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 Developer Journal: Crowd Control Changes, 1.0.5 insights

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untong
post Sep 6 2012, 11:41 AM

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QUOTE(jenniferjen @ Sep 6 2012, 11:32 AM)
And my impression, darn, why are they wasting time on this?
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becox the item with cc effect not selling that well in RMAH, so less income for em... =P
paranoid
post Sep 6 2012, 11:45 AM

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byebye perma freeze, blizzard was done with DH
now messes with wizzards.
i believe this is mainly implemented to nerf the CM wizards.
metalfreak
post Sep 6 2012, 12:00 PM

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I dont get it, isn't it the same because its capped to 65%?

man this new change =.=

Quazacolt
post Sep 6 2012, 01:41 PM

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QUOTE(paranoid @ Sep 6 2012, 11:45 AM)
byebye perma freeze, blizzard was done with DH
now messes with wizzards.
i believe this is mainly implemented to nerf the CM wizards.
*
L2Read
wKkaY
post Sep 6 2012, 02:33 PM

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QUOTE(metalfreak @ Sep 6 2012, 12:00 PM)
I dont get it, isn't it the same because its capped to 65%?

man this new change =.=
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Read it again.
Quazacolt
post Sep 6 2012, 03:12 PM

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QUOTE(wKkaY @ Sep 6 2012, 02:33 PM)
Read it again.
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its a yes and no situation, his questions were vague, this he gets a vague reply.

but of course, if one decides to do their homework, then it'd be:

QUOTE
Elite monster CC resistance is capped at the current reduction values already active for Elites.  In other words, CC resistance on most Elite monsters is capped to:
35% in Normal
50% in Nightmare
65% in Hell
65% in Inferno

in this example, he is right, yes it is the same.

however:
QUOTE
Monsters have a "CC resistance" that is stored on a per-monster basis.
The CC resistance starts at 0%.  For every 1 second CC that is applied to the monster, the monster receives 10% CC resistance.
Monsters lose 10% of their CC resistance every second that they are not CC’d.

then it is a no, it is different. which is where wKkaY is coming from.

with examples:
Example 3:
A party of four monks attempts to stun-lock an Elite monster in Inferno difficulty. They are all using Blinding Flash with the Self-Reflection rune, which blinds an enemy for 4 seconds.
The first monk casts Blinding Flash and the monster is blinded for 4 seconds. It also now has 40% CC resistance.
The second monk also casts Blinding Flash, but times it to land the instant the first one ends. It lasts 2.4 seconds and increases the CC resistance to 64%.
Both blinds wear off 6.4 seconds later. The third monk lands his Blinding Flash immediately afterwards, which lasts 1.44 seconds. This increases the monster’s CC resistance to 78.4%.
It's now been 7.84 seconds, and the fourth monk wants in on the action. She uses her Blinding Flash. Even though the monster’s CC resistance is technically at 78.4% by now, it's capped at 65% because of the CC resistance caps in Inferno. So, the 4 second blind actually lasts for 1.4 seconds. This adds another 14% CC resistance, bringing the final to 92.4%. (The effective resistance is still at the 65% cap, but the 92.4% is tracked under the hood for the stun resistance to wear off.)
The poor monster has now been blinded for a total of 9.24 seconds, and the monks are out of Blinding Flashes. sad.gif
The next blind will occur when the first monk’s Blinding Flash comes off cooldown. Since Blinding Flash has a 15 second cooldown, and only 9.24 seconds have passed, the party has to wait for another 5.76 seconds. During this time, the monster loses 57.6% CC resistance, leaving it at 34.8%.
The first monk uses his Blinding Flash as soon as it comes off cooldown. The 4 second blind is reduced to 2.61 seconds thanks to 34.8% CC resistance, and the monster’s CC resistance goes up another 26.1% to 60.9%.
Example 4:
Scenario 1
Player 1 applies a 1 second stun, it lasts 1 second. Monster has 10% CC resistance.
Player 2 applies a 6 second stun, it lasts 5.4 seconds. Monster now has 64% CC resistance.
Scenario 2
Player 1 applies a 6 second stun, it lasts 6 seconds. Monster now has 60% CC resistance.
Player 2 applies a 1 second stun, it lasts 0.4 seconds. Monster now has 64% CC resistance.
(Scenario 1 & 2 demonstrate that this system allows consecutively chained CC effects to be applied in any order. In other words, the math is commutative.)


hope the above clears all doubts smile.gif
(and maybe some of the baseless retarded flames)

=edit on typos=

This post has been edited by Quazacolt: Sep 6 2012, 03:14 PM
jenniferjen
post Sep 6 2012, 03:54 PM

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There are experimenting with split second effect, darn.... there dont realize there are more important things to do?
Quazacolt
post Sep 6 2012, 04:11 PM

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QUOTE(jenniferjen @ Sep 6 2012, 03:54 PM)
There are experimenting with split second effect, darn.... there dont realize there are more important things to do?
*
no.
TSBalaclava
post Sep 6 2012, 04:34 PM

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QUOTE(paranoid @ Sep 6 2012, 11:45 AM)
byebye perma freeze, blizzard was done with DH
now messes with wizzards.
i believe this is mainly implemented to nerf the CM wizards.
*
read la mangkuk
wKkaY
post Sep 6 2012, 06:13 PM

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QUOTE(jenniferjen @ Sep 6 2012, 03:54 PM)
There are experimenting with split second effect, darn.... there dont realize there are more important things to do?
*
Well I think it's a welcome change. It can change party dynamics the way the CM/Frost wiz build does. A DH built around stun grenades, lightning elemental arrow, and high attack speed might be able to pull off something similar. I used to use stun bola a lot in nightmare but it became ineffective in hell upwards.
bamkai
post Sep 6 2012, 06:49 PM

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obviously they are modding for pvp.. cc will be important by then .. maybe. meh
xander
post Sep 10 2012, 03:31 PM

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QUOTE(Balaclava @ Sep 6 2012, 04:34 PM)
read la mangkuk
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love ur reply

make me went LOL

 

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