakypaw wrote:
"
fensterlos wrote:
yeah it also seems to work as intended, thus this posting is mainly about a request for consistency, which is basically what you confirmed by pointing out the range of the inconsistency @sneakypaw



As we have previously established, the issue is not so much about mechanics, but about presentation. If % Armor & Evasion Rating raises both the amount of armor and the amount of evasion on the character stats sheet, then it is only fair to expect that % block and stun recovery" raises both, the block recovery and the stun recovery listed on the characters stats sheet. since there is no 'block and stun' recovery modifier listed on the character stats sheet, but only individual block recovery and a separate stun recovery modifier, you'd expect a combined stat of 'block and stun' recovery counts towards each of these modifiers separetly, which it does not - the combined stat of 'block and stun' recovery only counts towards the stun recovery modifier on the characters stats sheet. after extensive in-depth investigation of the pathofexile.gamepedia pages relevant to this topic i must conclude, that the mechanic appears to be in place and working as intended, yet the "stun recovery modifier" on the character sheet is not consistent with the combined stat of block and stun recovery, whereas this is mainly a naming issue.


since we have established that the presented numbervalues on the characters stats sheet are mostly averaged values (towards your own lvl), we could potentially enjoy a change to the presentation of block recovery and stun recovery modifiers towards:
"

- Block duration as an averaged value could be listed (showing block recovery modifier and stun recovery modifier in mouseover hovereffect)
- Chance of being stunned as an averaged value for raremobs/bosses in the current zone could be listed e.g. 7% - 58% (random numbers for example) potentially showing the calculation in wording as mouseover/hovereffect.
Also: Colors. Colors are great, there is red and green and yellow, grey for supoptimal? actually there is so many more colors that would happily serve in a representative way.

I, just like you, enjoy ggg's path of exile very much indeed, but i must bitterly admit to consequently encountering issues that shift the game playing experience towards a wiki and forum searching experience. This on it's positive side lets you learn even more about this marvellous piece of game history, but isn't exactly playing the game to go through your learning curve.
Last edited by fensterlos#5523 on Oct 2, 2014, 10:57:23 AM

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