question on stun styles

If you need support, you can get help here!
User avatar
Jezzmin
Phoenix Knight
 
Posts: 1602
Joined: Mar 11, 2010 01:00

Postby Jezzmin » Aug 20, 2010 13:12

hey there,

got a question concerning styles with a stun-effect.

from ancient daoc times I remember, that the timer for stun was set to 60s no matter how long the stun was, which was pretty bad for albion's thrust-tanks, as 2 of their style chains (after block and parry) started with a stunning style of low duration (6 for blocking, 2 for parry) as the enemy was stunned for a "short" time and afterwards immune to slam or the like...

however, I heard that on uth there's a different system active, in which the stun-timer depends on the length of the stun...I first noticed this in BG (wilton I think), where I was stunned by a ranger or ns at the beginning and was again stunned about 15-20 secs later on, which I couldn't quite understand...

is this really the case and if yes: how is the formula? is it like: slam stuns 9s, so after these 9s u have 9s immunity? or is it twice the duration, i.e. 18s in that case?

thanks,
Jezzmin

edit: I only mean styles, no spell effects...they have 60s immunity timer afaik, so that's the "old" way still ;)

User avatar
Satz
Alerion Knight
 
Posts: 1860
Joined: Jun 21, 2005 00:00
Location: Albion

Postby Satz » Aug 20, 2010 13:19

Maybe its just me, that i didnt play pre toa daoc, but as long as i can remember, castable stuns always had 1 minute immunity, but styled stuns had their immunity calculated with stunduration*5. So a 2 seconds stun resulted in a 10 seconds immunity, while a 6 second stun had a 30 seconds immunity, and brutulise resulted in a 50 seconds immunity.

User avatar
CalvoHP
Eagle Knight
 
Posts: 815
Joined: Feb 21, 2008 01:00

Postby CalvoHP » Aug 20, 2010 18:33

the best option is to avoid ancient times call and use the official changelog, remember the current patch working for uthgard is 1,80 and prolly will be 1,69

User avatar
Razzer
Eagle Knight
 
Posts: 913
Joined: Jul 04, 2009 00:00
Location: Behind Enemy Lines

Postby Razzer » Aug 20, 2010 19:04

It was changed in 1.72 before it was 1 minute fix - so it might change on Uthgard when it's 1.69

- We have changed how the immunity timers on combat styles work - they have been changed so that the immunity timer will now be exactly five times the length of the stun, rather than the standard one minute duration. For instance, if a combat style's stun has a 5 second duration; it will trigger a 25 second immunity timer, instead of triggering the standard one minute timer as before.
Uthgard till 2003!

User avatar
Satz
Alerion Knight
 
Posts: 1860
Joined: Jun 21, 2005 00:00
Location: Albion

Postby Satz » Aug 20, 2010 20:29

Oh nice! Wonderfull change to lower the efficiency of solo classes, like stealthers and hybrids, even further.

User avatar
Jezzmin
Phoenix Knight
 
Posts: 1602
Joined: Mar 11, 2010 01:00

Postby Jezzmin » Aug 21, 2010 08:04

Satz wrote:Oh nice! Wonderfull change to lower the efficiency of solo classes, like stealthers and hybrids, even further.


why hybrids and stealthers? my arms will suffer from the backstep in this issue as well, with her slam and stuff...however I am used to the "old" system anyway, so that's just fine :D

Zarkor
Unicorn Knight
 
Posts: 3710
Joined: Aug 15, 2006 00:00
Location: Antwerp, Flanders, Belgium

Postby Zarkor » Aug 21, 2010 09:48

Razzer wrote:It was changed in 1.72 before it was 1 minute fix - so it might change on Uthgard when it's 1.69

- We have changed how the immunity timers on combat styles work - they have been changed so that the immunity timer will now be exactly five times the length of the stun, rather than the standard one minute duration. For instance, if a combat style's stun has a 5 second duration; it will trigger a 25 second immunity timer, instead of triggering the standard one minute timer as before.

Rofl, yup this would definately make this game even less tactically challenging.

User avatar
arnius
Gryphon Knight
 
Posts: 322
Joined: Jan 25, 2008 01:00
Location: Flanders, Belgium

Postby arnius » Aug 21, 2010 11:26

I like the idea of having a fixed value, making it even more worth to push up the game and making sure you use your strongest stun instead of spamming small stuns like my dear friends the Rangers do. :roll:

Also this will ensure that stealthers will be afraid of shield classes again (/face + slam :twisted:)

Also is their a fixed value for root & mezz then?

However, 60sec seems a very long resist timer considering the longest stun 1 can get off is a 10sec stun (50 shield style). A custom lowering of this to a lower fixed value would making peeling in 8vs8 more usable.
"The past is what made the present, and is a guide line for the future." "A cynic is someone who knows the price off everything, but from nothing the value." "Memento mori, so you can live"

Braxis
Eagle Knight
 
Posts: 834
Joined: Jun 03, 2009 00:00

Postby Braxis » Aug 21, 2010 14:41

Or simply not setting this back would be the wisest option available.
nixian wrote:semi classic state --> full classic state = evolving

Nymeros
Phoenix Knight
 
Posts: 1426
Joined: Apr 12, 2009 00:00

Postby Nymeros » Aug 21, 2010 15:23

In a setting with no hybrid Det, no cure NS, no MoS, and without any other custom change, this also has to be implemented as it was back then.

Enjoy. :twisted:

User avatar
Razzer
Eagle Knight
 
Posts: 913
Joined: Jul 04, 2009 00:00
Location: Behind Enemy Lines

Postby Razzer » Aug 21, 2010 16:20

Another setting results in another tactic for solos.
Better or worse?
Depends on how you can handle this.

I played solo classes (assassins) in classic, ToA and "Mythic classic".
I would say: classic > Mythic classic > ToA

The game changed a lot through all the patches but I see no challenge in running around fullbuffed with 2,5k HPs, ~40% ressis with CL buffs and drop enemys within 20 seconds using ML abilities and artifacts /use.
Uthgard till 2003!

Braxis
Eagle Knight
 
Posts: 834
Joined: Jun 03, 2009 00:00

Postby Braxis » Aug 21, 2010 16:32

Well in a classic setting and with this mentality, the only solo toon is one with stealth, which leaves 2-3 classes per realm who are grp friendly, and the rest are useless...

I hope you are proud of yourselves "classic" ppl. :/
nixian wrote:semi classic state --> full classic state = evolving

User avatar
Satz
Alerion Knight
 
Posts: 1860
Joined: Jun 21, 2005 00:00
Location: Albion

Postby Satz » Aug 21, 2010 16:46

only 2-3 groupfriendly classes?

Funny!

Well, ofcourse the stealthers are the perfect solotoons, and those stealthers who do not run solo are kinda retarded, but thats a different topic.

2-3 group viable classes? Well, mainsupport and main cc are 2 classes already in each realm, but somehow in rvr, i see more different classes than just 1 cc 2 support and 5 offtanks, for example.

The situation is kinda different. There are only 2-3 classes per realm that are not suited for "elite group builds", but having them led by a skilled player could give a nice edge to a random or pug group, and/or be very strong in solo.

Braxis
Eagle Knight
 
Posts: 834
Joined: Jun 03, 2009 00:00

Postby Braxis » Aug 21, 2010 17:12

Satz wrote:only 2-3 groupfriendly classes?

Funny!

Well, ofcourse the stealthers are the perfect solotoons, and those stealthers who do not run solo are kinda retarded, but thats a different topic.

2-3 group viable classes? Well, mainsupport and main cc are 2 classes already in each realm, but somehow in rvr, i see more different classes than just 1 cc 2 support and 5 offtanks, for example.

The situation is kinda different. There are only 2-3 classes per realm that are not suited for "elite group builds", but having them led by a skilled player could give a nice edge to a random or pug group, and/or be very strong in solo.

I was talking about when OF RAs arrive.

Combined with uth specific bugs and unimplemented mechanics.

A lot more classes that are grp friendly now will be useless to grps later.
nixian wrote:semi classic state --> full classic state = evolving

User avatar
bawww
Eagle Knight
 
Posts: 584
Joined: Feb 06, 2010 01:00
Location: Rocky road to Dublin

Postby bawww » Aug 21, 2010 17:18

arnius wrote:I like the idea of having a fixed value, making it even more worth to push up the game and making sure you use your strongest stun instead of spamming small stuns like my dear friends the Rangers do. :roll:

Also this will ensure that stealthers will be afraid of shield classes again (/face + slam :twisted:)

Yes, because the game revolves arond stealthers :roll:

Razzer wrote:I see no challenge in running around fullbuffed with 2,5k HPs, ~40% ressis with CL buffs and getting droped by enemys within 20 seconds using ML abilities and artifacts /use.


fix'd
Apoc315 wrote:The Theurge play is way more easy than a zerk

Next

Return to Support

Who is online

Users browsing this forum: No registered users and 41 guests

Monday, 12. May 2025

Artwork and screen shots Copyright © 2001-2004 Mythic Entertainment, Inc. All rights reserved. Used with permission of Mythic Entertainment. Mythic Entertainment, the Mythic Entertainment logo, "Dark Age of Camelot," "Shrouded Isles," "Foundations," "New Frontiers," "Trials of Atlantis," "Catacombs," "Darkness Rising," the Dark Age of Camelot and subsequent logos, and the stylized Celtic knot are trademarks of Mythic Entertainment, Inc.

Valid XHTML & CSS | Original Design by: LernVid.com | Modified by Uthgard Staff