How do Maim / Hinder / Chill / Temp Chains stack?

Hi guys, i'm trying to make a build that utilizes the maximum movement speed reduction you can have on bosses and enemies. How does Maim/Hinder/Chill/Temporal Chains interact with each other and what is the maximum speed reduction can you have on enemies? Is there a 75% cap?

So far on Wiki we have:

Maim is a debuff that applies 30% reduced movement speed on the affected target.

Maim Sources:

Innsbury Edge - Attacks with this Weapon Maim on hit
Gladiator - 30% chance to Maim on Hit against Bleeding Enemies
Assasin - 50% chance to Maim on Hit against Poisoned Enemies
Scyon - Your Critical Strikes with Attacks Maim Enemies

Hinder is a debuff that reduces movement speed on the affected target. Multiple maims do not stack. Maim is applied by attacks, just like hinder is by spells. Since maim and hinder are different debuffs, an enemy can be affected by both simultaneously.

Hinder Sources:

Abyssal Cry - 26% reduced movement speed
Wither - 36% reduced movement speed
Singularity - nearby enemies are hindered with 25% reduced movement speed

Chill - 30% reduced movement, attack and cast speed

Chill Sources:
Arctic Armour - Chilled ground: Ground ice chills anything standing on it. This does not stack with other chills.

Temporal Chains Curse
Cursed enemies are 29% slower (reduced movement, attack and cast speed)

So basically:
Maim and Hinder reduce movement speed
Chill and Temp Chain reduce movement, attack and cast speed

I also heard there was a nerf a while back: A cap of 75% now applies to the action speed reduction caused by Temporal Chains and to the effects of Enfeeble.

My questions are:
1. Do all 4 stack? (Maim + Hinder + Chill + Temporal Chain)
2. If you have multiple Hinder sources does only the biggest one counts?
3. Is the 75% cap only for Temp Chain? Temp Chain only slows by 29%. If it stacks with Chill it can be up to 59% reduced movement, attack/cast speed. Can Maim and Hinder reduce movement speed further not affecting attack/cast speed?
Last edited by PayneK#3102 on Jul 11, 2016, 1:18:52 PM
Last bumped on Jul 11, 2016, 3:55:18 PM
Used to stack additively. Now it is multiplicatively. That's what I put my money on.

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Last edited by Zybeline2#7822 on Jul 11, 2016, 1:26:50 PM
tar (50% reduction), maim (30% reduction) and hinder (30-36% reduction) stacks additively in a single multiplier.

chill is a separate multiplier (2nd multiplier)
temp chains is also separate multiplier (third multiplier)

so it's basically-
(1-tar-maim-hinder)*(1-chill)*(1-temp_chains) for movement speed.
My problem with that math is that:

-tar (50% reduction), maim (30% reduction) and hinder (30-36% reduction) = 116%
-chill = 30%
-temp chain(at 23% quality) = 40,5%

the first multiplier alone should make enemies sit still if it's over 100% ..is there no CAP?
A while back there was a quick demonstration of a build that incapacitated every enemy it could land two hits on (and with high attack speed, that meant everything). From what I recall nothing has changed since then, in that regard? Maybe I missed it?

TC specifically has a cap on its %Slow, but that's it tmk.

Also worth noting: enemies can have Increased Movement Speed, which is of course additive with Reduced Movement Speed. They will still be exceedinly slow of course.. :P
Last edited by Vipermagi#0984 on Jul 11, 2016, 3:02:44 PM
yes, it is still possible to lock enemies in place with first multiplier by going over 100%. But as vipermagi said some mobs has increased movement speed which can overcome reduction.
"
Andrius319 wrote:
yes, it is still possible to lock enemies in place with first multiplier by going over 100%. But as vipermagi said some mobs has increased movement speed which can overcome reduction.

so if a mob has 30% increased movement speed that means he has 130% total movement speed

- then with tar (50% reduction), maim (30% reduction) and hinder (30-36% reduction) = 116% to that 130% movement speed he will only have 14% speed left

- then with 30% chill to that 14% movement speed he will only have 4.2% speed left

- then with 40,5% temp chain to that 4,2% movement speed he will only have 1.7% speed left


Is that right?


And there is no CAP?
temporal chains has cap, chill is fixed at 30% and tar/maim/hinder has no cap, also numbers will be a bit different-
14% * 0,7 = 9,8% chilled
9,8% * 0,595 = 5,831% chilled and TC

if u want solid proof, here-
https://www.youtube.com/watch?v=4oVxX8oQizM
thou there is a mistake saying that tar slows by 60%, it actually slow by 50%

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