More questions about Stun

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Mark_GGG wrote:
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Silty wrote:
Why isn't stun duration based off the percentage of the maximum health dealt, just like freeze or chill duration? Is it too difficult to animate?
Because the chance to stun is based on those things instead. Also too much variation in stun lengths makes the animations look silly.

Ah, I see, thank you. So the builds which maximize attack speed at the cost of damage shouldn't be effective after all, since they won't reliably stun the target.
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Silty wrote:
Ah, I see, thank you. So the builds which maximize attack speed at the cost of damage shouldn't be effective after all, since they won't reliably stun the target.


Tell that to my archer...
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RodHull wrote:
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Silty wrote:
Ah, I see, thank you. So the builds which maximize attack speed at the cost of damage shouldn't be effective after all, since they won't reliably stun the target.


Tell that to my archer...

I think there's a general issue of archers doing too much damage compared to melee weapons. Fix that and maybe stun will be more balanced too.


edit: Ooh, I just had an idea - make AoF affect only melee physical damage. That would probably balance it. Then again, ground slam with increase AoE is almost like a ranged attack. Hmm.
Last edited by Silty#2454 on May 8, 2012, 12:08:50 PM
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Mark_GGG wrote:
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Silty wrote:
Why isn't stun duration based off the percentage of the maximum health dealt, just like freeze or chill duration? Is it too difficult to animate?
Because the chance to stun is based on those things instead. Also too much variation in stun lengths makes the animations look silly.


I'm sorry to tell you that but attack speed builds make all of PoE animations look silly...

I think the stun animation would still look fine if it remains under 1 second. Between 0.350 sec and 1 sec, there's enough place to make some hits stun longer. Stun duration based on percentage of health dealt is actually a nice idea to balance it, I like it.
Build of the week #2 : http://tinyurl.com/ce75gf4
Last edited by zriL#4590 on May 8, 2012, 12:22:21 PM
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Silty wrote:

I think there's a general issue of archers doing too much damage compared to melee weapons. Fix that and maybe stun will be more balanced too.


Archers dont do to much damage, in fact in relation to axe marauders or melee templars there actual DPS numbers are pretty low. They are just very fast and often have high crit chance.

My level 68 archer does less damage with her main skill than my lvl 62 marauder who I haven't played nearly as much and is wearing subpar gear.

The point I was making is that fast attacks do not diminish your ability to halt and/or stun enemies.

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zriL wrote:

I'm sorry to tell you that but attack speed builds make all of PoE animations look silly...


Agree, quite often the fights end up looking stupid. In MOC especially, if you get extra fast bosses vs ranged characters it becomes like the benny hill show. Stun needs to be improved to increase combat diversity as welll as generally making it more worthwhile to forgo speed for high damage slower strikes, both should be worthwhile, currently only speed is worth bothering with.
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Mark_GGG wrote:
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Silty wrote:
Why isn't stun duration based off the percentage of the maximum health dealt, just like freeze or chill duration? Is it too difficult to animate?
Because the chance to stun is based on those things instead. Also too much variation in stun lengths makes the animations look silly.


Any chance we can get some idea of the chance to stun formula? All I know is that the required hp to avoid most stuns in chaos lies somewhere between having Kaom's and not having it.
^ there is one in wiki.. search "stun"
IGN: Eric_Lindros
CET: Timezone
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Ludvator wrote:
^ there is one in wiki.. search "stun"


Is there a good reason why you would respond to a thread that's over a year old, telling someone to respond to a wiki that didn't even exist at the time?

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