Study on the variety of Confusion debuff powers
Posted: Fri Dec 16, 2016 4:19 pm
I noticed recently while source diving that the confusion immunity stat has two effects. First, it's a pure and simple roll to ignore confusion debuffs. Plain and simple, not much more to say. But then, the stat itself is reused for a double combo effect! As far as I saw, all the confusion type debuffs actually substract your confusion immunity to the debuff power, thus directly affecting the effective chance to fail an action. For example, you have 20% confusion resist and someone applies a 50% chance to fail confusion, the end result is a 30% chance to fail debuff. That substraction is done at the moment the debuff is applied only and the fail chance you see on the tooltip already takes that effect into account.
Sooo, why do I talk about that now? Because there's some weird stuff going on the world of confusion. First, the final chance to fail is capped between 10% and 50% no matter what. So a 50% confusion immunity won't make you virtually immune to half the confusion effects because it can't drop under 10%. Yet, if you check the stats in the game, you'll practically NEVER see that protection going into effect. And why? Because a few confusion effects scale WAY hard so and no matter how strong your immunity is, they'll stay at the 50% cap. For example, warshout is 50% fail + 10% per raw talent level. At 5/5 it's a 100% confusion. Gloom confusion is fixed at 70% no matter what.
Let's see, from what I see the confusion power for a few talents/egos are :
- Warshout 50..100
- Confusion applied through weapon proc 75
- Gloom 70
- Gloom applied by weapon procs 70 and sometimes 25
- Banish/Fold Wrap 50
- Madness 50
- Mind Blast 20..48
- Psychic Lobotomy 33..40
- Skullcracker 25..45
So there's kinda three schools here. The "old school" that use standard scaling formulas, starts low and can reach 50% with much effort. The "middle of the pack" that is just plain 50%. And the "somehow that confusion thing isn't as strong as I wanted, let's increase the number" at 70-100
That feature could use a normalisation pass I suppose
Sooo, why do I talk about that now? Because there's some weird stuff going on the world of confusion. First, the final chance to fail is capped between 10% and 50% no matter what. So a 50% confusion immunity won't make you virtually immune to half the confusion effects because it can't drop under 10%. Yet, if you check the stats in the game, you'll practically NEVER see that protection going into effect. And why? Because a few confusion effects scale WAY hard so and no matter how strong your immunity is, they'll stay at the 50% cap. For example, warshout is 50% fail + 10% per raw talent level. At 5/5 it's a 100% confusion. Gloom confusion is fixed at 70% no matter what.
Let's see, from what I see the confusion power for a few talents/egos are :
- Warshout 50..100
- Confusion applied through weapon proc 75
- Gloom 70
- Gloom applied by weapon procs 70 and sometimes 25
- Banish/Fold Wrap 50
- Madness 50
- Mind Blast 20..48
- Psychic Lobotomy 33..40
- Skullcracker 25..45
So there's kinda three schools here. The "old school" that use standard scaling formulas, starts low and can reach 50% with much effort. The "middle of the pack" that is just plain 50%. And the "somehow that confusion thing isn't as strong as I wanted, let's increase the number" at 70-100
That feature could use a normalisation pass I suppose
