Madnex
12-08-2014, 09:14 PM
---Click to skip to the last post for the updated version!--- (http://www.spacetimestudios.com/showthread.php?191716&p=#5)
Cutting to the chase, certain skills and effects appear to reset the stun immunity timer without the target receiving a stun. This does not only greatly affect the Mage class (mainly in PvP) but also several other pets and skills that offer a chance for one or more stuns.
Note: This topic does not refer to debuff-cleansing Arcane Abilities like Ironbite's and Misty's that end up resetting the stun immunity timer as well.
This is still undergoing research but here are a few examples of stuns not working at all or with halved effects:
Trying to stun a PvE or PvP target with Singe's 75% stun in Arcane Ability after the targets are under Damage over Time from say, Noxious Bolt. There's simply no effect.
Trying to stun a PvP target with a charged weapon normal attack (eg. charged bow) while Noxious Bolt's or Frost Bolt's DoT is in effect. There are not even stars above the target's head, no indication that the target was stunned at all.
Trying to stun a PvP target with Fireball after landing a few attacks. The stun is so much shorter in duration (when comparing with a two-second full Fireball stun) that you're only going to notice the knockback.
It seems that any hits severely decrease the duration of the next stun while in certain cases, Damage over Time effects completely prevent the stuns! While the results are not conclusive yet, this appears to be quite a bothersome issue. This is precisely the reason why Singe owners report that the stun is nonexistent - because 90% of the time the AA is used after the targets have already been hit either by skills or the passive attacks of the very pet!
Lastly, there is a differentiation not only in stuns but also in panic/terrify duration times (tested with both targets under the exact same conditions and sometimes the panic lasted longer on one of the two in PvP and with 12 targets under the same conditions in PvE).
So the questions are simple:
Why are there not solid stun duration-times for each effect?
Why is randomness and simple hits reducing the stun durations?
What is the purpose of such a nerf on stuns, if this behavior is intentional?
Here's how to reproduce this abnormality to stun when the target is under DoT effect, in steps:
(1)Get in an elite dungeon and gather a few mobs that can be stunned (green dragkin here).
http://i.imgur.com/QFFT01E.png
(2)Park them (I chose six of them since that's the max target for charged Noxious Bolt).
http://i.imgur.com/XZYuW7D.png
3)Summon Singe in range (making sure his AA will hit all of the targets).
http://i.imgur.com/BYAqXZm.png
(4)Tap the AA, record how many mobs stunned. Repeat, calculate average (mine came out 60% out of 20 tries).
http://i.imgur.com/nyY2oWh.png
(5)Repeat in an equal amount but previous to AA, fire a skill that will damage all targets (charged Noxious Bolt for me).
http://i.imgur.com/lT7cTch.png
(6)Compare results. Nothing to compare here really, there were 0/120 mobs stunned by AA after they were damaged.
http://i.imgur.com/KmLATYm.png
Conclusion:
That's a 75% stun chance being 0% most of the time.
Comments are welcome as always. Thanks for reading.
Cutting to the chase, certain skills and effects appear to reset the stun immunity timer without the target receiving a stun. This does not only greatly affect the Mage class (mainly in PvP) but also several other pets and skills that offer a chance for one or more stuns.
Note: This topic does not refer to debuff-cleansing Arcane Abilities like Ironbite's and Misty's that end up resetting the stun immunity timer as well.
This is still undergoing research but here are a few examples of stuns not working at all or with halved effects:
Trying to stun a PvE or PvP target with Singe's 75% stun in Arcane Ability after the targets are under Damage over Time from say, Noxious Bolt. There's simply no effect.
Trying to stun a PvP target with a charged weapon normal attack (eg. charged bow) while Noxious Bolt's or Frost Bolt's DoT is in effect. There are not even stars above the target's head, no indication that the target was stunned at all.
Trying to stun a PvP target with Fireball after landing a few attacks. The stun is so much shorter in duration (when comparing with a two-second full Fireball stun) that you're only going to notice the knockback.
It seems that any hits severely decrease the duration of the next stun while in certain cases, Damage over Time effects completely prevent the stuns! While the results are not conclusive yet, this appears to be quite a bothersome issue. This is precisely the reason why Singe owners report that the stun is nonexistent - because 90% of the time the AA is used after the targets have already been hit either by skills or the passive attacks of the very pet!
Lastly, there is a differentiation not only in stuns but also in panic/terrify duration times (tested with both targets under the exact same conditions and sometimes the panic lasted longer on one of the two in PvP and with 12 targets under the same conditions in PvE).
So the questions are simple:
Why are there not solid stun duration-times for each effect?
Why is randomness and simple hits reducing the stun durations?
What is the purpose of such a nerf on stuns, if this behavior is intentional?
Here's how to reproduce this abnormality to stun when the target is under DoT effect, in steps:
(1)Get in an elite dungeon and gather a few mobs that can be stunned (green dragkin here).
http://i.imgur.com/QFFT01E.png
(2)Park them (I chose six of them since that's the max target for charged Noxious Bolt).
http://i.imgur.com/XZYuW7D.png
3)Summon Singe in range (making sure his AA will hit all of the targets).
http://i.imgur.com/BYAqXZm.png
(4)Tap the AA, record how many mobs stunned. Repeat, calculate average (mine came out 60% out of 20 tries).
http://i.imgur.com/nyY2oWh.png
(5)Repeat in an equal amount but previous to AA, fire a skill that will damage all targets (charged Noxious Bolt for me).
http://i.imgur.com/lT7cTch.png
(6)Compare results. Nothing to compare here really, there were 0/120 mobs stunned by AA after they were damaged.
http://i.imgur.com/KmLATYm.png
Conclusion:
That's a 75% stun chance being 0% most of the time.
Comments are welcome as always. Thanks for reading.