After some calculations and selecting correct gear (dual wielding daggers + IAS equipment, for example), I presume it's possible to achieve (statistically) 100% stun effect on single target using Frenzy (Smite) or even Bash (Clobber). Will stun be effective on later game scenario or monsters (and specials - champions, elites and bosses) will be probably immune?
The build could be better. Now for endgame stun, i'd expect some regular mobs (not every) and even some elites to take stun. These will be crushed in groups and even in solo for some classes, without the least chance of presenting challenge. But if the game is actually hard by them...expect most challenges to be stun immune, cc immune, snare immune.
I can't remember where to find the exact quote, but I remember a blue stating that as you progress through the difficulties, monsters gain CC resistance in addition to the regular resistances (Physical/Elemental/etc). So while you can potentially (and shown successfully in the beta) stunlock enemies in normal, it will be progressively less effective in Nightmare, Hell, and Inferno.
For a wild guess at stun duration for the difficulties, I would say Normal would have 100% duration, Nightmare 75%, Hell 50%, Inferno 25%. *These are just guesses, I have no facts to back these numbers up though (besides the blue saying CC's would be less effective in later difficulties).
The build could be better. Now for endgame stun, i'd expect some regular mobs (not every) and even some elites to take stun. These will be crushed in groups and even in solo for some classes, without the least chance of presenting challenge. But if the game is actually hard by them...expect most challenges to be stun immune, cc immune, snare immune.
Yep, I agree. But this way some DH builds, slow-focused, will face a lot of trouble end-game too. Maybe this "specials" presents some resistance for status-impairing effects, not beeing completely immune. About the build, was just an example (and I wrong selected Ricochet for Weapon Throw instead of Throwing Hammer, BTW ).
I can't remember where to find the exact quote, but I remember a blue stating that as you progress through the difficulties, monsters gain CC resistance in addition to the regular resistances (Physical/Elemental/etc). So while you can potentially (and shown successfully in the beta) stunlock enemies in normal, it will be progressively less effective in Nightmare, Hell, and Inferno.
For a wild guess at stun duration for the difficulties, I would say Normal would have 100% duration, Nightmare 75%, Hell 50%, Inferno 25%. *These are just guesses, I have no facts to back these numbers up though (besides the blue saying CC's would be less effective in later difficulties).
I figure its alot less. Think about the juggernaut passive for the barb... thats ~ 20%.... and that is a passive. I'm assuming 50% would be max.... 75% duration decrease would make ground stomp, frost nova and blind all piss poor.
I can't remember where to find the exact quote, but I remember a blue stating that as you progress through the difficulties, monsters gain CC resistance in addition to the regular resistances (Physical/Elemental/etc). So while you can potentially (and shown successfully in the beta) stunlock enemies in normal, it will be progressively less effective in Nightmare, Hell, and Inferno.
For a wild guess at stun duration for the difficulties, I would say Normal would have 100% duration, Nightmare 75%, Hell 50%, Inferno 25%. *These are just guesses, I have no facts to back these numbers up though (besides the blue saying CC's would be less effective in later difficulties).
I figure its alot less. Think about the juggernaut passive for the barb... thats ~ 20%.... and that is a passive. I'm assuming 50% would be max.... 75% duration decrease would make ground stomp, frost nova and blind all piss poor.
as said, for end game, a lot of monsters will have greater resistances to stuns and I think you will have to keep up your numbers just to see equal results from normal.
Rollback Post to RevisionRollBack
Find any Diablo news? Contact me or anyone else on the News team
What about "target misleading"? I wonder how things like WD pets and Wizard Images will work, if they have some kind of diminished effect on harder difficulties, if they work 100% or if they don't work at all. Because if they work...they are seriously overpowered. Every second a mob or a boss is hitting a pet/image is a second of "immunity" for your group.
Just imagine if bosses are actually fooled by them. Two wizards, 4 (or 10!) images, suddenly your group doubled. In a group with 4 targets, you have a 25% chance of getting the boss attention. In a group with 8: 12,5%. In a group with 14 (runed mirror image): 7,1%.
Add wd pets, monk mystic ally,etc etc. It's a lot of damage being completely avoided.
What about "target misleading"? I wonder how things like WD pets and Wizard Images will work, if they have some kind of diminished effect on harder difficulties, if they work 100% or if they don't work at all. Because if they work...they are seriously overpowered. Every second a mob or a boss is hitting a pet/image is a second of "immunity" for your group.
Just imagine if bosses are actually fooled by them. Two wizards, 4 (or 10!) images, suddenly your group doubled. In a group with 4 targets, you have a 25% chance of getting the boss attention. In a group with 8: 12,5%. In a group with 14 (runed mirror image): 7,1%.
Add wd pets, monk mystic ally,etc etc. It's a lot of damage being completely avoided.
Well, the fights are going to be a lot longer in Inferno, and eventually pets like the WD will likely die just like the duration of the other helpers will despawn. You also have to keep in mind that WD and Wizards in particular have to avoid dmg or they will die. If their ways of avoiding dmg did not work, then they would not have a chance. "Target Misleading" needs to work and people will likely have to use them to have any chance of surviving early on.
Well, the fights are going to be a lot longer in Inferno, and eventually pets like the WD will likely die just like the duration of the other helpers will despawn. You also have to keep in mind that WD and Wizards in particular have to avoid dmg or they will die. If their ways of avoiding dmg did not work, then they would not have a chance. "Target Misleading" needs to work and people will likely have to use them to have any chance of surviving early on.
Indeed, i expect fights to last longer. I wouldn't say the wizard is any weaker than the wd or the dh: they're all taking 30% more damage. They can improve their survivability with proper gear and skill/passive choices and actually reach a good amount of overall defense.
What worries me about how "target misleading" will scale is the following:
-Imagine that it works 100%. WDs can be extremely powerful as long as they can keep their dogs/gargantuan alive (and they have quite a few resources for it). They have PERMANENT pets, there is no better defense than not taking damage at all. They're both awesome for solo and for groups.
Wizards don't have permanent pets. But 50% of time they have images. They can either create 5 low health copies or 2 high health copies. Comparing to the WD you're 50% more vulnerable, but if your pets are dying, it's less of a problem, a wizard will be popping pets every 15secs. And they can hide behind Diamond Skin 40% of time.
If it works 100% they have a better chance of soloing hard content, the barb can tank and self-heal, the monk can avoid some damage and heal, but WD and Wiz won't be taking damage at all: they can sit back and pew-pew.
-Imagine that it doesn't work. If mobs ignore pets and images WDs and Wizards are suddenly weak. They'll take damage like anyone else, but they're arguably weaker than monk/barb when it comes to take less damage and recover from damage taken. They'll be able to run with groups dishing out dps, but solo may be...a problem when a big part of your survivability doesn't work.
-Imagine that they work just a bit. The mob hits a pet/image and they have a % chance (higher on higher difficult) of ignoring (permanently) the pet to go straight for their summoner and friends. In this case i'd say pets/images are not overpowered, you won't be able to solo content just based on them. But they're not useless either, they give a temporary distraction, it counts as a x seconds damage absortion. and they're actually useful for groups, you'll be able to mislead a little of damage to them. Actually they're pretty good for groups, specially the images, since they have a 15secs cd.
If stun effects are something to aim for, builds like http://us.battle.net/d3/pt/calculator/barbarian#WfXYkP!Ydb!YZcccZ will really shine. What do you guys think?
For a wild guess at stun duration for the difficulties, I would say Normal would have 100% duration, Nightmare 75%, Hell 50%, Inferno 25%. *These are just guesses, I have no facts to back these numbers up though (besides the blue saying CC's would be less effective in later difficulties).
Yep, I agree. But this way some DH builds, slow-focused, will face a lot of trouble end-game too. Maybe this "specials" presents some resistance for status-impairing effects, not beeing completely immune. About the build, was just an example (and I wrong selected Ricochet for Weapon Throw instead of Throwing Hammer, BTW ).
I figure its alot less. Think about the juggernaut passive for the barb... thats ~ 20%.... and that is a passive. I'm assuming 50% would be max.... 75% duration decrease would make ground stomp, frost nova and blind all piss poor.
Find any Diablo news? Contact me or anyone else on the News team
Just imagine if bosses are actually fooled by them. Two wizards, 4 (or 10!) images, suddenly your group doubled. In a group with 4 targets, you have a 25% chance of getting the boss attention. In a group with 8: 12,5%. In a group with 14 (runed mirror image): 7,1%.
Add wd pets, monk mystic ally,etc etc. It's a lot of damage being completely avoided.
Well, the fights are going to be a lot longer in Inferno, and eventually pets like the WD will likely die just like the duration of the other helpers will despawn. You also have to keep in mind that WD and Wizards in particular have to avoid dmg or they will die. If their ways of avoiding dmg did not work, then they would not have a chance. "Target Misleading" needs to work and people will likely have to use them to have any chance of surviving early on.
Indeed, i expect fights to last longer. I wouldn't say the wizard is any weaker than the wd or the dh: they're all taking 30% more damage. They can improve their survivability with proper gear and skill/passive choices and actually reach a good amount of overall defense.
What worries me about how "target misleading" will scale is the following:
-Imagine that it works 100%. WDs can be extremely powerful as long as they can keep their dogs/gargantuan alive (and they have quite a few resources for it). They have PERMANENT pets, there is no better defense than not taking damage at all. They're both awesome for solo and for groups.
Wizards don't have permanent pets. But 50% of time they have images. They can either create 5 low health copies or 2 high health copies. Comparing to the WD you're 50% more vulnerable, but if your pets are dying, it's less of a problem, a wizard will be popping pets every 15secs. And they can hide behind Diamond Skin 40% of time.
If it works 100% they have a better chance of soloing hard content, the barb can tank and self-heal, the monk can avoid some damage and heal, but WD and Wiz won't be taking damage at all: they can sit back and pew-pew.
-Imagine that it doesn't work. If mobs ignore pets and images WDs and Wizards are suddenly weak. They'll take damage like anyone else, but they're arguably weaker than monk/barb when it comes to take less damage and recover from damage taken. They'll be able to run with groups dishing out dps, but solo may be...a problem when a big part of your survivability doesn't work.
-Imagine that they work just a bit. The mob hits a pet/image and they have a % chance (higher on higher difficult) of ignoring (permanently) the pet to go straight for their summoner and friends. In this case i'd say pets/images are not overpowered, you won't be able to solo content just based on them. But they're not useless either, they give a temporary distraction, it counts as a x seconds damage absortion. and they're actually useful for groups, you'll be able to mislead a little of damage to them. Actually they're pretty good for groups, specially the images, since they have a 15secs cd.