Chance of Paralysis Runes
#1
Posté 15 février 2010 - 07:45
#2
Posté 16 février 2010 - 03:46
#3
Posté 16 février 2010 - 03:37
My guess would be Grandmaster -- 50% chance of paralysis, Master 40%, Expert 30%, Journeyman 20%, Novice 10%, etc. but I suppose only a peek in the Toolset would show for sure.
And then it's hard to tell if it's always working -- I think the target can resist (not sure if it's a physical or mental resistance check, though).
I don't think they stack. Would be cool if two GM Paralyze runes would mean a 100% chance of paralysis, but I don't think it works that way.
#4
Posté 16 février 2010 - 03:44
#5
Posté 16 février 2010 - 03:45
#6
Posté 16 février 2010 - 04:45
flagondotcom wrote...
I'm pretty sure that they do stack (or give multiple separate "chances to fire") based on playtesting with one Master and one Grandmaster Paralysis runes on the same weapon.
Well -- OK, assuming GM is 25% and Master 20% as suggested below ... what that means is ...
if you had a GM and M paralyze rune on a weapon both ... you'd have a 25% chance, then a 20% chance (a second chance), to paralyze if the first one fails ... rather than a 45% (20+25) chance total. (But, I guess, given how probability works, I guess that's basically the same thing.)
It'd also be cool if the more powerful the rune, the more likely it is to overcome target resistance ... but I don't think that's the case.
#7
Posté 16 février 2010 - 05:11
#8
Posté 16 février 2010 - 05:55
#9
Posté 16 février 2010 - 06:02
I got a Grandmaster Paralyze rune after finishing 2 out of the 4 "gather your army" quests, and played with it the entire rest of the game. I probably saw it actually paralyze an enemy less than 10 times during that entire time. Maybe I am doing something wrong.
#10
Posté 16 février 2010 - 06:10
#11
Posté 16 février 2010 - 06:55
My guess would be Grandmaster -- 50% chance of paralysis, Master 40%, Expert 30%, Journeyman 20%, Novice 10%, etc. but I suppose only a peek in the Toolset would show for sure.
Mate, if the % was so high, you could paralyze an opponent every 1, max 2 seconds (imagining a rogue with one in each hands). Actually I saw these runes procing very rarely, so I'd say max chance would be 5% for Grandmaster and going lower and lower to 1% for Novice
#12
Posté 16 février 2010 - 07:04
JosieJ wrote...
Do Paralysis runes work in off-hand weapons? I've seen a ton of conflicting advice on this.
Other than the backstabbing bug (which affects all runes), they should function normally.
As to the % chance, I don't have any firm data but after playing several rogues I would guesstimate that GM is 5% dropping down to 1% for novice. I run one GM rune in my main hand typically and a 2.5% paralyze rate feels about right.
Edit: Damn, I need to type faster
Modifié par Random70, 16 février 2010 - 07:05 .
#13
Posté 16 février 2010 - 07:16
#14
Posté 16 février 2010 - 07:30
Vuokseniska wrote...
well with my rogue with 3 paralyze runes, i paralyze enemies ALOT compaired to my other characters. though that might be also the cause of momentum and such
Operating under the assumption that 1) GM = 5% and 2) Paralyze runes stack, this would be true.
Say your running GM, M, and an E for a 12% chance to paralyze (roughly 1 in 8) with your main hand. As you switch hands with each attack, you're looking at roughly 1 in 16 attacks initiating paralysis. For a momentum'd DW character that would seem like a lot
#15
Posté 16 février 2010 - 07:44
#16
Posté 16 février 2010 - 08:55
#17
Posté 16 février 2010 - 09:13
Random70 wrote...
Vuokseniska wrote...
well with my rogue with 3 paralyze runes, i paralyze enemies ALOT compaired to my other characters. though that might be also the cause of momentum and such
Operating under the assumption that 1) GM = 5% and 2) Paralyze runes stack, this would be true.
Say your running GM, M, and an E for a 12% chance to paralyze (roughly 1 in 8) with your main hand. As you switch hands with each attack, you're looking at roughly 1 in 16 attacks initiating paralysis. For a momentum'd DW character that would seem like a lot
i think you are right about the figures.
#18
Posté 16 février 2010 - 11:00
_Loc_N_lol_ wrote...
It is 5% for a grandmaster rune (and it almost certainly stacks)
OK - I knew my guess was prolly way too high and I'm sure that figure is right (5% down to 1%). (But again, as I was suggesting, you can't be sure what the actual percentage is through "real world experiment" because my suspicion is the target gets a resistance check. Let's say it's 25% -- it may not work on 1 out of 4 enemies because although it triggers 1 out of 4 times, they can still resist it, and might often.)
Now: does that really mean you can up it to 15% if you put three GM para runes on one weapon with three slots? That's cool if true - I didn't think it was.
I'm just curious on the source of your info. Toolset? Saw it on a forum? Wiki?
And, is the rate of trigger for the Slow runes about as low? (I would think they might make the trigger rate a bit higher for Slow as opposed to Paralyze.)
#19
Posté 16 février 2010 - 11:43
#20
Posté 17 février 2010 - 03:12
CybAnt1 wrote...
I'm just curious on the source of your info. Toolset? Saw it on a forum? Wiki?
That was from the toolset at a glance...
Upon closer examination it is my understanding that the chance is indeed 5% but for ALL paralyze runes. The power level of the rune only affects the duration of the paralysis (3 + power seconds, that's 4s for a novice rune and 8s for a grandmaster rune). No mention of any resistance checks.
Slow runes have 10% chance to trigger, but I don't really see a point to use them in the first place... I mean if you're already in melee range the enemy doesn't have to run after you to hit you...
#21
Posté 17 février 2010 - 03:58
So: all Paralyze runes have the same chance of triggering (5%) ... power level only affects duration. There is no resistance (or at least appears to be none). And they do stack (did you see that in the Toolset also). But presumably only stack in trigger chance, not duration ... i.e. a weapon with three GM Paralyze runes has a 15% chance to cause paralysis, but that would still last only 8s, not 24s...
And all Slow runes have the same chance to trigger (10%)... btw I think their main benefit is slowing down the enemy's attack speed, not their movement speed, which I agree you care about less... guess that means a combo of three Slow runes means 30% trigger chance.
For my rogues, I used to put paralyze & slow runes on all their weapons, usually those two in combination on two-slot items. That seemed to work in combo nicely with Concentrated Crow Poison, which can itself also slow & stun both.
#22
Guest_travc_*
Posté 25 juillet 2010 - 12:29
Guest_travc_*
The chance that at least one rune out of N fires on each hit:
1-(1-p)^N
where p is the probability the rune fires (5% for paralyze).
That is 14.3% for 3 runes (close to just adding them).
However... not being resisted is where stacked runes can really shine. The math for at least one rune not being resisted is 1-p^N, where p is the chance of resistance.
If the target has a 50% resist chance, stacking 3 runes effectively cuts that down to 12.5% (nice).
Combining that with the chance to fire, 0.143*0.875 = 12.5% chance to paralyze a target with each hit even though the target has 50% resistance (if you hit and have 3 stacked paralyze runes of course).
The resistance-breaking gains of stacking diminish for really high resistances, and they don't really matter for low resistances.
If I understand everything correctly, poisons stack in a similar way.
What you care about is the probability that at least one of the tries for the effect takes. So you calculate 1 - probability all fail
= 1 - ( p_first_fails * p_second_fails * ... )
and the chance the effect fails is just 1 - the chance it works.
Modifié par travc, 25 juillet 2010 - 12:43 .
#23
Posté 25 juillet 2010 - 01:10
#24
Posté 25 juillet 2010 - 07:02
#25
Posté 25 juillet 2010 - 07:13





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