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I am working on a Dream Hero and this question came up.
Would Channeled stuns like Tempest's ult or polly's grip be blocked by a skill that grants Stun Immunity?
The logic I am working under is that the Channeled spells apply Disarm, Immobilize, Perplex, Reveal, and Silence (see Tempest's ult) to their targets, so the channeled stuns would go through Stun Immunity.
Along the same lines, would channled stuns be blocked by Beserker's ult if it granted 100% debuff and stun reduction?
So I'll try my best to help you here
Berzerker's Ult has the following tags
Between the stunneddurationmultiplier and the debuffdurationmultiplier they reduce (could be set to negate 100% of the effects) of stuns and debuffs.effecttype=""
stunneddurationmultiplier="-0.4,-0.6,-0.8"
debuffdurationmultiplier="-0.4,-0.6,-0.8"
incomingdamagemultiplier="0.2"
However channeled stuns like tempest's ult, polly's grip and skills like deadwood's rotten grasp (Q) and chronos' ult will bypass this these tags because the reapply the effect over the channel duration or the affected area in deadwood/chronos' case
See this post for most of these answers in regards to berzerker
http://forums.heroesofnewerth.com/sh...ight=Berzerker
Hope that answers your question.
Channeled stuns apply the stun each frame. Beserker's ult won't reduce those. The same can be said for AOE effects such as DW grasp, which is also applied each frame (thus why people who walk into it during the immobilize time will have the effect applied.
Beserker's ult will only reduce DEBUFFS and stuns which are applied for 1 frame and then last for a set amount of time. Things like Valk's Arrow and Hammerstorm's Hammer Throw will be reduced, but anything channeled, persisting or which applies a state (known as an "unremovable debuff", which is shown in a blue border along where debuff icons go, rather than a red border) will not be reduced.
Examples:
Javelin of Light is reduced, as it's applied instantly and then gives a set amount of stun.
Mojo is reduced, as it's a debuff which can be purged
Hemorrhage is not reduced, as it's an irremovable state which cannot be purged or removed.
Elemental Void (Tempest ult) is not reduced, as it's a channeled stun which is reapplied each frame and lasts for 1 frame whenever applied (0.05 seconds).
"Stun Immunity" isn't a mechanic used in HoN yet (as far as I know). If it were to be added, it'd have to block the spells which you stated as every spell which applied "Silenced, Perplexed, Disarmed, Immobilized" effects were changed to simply apply "Stunned" effects.
If "Stun immunity" only blocked regular magic stuns, then it'd be the same as Shrunken Head except that it wouldn't block any other types of effect (eg. silence). If you were to develop a hero with REGULAR stun immunity (magic only), it'd be a cool concept, as people would have to develop ways of countering your hero without using pure stuns.
Hope I helped. I would double check to make sure that the irremovable state thing was correct if HoN was bloody working but it isn't... Regardless, that doesn't change my answer to your proper question. <3
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I'll third what the above had said. They continually apply and thus cannot be reduced. I made a hero the same way and its not doable with the current scripting available, or at all.
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hi_everybody and Gumbie know their stuff. I would like to add that not all stuns are obviously single frame.
Some unusual stuns worth mentioning:
- Magmus Lava Surge - Applies a 1.65 second stun, then after 0.45 seconds applies another 1.65 second stun. Total stun = 2.10
- With 80% reduction, Berzerker is stunned for 0.35 seconds, NOT STUNNED FOR 0.10 seconds, then stunned again for 0.35 seconds. Not much he can do during that 0.10 seconds, so effective stun duration is 0.80 seconds.
- Witch Slayer Graveyard - Applies a 2.00 second stun, then after 0.52 seconds applies another 2.00 second stun. Total stun = 2.52
- With 80% reduction, Berzerker is stunned for 0.40 seconds, NOT STUNNED FOR 0.15 seconds, then stunned again for 0.40 seconds. Not much he can do during that 0.15 seconds, so effective stun duration is 0.95 seconds.
- Pebbles Stalagmites - Applies four separate 1.25 second stuns every 0.25 seconds. Total stun = 2.00
- With 80% reduction, Berzerker is stunned for 0.25 seconds, immediately stunned again, then again, then again. Total stun = 1.0 second
There may be more, but these are the most obvious ones I can think of off the top of my head. =)
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I actually thought about Mag and Pebbles when I wrote the post, since I've been messed up by the reapplication of Pebbles stun so many times (walking into it after the first application) and whenever I play Mag, I notice the "Cannot be attacked for the first .5 seconds of stun" part and wonder if there's a secondary part to the stun but I wasn't going to mention them since I wasn't sure and alcohol does a lot to stop a guy from being able to competently check the coding ;p
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If you're making a hero concept based upon 100% stun reduction, then it'd be like Drunken Master ult (it'd negate Polly hold, Elec hold etc.). If it's a stun immunity, then those targeted spells wouldn't apply. Keep that in mind when designing your hero. I love reading peoples' ideas for new heroes so go ahead and message me a link when you're doneGood luck
EDIT: Unless it uses the same mechanic as Beserker, in which case it wouldn't do anything to Polly or Elec, but it'd negate things like Valk arrow and such
EDIT 2: Actually, I'm drunk and I think it'd be interesting, is it may make Polly/Elec cast the hold, go into the channeling animation (Elec would travel towards the target, Polly would dance on the spot) while not actually doing anything but damage your hero... YOU HAVE ME THINKING AMAZING THOUGHTS AND I LOVE IT <3
Last edited by Gumbie; 06-20-2012 at 01:01 PM.
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Hero suggestions: CDU - Central Destruction Unit - http://forums.heroesofnewerth.com/sh...ad.php?t=69809
The Garbageman - http://forums.heroesofnewerth.com/sh...ad.php?t=88725
The Cellist - http://forums.heroesofnewerth.com/showthread.php?t=97989