Difference between revisions of "Stun"

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* Ensnares a target by adding extra time to its movement timer and attack timer
 
* Ensnares a target by adding extra time to its movement timer and attack timer
 
* Can trigger on any damage, including [[Graze]] and [[Splash]]
 
* Can trigger on any damage, including [[Graze]] and [[Splash]]
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** Note:  Splashed Stuns '''*will not*''' reflect back on you if it hits a target using a [[Deflector]] [[special]].
 
* Will not affect any other behavior, such as [[Earth Jump]], [[Corp Jump]], [[Rift Jump]], [[Repair]]
 
* Will not affect any other behavior, such as [[Earth Jump]], [[Corp Jump]], [[Rift Jump]], [[Repair]]
 
* Will not trigger against [[Planet]]s, [[Garrison]]s, [[Intradictor]]s, or [[Defense Platform]]s
 
* Will not trigger against [[Planet]]s, [[Garrison]]s, [[Intradictor]]s, or [[Defense Platform]]s
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* Stun Duration represents the length of time for which a player stuns an enemy.
 
* 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.
 
** 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 Screamer.
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*** Example: A player with +4s Stun duration will stun for 7s while using a Screamer (a 3-second weapon)
*** Example: A player with +5s Stun duration will stun for 10s while using an Auto Cannon.
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*** Example: A player with +5s Stun duration will stun for 10s while using an Auto Cannon (a 5-second weapon)
*** Example: A player with +0s Stun duration will stun for 20s while using a Dragon.
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*** Example: A player with +0s Stun duration will stun for 20s while using a Drago (a 20-second weapon)
 
* Stun Chance represents the likelihood that a Hit or Graze will result in the enemy being stunned.
 
* 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 Resist represents the likelihood that a successful stun by an enemy will be resisted.
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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 and movement 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 = 17s
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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 (17s) 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 = 17s
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* Target's Movement Cooldown = 12s
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Six seconds elapse
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* Target's Weapon Cooldown = 11s
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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 (11s) is greater than the Attacker's Stun Duration.  Stun has no effect on the Target's weapon cooldown.
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* The Target's Movement Cooldown (6s) is less than the Attacker's Stun Duration.  The Target's Movement Cooldown is reset to the Attacker's Stun Duration (8s).
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Result:
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* Target's Weapon Cooldown = 11s
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* Target's Movement Cooldown = 8s
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Six seconds elapse
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* Target's Weapon Cooldown = 5s
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* Target's Movement Cooldown = 2s
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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 (2s) is 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 timer 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 12:20, 14 July 2017

Stun inhibits a player's ability to jump from one sector to the next and to fire his weapon. Stun does not inhibit a player's ability to jump to Rift, Earth or his Corporation Garrison.

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 Screamer (a 3-second weapon)
      • Example: A player with +5s Stun duration will stun for 10s while using an Auto Cannon (a 5-second weapon)
      • Example: A player with +0s Stun duration will stun for 20s while using a Drago (a 20-second weapon)
  • 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 and movement 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 timer will be "stunned" to 8 seconds. The attack timer would remain at 12 seconds.