I see things in the game now that say something along the lines of
"10% chance to slow by 80% on hit"
This seems excessive. Is there some kind of cap or limiter in practice? Certainly, if I as the PC get global slowed by 80% and don't remove it immediately, that's game over. I don't think many chars can survive 5 turns to 1 against strong enemies on high difficulties.
Excessive Slows?
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Re: Excessive Slows?
I believe there is a diminishing returns formula on the application of slows that means you can't be slowed to 0% speed.
While in practise being at 25% speed instead of 20% is probably not going to help that much, there is something in place to stop things going instantly terminal.
That said, 80% seems too high to me.
While in practise being at 25% speed instead of 20% is probably not going to help that much, there is something in place to stop things going instantly terminal.
That said, 80% seems too high to me.
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Re: Excessive Slows?
I forget the exact formula (or rough, for that matter), but yeah, there's diminishing returns. 60 used to be the passive max for on-melee, iirc, and while it was probably the strongest proc chance of that sort at the time, it wasn't game breakingly powerful or anything. Just quite strong and probably worth knitting out for. Can't quite remember where it put things but iirc it was over 60% global despite the 60% debuff, so it was "losing" something like half its effectiveness. 80% slow on a 10% proc probably isn't much or any stronger, if I had to guess, unless the formula's changed again.
That said, I have no idea at all how these new randart etc. proc things stack, so... I'unno. Maybe it's a greater extreme but harder to obtain or less consistent.
That said, I have no idea at all how these new randart etc. proc things stack, so... I'unno. Maybe it's a greater extreme but harder to obtain or less consistent.