Difference between revisions of "Stun"

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(Created page with "Stun inhibits a player's ability to jump from one sector to the next and to fire his weapon. * Ensnares a target by adding extra time to its movement timer, attack timer, and ...")
 
 
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Stun inhibits a player's ability to jump from one sector to the next and to fire his weapon.
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Stun will set a target's movement, attack and repair timers to the stun duration.
* Ensnares a target by adding extra time to its movement timer, attack timer, and repair timer
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* Can trigger on any damage, including [[Graze]] and [[Splash]]
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If a timer is higher than the stun duration, it will not "stack".
* Will not trigger against [[Planet]]s, [[Garrison]]s, [[Intradictor]]s, or [[Defense Platform]]s
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* Can be reflected back at the attacker by the [[Deflector]] [[Special]]
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Stun can trigger on any damage, including [[Graze]] and [[Splash]]. It will not trigger against [[Planet]]s, [[Garrison]]s, and Boss [[NPC]]s.
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Stun may be reflected back at an attacker with the [[Deflector]] [[Special]].
  
 
==Stun Duration, Chance, and Resist==
 
==Stun Duration, Chance, and Resist==
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==Stun Mechanics Part 2: Stun Duration==
 
==Stun Mechanics Part 2: Stun Duration==
When an attacker successfully Stuns a Target, the Target's weapon cooldown and movement cooldown timers are reset to the greater of:
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When an attacker successfully Stuns a Target, the Target's attack, movement, and repair timers are set to the stun duration.
* the Attacker's Stun Duration
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* the Target's current cooldown time
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If a timer is already higher than the stun duration, then the stun will not do anything to that timer.
  
 
Example:
 
Example:
* Target's Weapon Cooldown = 10s
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A target is stunned for 8 seconds, but their attack timer is already at 12 seconds.
* Target's Movement Cooldown = 12s
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* Attacker's Stun Duration = 8s
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* The Target's Weapon Cooldown (10s) and Movement Cooldown (12s) are both greater than the Attacker's Stun Duration.  Stun has no effect.
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Result:
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* Target's Weapon Cooldown = 10s
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* Target's Movement Cooldown = 12s
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Three seconds elapse
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* Target's Weapon Cooldown = 7s
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* Target's Movement Cooldown = 9s
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* Attacker's Stun Duration = 8s
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* The Target's Weapon Cooldown (7s) is less than the Attacker's Stun Duration.  The Target's Weapon Cooldown is reset to the Attacker's Stun Duration (8s). 
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* The Target's Movement Cooldown (9s) is greater than the Attacker's Stun Duration.  Stun has no effect on the Target's weapon cooldown.
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Result:
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* Target's Weapon Cooldown = 8s
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* Target's Movement Cooldown = 9s
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Three seconds elapse
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* Target's Weapon Cooldown = 5s
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* Target's Movement Cooldown = 6s
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* Attacker's Stun Duration = 8s
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* The Target's Weapon Cooldown (5s) and The Target's Movement Cooldown (6s) are both less than the Attacker's Stun Duration.  The Target's Weapon Cooldown and Movement Cooldown are both reset to the Attacker's Stun Duration (8s).
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Result:
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Only their movement and repair timers will be "stunned" to 8 seconds. The attack timer would remain at 12 seconds.
* Target's Weapon Cooldown = 8s
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* Target's Movement Cooldown = 8s
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Latest revision as of 10:04, 26 August 2014

Stun will set a target's movement, attack and repair timers to the stun duration.

If a timer is higher than the stun duration, it will not "stack".

Stun can trigger on any damage, including Graze and Splash. It will not trigger against Planets, Garrisons, and Boss NPCs.

Stun may be reflected back at an attacker with the Deflector Special.

Stun Duration, Chance, and Resist

A player's ship has three attributes related to Stun: Stun Duration, Stun Chance, and Stun Resist.

  • Stun Duration represents the length of time for which a player stuns an enemy.
    • Stun Duration is added to the cooldown time of a player's weapon.
      • Example: A player with +4s Stun duration will stun for 7s while using a Banshee.
      • Example: A player with +5s Stun duration will stun for 10s while using a Ripper.
      • Example: A player with +0s Stun duration will stun for 10s while using a Matter Inverter.
  • Stun Chance represents the likelihood that a Hit or Graze will result in the enemy being stunned.
  • Stun Resist represents the likelihood that a successful stun by an enemy will be resisted.

Stun Mechanics Part 1: The Chance to Stun

When a player attacks and successfully hits or grazes the target, there is a random dice roll to determine whether the attack will result in a Stun. The Range of the dice roll is from 1 to the Target's Stun Resist plus 100. If the result of the roll is less than the Attacker's Stun Chance, then the Target will be stunned.

The Chance to Stun formula (assuming Hit or Graze) is defined as:

  • C = Attacker's Stun Chance
  • R = Target's Stun Resist

Chance to Stun = C / (100+R)

Stun Mechanics Part 2: Stun Duration

When an attacker successfully Stuns a Target, the Target's attack, movement, and repair timers are set to the stun duration.

If a timer is already higher than the stun duration, then the stun will not do anything to that timer.

Example: A target is stunned for 8 seconds, but their attack timer is already at 12 seconds.

Only their movement and repair timers will be "stunned" to 8 seconds. The attack timer would remain at 12 seconds.