View Full Version : %slow info
Invictus_Dominus
25-05-2004, 00:16
%slow notes.
The %slow is calculated as follows: ( 1 - 100*%slow of source 1 ) * ( 1 - 100*%slow of source 2 ) * ....etc.
The %slow from the clay golem is triggered by the attack animation, not the actual hitting.
The %slow from the clay golem has a radius effect of 1 yard. i.e., multiple enemies can be slowed with one swing.
The slow effect from weapons and the golem lasts around 4 seconds (tested in nightmare).
Freeze and slow are seperate entities.
Cold spells slow monsters by 50%.
Max slow is 90% per source. Sources are: cold spells and auras, curses(decrep), players, mercs, player minions.
The max slow for a single player can only be reached with Decrep+HF+(75%Kelpie-IG)+90%Merc+90%player. This is slow enough to stop a boss from attacking at all!
Additional players (>1players per game) can add an additional 3 sources (player, merc, and IG/or-only-1-clay-in-group) per player, as HF, Decrep, and Clay Golem (slow aura) overide themselves.
The max number of sources is 26.
Happy slowing!
Max slow is 90% per source. Sources are: cold spells and auras, curses(decrep), players, mercs, player minions.And that would be 50% slow vs players/bosses/etc. Interesting that you say max per source...
How did you get the maximum number of sources? Seems an unusual number for Blizzard to use.
Invictus_Dominus
25-05-2004, 20:20
50% cap is only on players.
You can effectively slow a boss( diablo, diablo clone, baal,...etc ) > 99%. You can never reach 100%, but you get to a point where the animation is slowed so much that attacks never happen.
For example:
HF 54%
Clay 64%
Decrep 50%
Merc 90%
Player 90%
= .46 * .36 * .5 * .1 * .1 = 99.9172% = too slow to attack.
The only thing to note is that the cold spells don't work on cold immunes. However, Holy Freeze DOES still slow the cold immune by 50%. A feature.
Sources are players, minions, hirelings, cold spells and auras, and curses.
8 players, 7 Iron Golems, 1 Clay Golem, 8 mercenarys, Holy Freeze or cold spell, Decrepify.
8+7+1+8+1+1=26.
Cold spells and auras overide themselves.
Decrepify overides itself.
Clay Golem effect overides other Clay Golems.
Iron Golems can get the %slow effect.
Invictus_Dominus
25-05-2004, 20:24
and on a side note:
Using just a Holy Freeze merc, Clay Golem, and Decrepify, it has been reported that when Diablo starts raising his arms, you have 8 seconds before the lightning hose comes out.
That's right, 8 seconds.
krischan
25-05-2004, 21:56
My skellimancer really enjoys decrepping a boss while his clay golem and the merc with an eth upped Kelpie Snare hit him. The speed is about 1-2 animation frames per second even without the golem. The skeletons have a lot of fun while they cut him into pieces :evil:
Diablo always seems to aim his lightning hose on the character who inflicts the most damage on him. That means a skellimancer won't be the target, but his merc. However, the merc is in melee range, so he won't get hit, too. Just don't place your necro in a line with Diablo and your merc ;)
The only thing to note is that the cold spells don't work on cold immunes. However, Holy Freeze DOES still slow the cold immune by 50%. A feature.
Holy Freeze is slow, not chill. That's why it works on just about anything. Excluding Hell andy, NM and hell stygian Dolls, Hell frenzytaurs, and hell Gloams.
Where or how did you get this information?
In PvP does slow work on pallies when they are using Charge?
Yes, since it's a normal melee hit.
sangfagel
28-05-2004, 16:22
Very interesting, Invictus... and useful but - as RTB said allready - state your sources ;) My expirience in game is generally in accordance with your maths but it was enough guesses and 98% true statements on this forum :lol:
You mentioned some numbers for different kind of slowing down (as HF 54%, Clay 64%, Decrep 50%). Could you make a complete list, please?
You wrote:
Max slow is 90% per source. Sources are: cold spells and auras, curses(decrep), players, mercs, player minions.
I think you must explain it better. For instance: If ONE player casts decrepify on an monster and then hit this monster using Ceglaw´s clows, Nosferatu Coil, Kelpie Snare, socketed with a Thul, having 6 cold dmg charms in his inventory and 2 cold dmg jewels in his Halaberd's Reign... how many sources it will be? And if he switch to Doom weapon before the first slowing effect expired - what will happen? Can he cross 90% barrier?
OK - all chilling sources overwrite themselves so all shaphires, Thul, cold dmg in the helm and charms is only ONE source (chilling time adds of course). Belt, Kelpie and Ceglaw´s are probably three (?), decrepify is one but what about HF after switch? Can one player be counted as two in this case? :lol:
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