I did not realize that global speed effects were affected by diminishing returns (or some kind of reduction, anyway). If that's the case then making slows stack /might/ not be as detrimental as I had assumed. Even considering that, I would still say that taking the highest power is the best course of action. I can see the merit in Effigy's suggestion to just flat out ignore lower power effects, even if the duration is longer. If we always take the longest duration and highest power it could lead to some cheesiness, such as keeping a high-power on-hit slow in your offset and then using a lower power slow on the main set to keep the high power slow going indefinitely.
All that considered...
Slow Tweak is now available on te4.org and the Steam Workshop. Discussion thread over in the addons forum. It redefines the Slow effect so that new slows will be ignored if they are lower in power. If the new effect is higher in power, it will replace the old effect.
Slows application is incoherent
Moderator: Moderator
Re: Slows application is incoherent
*waggles hand* On-melee slow's still probably the single best attribute an item can have for a melee character,* as a general thing, but it's been a while since it was something approaching a kiss of death or whatev'. "Just" really good, and for what it's worth the cap makes it take a lot less investment to optimize. It's fairly common to find at least two 30% slows before you go east, and after that point you just kinda' forget about it unless something else with an equal (or better, since it's entirely possible to cap out on one sufficiently powerful randart) slow shows up.
Stacking slows is indeed not that big of a deal compared to the slow itself, though, yeah. 60% cap is like... at least half as effective as what you'd realistically see back when on-melee slow stacked all the way, when getting a 240% or whatev' by the end game wasn't really terribly unusual, if you were trying for it. Want to say there's like... maybe a fifth of a turn difference? 40-ish vs 50 t'60-ish effective global. 20% or so gain, for quadrupling the intensity, if my memory's working right. 'Course, considering the nature of randarts you often weren't really sacrificing much by erecting a throbbing edifice of global penalty with your equipment, but... still.
*I'd say daze is the only thing that can really compare, and that only if you stack it up to the full 100% or near enough it doesn't make much difference. Full 100% on-melee daze is totally delicious, though. Just more susceptible to resistances, which maybe drops the evaluation down a bit.
Stacking slows is indeed not that big of a deal compared to the slow itself, though, yeah. 60% cap is like... at least half as effective as what you'd realistically see back when on-melee slow stacked all the way, when getting a 240% or whatev' by the end game wasn't really terribly unusual, if you were trying for it. Want to say there's like... maybe a fifth of a turn difference? 40-ish vs 50 t'60-ish effective global. 20% or so gain, for quadrupling the intensity, if my memory's working right. 'Course, considering the nature of randarts you often weren't really sacrificing much by erecting a throbbing edifice of global penalty with your equipment, but... still.
*I'd say daze is the only thing that can really compare, and that only if you stack it up to the full 100% or near enough it doesn't make much difference. Full 100% on-melee daze is totally delicious, though. Just more susceptible to resistances, which maybe drops the evaluation down a bit.