Ok change I guess... But honestly it seems like the Diablo team is becoming somewhat out of touch with reality.
The game needs several major overhauls. Loot system needs to be overhauled completely, not just legendary drops, the items are just boring and generic and do not contribute to unique builds. Skill/leveling needs to be completely redone, character building and permanence need to come back, people need a reason to keep rerolling same class. Diverse, challenging, interesting endgame needs to be introduced, including but in no way limited to PvP.
Writing a giant post about CC seems kind of silly at this point. You read the forums, you read user reviews on Amazon, nobody cares about CC, people want major changes to the game.
Looking forward to hearing from more people disappointed that the blog post didn't contain things that had nothing to do with the thing the blog post was about.
If two players are in a co-op game, the order in which they apply their stuns doesn't generally matter
Modified 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 1 second after the end of the Player 1 stun (10% CC wears off), it lasts 6 seconds. Monster now has 60% CC resistance.
Total duration of CC:7 seconds
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 1 second after the end of the Player 1 stun (monster now has 50% CC resistance), it lasts 0.5 seconds. Monster now has 55% CC resistance.
Total 6.5 seconds
The difference is 0.5 seconds, which could potentially mean the difference between life and death. Thoughts?
The moment the freeze ends, a witch doctor casts Horrify which fears the monster for 4 seconds. Since the monster has 30% CC resistance, it’s actually only feared for 2.8 seconds (3 seconds * 70% CC effectiveness = 2.8 seconds).
I dont get this math =p
Typo I'll bet. 3 seconds should be 4 seconds (as mentioned in the line above).
Also, blizzard should totally do these cross department colabs more often. I propose longer lunch breaks. Hire me Blizzrad ;P.
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I'm quite amazed about the numbers of people who are not able to read a simple text... The number of people thinking it's a nerf while it's a buff to CC is really huge. (here and on official website) Same for all the CM wiz who think their build will be destroyed whenactually it will not change anything for them Oo
Actually it will have an effect, it will change the playstyle around nova locking things a lot. At 65% reduction, Frost Nova slows down Elites and Bosses for 1.05 seconds right now. It takes just under 11 CM procs per second (22 crits per second with Strom Chaser, 55 ticks per second with 40% crit, which generally requires 20 or so mobs to accomplish) to fully nova lock an elite group. Now on every set of mobs, normal and elite, nova locking reaches that level after the first 6.5 seconds of the fight.
Having Frost Nova cool in 6 seconds takes 1 proc per second, 2 crits per second, which is 5 ticks per second from a storm chaser. This happens pretty easily on a single target and produces 50% nova uptime now, and will produce 50% nova uptime afterwards. After reaching a steady state after 6.5 seconds, it will require a nova cooldown of 2.1 seconds to improve upon this. Thats about 10 procs in 2 seconds, 5 per second, 10 crits per second, 22 ticks per second, 12-15 mobs in combat most likely. So essentially nova locking normal mobs got capped at 50% uptime when you are fighting groups of 10 or less mobs. This uptime corresponds to the uptime on Bone Chill and Cold Blooded for that build, essentially nerfing its damage output by 12-15% against all but the largest enemy packs.
On the flip side, its now trivial to obtain a 50% nova lock on elite groups which will increase CM wizard damage and reduce incoming damage against fights where you just run into an elite pack substantially.
From my perspective as a CM wizard the easy fights got harder and the hard fights got easier, which I can be excited about I guess. I think it will up the gear barrier to use the spec in later inferno because you will actually have to contend with the damage from large pulls in act 3. The place I really don't like it is fallen maniacs in act 3, not being able to full nova lock them essentially forever while I get around to killing them is going to end up with them exploding on my face a lot more.
The moment the freeze ends, a witch doctor casts Horrify which fears the monster for 4 seconds. Since the monster has 30% CC resistance, it’s actually only feared for 2.8 seconds (3 seconds * 70% CC effectiveness = 2.8 seconds).
I dont get this math =p
30% CC resistance means the effect has 30% less than its normal duration or 70% of its normal duration remaining. 4*0.7 = 2.8 seconds
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The game needs several major overhauls. Loot system needs to be overhauled completely, not just legendary drops, the items are just boring and generic and do not contribute to unique builds. Skill/leveling needs to be completely redone, character building and permanence need to come back, people need a reason to keep rerolling same class. Diverse, challenging, interesting endgame needs to be introduced, including but in no way limited to PvP.
Writing a giant post about CC seems kind of silly at this point. You read the forums, you read user reviews on Amazon, nobody cares about CC, people want major changes to the game.
Ha. Bagstone.
Modified 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 1 second after the end of the Player 1 stun (10% CC wears off), it lasts 6 seconds. Monster now has 60% CC resistance.
Total duration of CC:7 seconds
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 1 second after the end of the Player 1 stun (monster now has 50% CC resistance), it lasts 0.5 seconds. Monster now has 55% CC resistance.
Total 6.5 seconds
The difference is 0.5 seconds, which could potentially mean the difference between life and death. Thoughts?
Typo I'll bet. 3 seconds should be 4 seconds (as mentioned in the line above).
Also, blizzard should totally do these cross department colabs more often. I propose longer lunch breaks. Hire me Blizzrad ;P.
Having Frost Nova cool in 6 seconds takes 1 proc per second, 2 crits per second, which is 5 ticks per second from a storm chaser. This happens pretty easily on a single target and produces 50% nova uptime now, and will produce 50% nova uptime afterwards. After reaching a steady state after 6.5 seconds, it will require a nova cooldown of 2.1 seconds to improve upon this. Thats about 10 procs in 2 seconds, 5 per second, 10 crits per second, 22 ticks per second, 12-15 mobs in combat most likely. So essentially nova locking normal mobs got capped at 50% uptime when you are fighting groups of 10 or less mobs. This uptime corresponds to the uptime on Bone Chill and Cold Blooded for that build, essentially nerfing its damage output by 12-15% against all but the largest enemy packs.
On the flip side, its now trivial to obtain a 50% nova lock on elite groups which will increase CM wizard damage and reduce incoming damage against fights where you just run into an elite pack substantially.
From my perspective as a CM wizard the easy fights got harder and the hard fights got easier, which I can be excited about I guess. I think it will up the gear barrier to use the spec in later inferno because you will actually have to contend with the damage from large pulls in act 3. The place I really don't like it is fallen maniacs in act 3, not being able to full nova lock them essentially forever while I get around to killing them is going to end up with them exploding on my face a lot more.
30% CC resistance means the effect has 30% less than its normal duration or 70% of its normal duration remaining. 4*0.7 = 2.8 seconds