Why 100% reduced enemy stun threshold makes you stunn every attack?

Doesnt a mob get's stuned if you hit him for more then 10% of his life?

A quote from -> http://en.pathofexilewiki.com/wiki/Stun
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The formula used for determining whether or not a stun occurs is: stun_chance = 200 * damage / defender_effective_max_life
..................
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.

So with 100% educed enemy stun threshold the listed things are applied:
1. You don't need to hit the mob for 12.5% of his life in order to have a chance to stun him, but for just 6.25;
2. You won't need need to hit him for 50% of his life to get 100%* stun chance, but just 25% of his life;

* The minimum damage you have to do is 12.5% og the mobs health that goes for 25% chance to stun according to the formula if oyu hit a mob with 5 000 life you have to do 625 dmg for 25% chance to stun and 2.500 for 100% chance to stun as follows:
stun chance = 200 * 625 / 5 000 => 125 000 / 5 000 => 25
stun chance = 200 * 2500 / 5 000 => 500 000 / 5 000 => 100

So why does Kripparian says that you have 100% chance to stun the every mob in the game if you have 100% reduced enemy stun threshold ?

Because if a mob has 1 000 000 life in order to stun him with every hit with 100% reduced enemy stun threshold you have to make 250k dmg for 100% chance of stun which is 1/4 of his health, while as you can see here: http://youtu.be/p2ZSCwTzAd8?t=38s his doing more like not 1/4 but 1/1000 of his life;
SO why is that, what am I missing or I missunderstood corectly reading the wiki?
Last edited by RG_PankO__#4894 on Feb 7, 2013, 10:05:31 PM
As far as I am aware, it's 100% of the threshold, not a part of the calculation. Therefore, if a monster has 100k hp and 25k hp hits would stun him, 100% of 25k = 25k so the threshold is now 0. I am sure this is a bug.
The stun threshold is a certain percentage of the monsters hp dealt per hit (I don't remember what it is). Having reduced stun threshold allows for this percentage to drop. Since I do believe it is a linear trend, 100% reduced stun threshold will allow for stuns every hit, but it comes at a massive cost of passive skill points and gear. It is not easy to gain that much stun reduction anymore.
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RG_PankO wrote:
So with 100% educed enemy stun threshold the listed things are applied:
1. You don't need to hit the mob for 12.5% of his life in order to have a chance to stun him, but for just 6.25;
You've reduced 12.5 to 6.25. That's a 50% reduction of the value, not a 100% reduction.
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RG_PankO wrote:
2. You won't need need to hit him for 50% of his life to get 100%* stun chance, but just 25% of his life;
Likewise.

Stun threshold reduction reduces the defender_effective_max_life compared to their actual max life. If that value is reduced by 100%, then by definition it's reduced to 0, and any hit stuns.
Last edited by Mark_GGG#0000 on Feb 7, 2013, 11:00:47 PM
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Mark_GGG wrote:
Stun threshold reduction reduces the defender_effective_max_life compared to their actual max life. If that value is reduced by 100%, then by definition it's reduced to 1, and any hit stuns.
That's what you meant, right Mark?
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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ScrotieMcB wrote:
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Mark_GGG wrote:
Stun threshold reduction reduces the defender_effective_max_life compared to their actual max life. If that value is reduced by 100%, then by definition it's reduced to 1, and any hit stuns.
That's what you meant, right Mark?


If you reduce something by 100% of its value, it's 0. The defender effective max life here isn't the actual life of the mob, it's just a number used to calculate whether a hit is going to stun.
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MesostelZe wrote:
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ScrotieMcB wrote:
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Mark_GGG wrote:
Stun threshold reduction reduces the defender_effective_max_life compared to their actual max life. If that value is reduced by 100%, then by definition it's reduced to 1, and any hit stuns.
That's what you meant, right Mark?

If you reduce something by 100% of its value, it's 0. The defender effective max life here isn't the actual life of the mob, it's just a number used to calculate whether a hit is going to stun.
Exactly, it's a number used to calculate. In the case of damage/defender_effective_max_life, a zero results in an error; in the specific case of 100% reductions, the game often adjusts the value to 1. I remember seeing Mark say exactly the same thing about stun threshold reduction in a previous thread.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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Repeats wrote:
100% reduced stun threshold will allow for stuns every hit, but it comes at a massive cost of passive skill points and gear. It is not easy to gain that much stun reduction anymore.


If there isn´t any recent changes (no mention in the last patch notes atleast), i strongly disagree.


The cost of 100% stun threshold:

Spoiler
26% near resolute technique (you´ll take RT anyway if youre going stunlock-mode)
35% from groundslam
up to 39% from stun gem
--> 100%


So the "massive cost" is the 8 passive points (wich also give you 47% increased physical damage) and anything that you cant get from stun gem to gear.

Or buy 800% facebreakers for couple of alchs and roll with lvl 10 stun and voilá - 100% stun threshold reduction.

Gear needed: low-roll facebreakers, 1 two-link with red-red sockets. And two skillgems you can get from quests.



Massive!


P.s. sorry for the sarcastic tone.

IGN: N_Bohr
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The cost of 100% stun threshold:

So the "massive cost" is the 8 passive points (wich also give you 47% increased physical damage) and anything that you cant get from stun gem to gear.


It's a bit funny, that I'm way passed 100% stun threshold. That's without even knowing it. I didn't even think about going for a "stun build". I use the stun support gem, groundslam, and just by going after + phys dmg nodes for mace, I've got 16% + 10%. I did however get the two nodes for just the stun threshold, which is +10% later on. But I actually think I don't need them any more...
So you could say that for just two(!!) extra passive points I got perma-stun.

I just did Vaal at merciless and had him stunned on every singel hit.
--== Enjoying the game ==--
Last edited by Twiiik#2500 on Feb 8, 2013, 3:31:52 AM
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MesostelZe wrote:
If you reduce something by 100% of its value, it's 0.

My god, that's sums it up, what was I thinking haha

So is this getting nerfed anytime soon or I should go for the build ;p ?

I started a marauder already, but a 2h one because of the nostalgia.

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