Latest Diablo 3 News
DiabloWiki Updates
Support the site! Become a Diablo: IncGamers PAL - Remove ads and more!

slowness Q

Discussion in 'Single Player Forum' started by LOCO, Apr 17, 2005.

  1. LOCO

    LOCO IncGamers Member

    Joined:
    Oct 4, 2004
    Messages:
    134
    Likes Received:
    0
    Trophy Points:
    41
    slowness Q

    Just a quick question about the mod slows target X%.
    is this capped at all? or does it just give diminishing returns the more you stack on?

    Cheers and stay excellent.
     
  2. farting bob

    farting bob Banned

    Joined:
    Sep 16, 2003
    Messages:
    6,129
    Likes Received:
    0
    Trophy Points:
    0
    IIRC its capped at 95% and has no diminishing returns.
    Just a tip, dont add small amounts to you if your merc has more, because it takes each total individually, so your merc might do 50%, and you 20, whenever you hit, it cancels the mercs 50%slow and starts your 20%, which is this case would be bad. So if your melee, either you or your merc carry all the slow gear.
     
  3. LOCO

    LOCO IncGamers Member

    Joined:
    Oct 4, 2004
    Messages:
    134
    Likes Received:
    0
    Trophy Points:
    41
    thanks man.

    I dont plan on giving my merc any so it should be fine
     
  4. Hrus

    Hrus IncGamers Member

    Joined:
    Jul 6, 2003
    Messages:
    7,279
    Likes Received:
    1
    Trophy Points:
    346
    Slow cap is 90% for normal monsters and 50% for bosses, champs, Act bosses (edit: ) and players.
     
  5. Thrugg

    Thrugg IncGamers Member

    Joined:
    Jun 23, 2003
    Messages:
    1,527
    Likes Received:
    0
    Trophy Points:
    105
    In addition there are independent caps on all the things affected by slowing.

    You can't ever move slower than 1 y/s. Different monsters have different normal walking speeds so this 1 y/s represents a different % lower cap, but it is typically around 25% of normal walking speed (which means you probably can't slow them down the full 90%).

    Melee attacks can't be slowed down below 15% of the base animation rate for the attack. This is more complicated to explain, but the gist is you may not get your full 90% slowing there either unless the monster attacked at higher than normal speed to begin with.

    Cast rate also has a lower cap but I don't recall what it is (it is probably pretty similar to attacking, as both are to do with changing the speed of animations).

    Slow actually effectively has the opposite of diminishing returns. It applies linearly, but if you consider the effect of 10% more slow at normal speed compared to 10% more slow when you are already at 50% speed, the 10% makes more difference at the lower speed.
     

Share This Page