PDA

View Full Version : slow breakpoints


blinkyvxy
28-07-2007, 07:19
so i was wondering if they have them like for FHR and such
was going to see how much slower meph will be with 95% slow kelpie and blackhorns and chill from orb haha vsa just 50% slow and chill

Hammermann
29-07-2007, 01:44
No, there are no diminishing returns on the Hit slows target %, so there are no breakpoints so to speak. It is a direct reduction on the speed at which animations are played on.

Also, it is capped at 50% vs bosses (and players) so you'll not be able to slow Mephisto anymore than you already are :)

blinkyvxy
29-07-2007, 06:23
ah damn thats ***, i thought so after i tried it out with my 95% slow merc,lame ah well

blinkyvxy
29-07-2007, 20:55
well why do they have an item with 75 slow if its cvaped at 50 that makes no sense , is it for like extra fast fanta monsters?

Hammermann
29-07-2007, 22:30
Sorry, I should have mentioned that it is only capped at 50% vs. bosses and players, but at 90% for regular monsters.

Hammermann
30-07-2007, 01:18
After actually checking to verify this information, instead of describing things from a rusty memory, there is also a cap of 75% versus some type of monsters. I'm not really sure what type this is, but a wild guess would be one of the player summonable creatures. Although I'm sure a more knowledgeable poster will come along and provide accurate information on the matter.

There is also a 50% cap versus mercs.

SSoG
30-07-2007, 18:11
The problem with slow and the reason why it gets so confusing is that there are MULTIPLE caps- one of them applies to attack speed, and the other applies to movement speed. If I recall correctly, the Movement Speed cap is 75% slow (meaning the slowest any monster will move is at 25% of his original walking speed, but since run and walk speeds differ, sometimes you'll need more than 75% slow to achieve this result).

Attack Speed is capped at 85%, meaning the slowest an enemy can attack is 15% of its original attack speed. Again, this doesn't mean that nothing over 85% is useful- sometimes it takes more than 85% slow to get a monster to the cap. Remember that chill (such as from cold damage) will slow monsters down, too, though.

I've heard so many different conflicting reports on how Slow works that I'm not 100% sure about all of this, but I'm fairly sure that this is how it really works.

Hammermann
31-07-2007, 00:31
The problem with slow and the reason why it gets so confusing is that there are MULTIPLE caps- one of them applies to attack speed, and the other applies to movement speed. If I recall correctly, the Movement Speed cap is 75% slow (meaning the slowest any monster will move is at 25% of his original walking speed, but since run and walk speeds differ, sometimes you'll need more than 75% slow to achieve this result).

Attack Speed is capped at 85%, meaning the slowest an enemy can attack is 15% of its original attack speed. Again, this doesn't mean that nothing over 85% is useful- sometimes it takes more than 85% slow to get a monster to the cap. Remember that chill (such as from cold damage) will slow monsters down, too, though.

There are indeed general caps on how slowly (or fast, for that matter) animations can be played, and although it's been a long time since I looked at them I believe you are correct. Movement speed (the 'velocitypercent' stat) should be lower capped at at 25% (not sure what the upper cap is), and the two other animation speed stats, 'attackrate' and 'other_animrate' which should cover all other animations are lower capped at 15% (and upper capped at 175%, if I remember correctly).

Note that there are often complicated calculations regarding these stats, especially when in shifted form or when in sequence mode, so it can often be hard to determine when exactly these limits are met.

And ofcourse, these limits are not directly related to the Slow target % and the caps relating to that specific stat, so there is still a mystery to me which monsters get a cap of 75% slow target against them.