lemonfrostt
New member
Many (possibly all) slowing effects in the game are weaker than their tooltip. This is inconsistent with how other effects work.
For example: Capacitor states a 75% slow, but when used against Vindicta, her move speed is reduced from 8m/s to 3.7m/s. This is a 54% slow.
(I tested this with a bot applying Capacitor to me in sandbox.)
Resistances do not behave the same way. A single source of resistance always applies the full effect. Multiple sources work as follows: the remaining proportion of incoming damage is the product of the remaining proportions corresponding to each source of the reduction.
In practice: Bullet Armor, while below 30% health, offers 60% damage resist (this is one source). The remaining proportion of incoming damage is 40%. Heroic Aura offers 15% damage resist, so the remaining proportion is 85%. Together, the remaining proportion of incoming damage is 0.40 * 0.85 = 0.34. 34% of the incoming damage remains, so the effective resist of the two items together is 66%.
By this method, Capacitor, with a 75% slow, has a remaining proportion of 25% move speed. By itself, it would have exactly this effect. And when combined with Mystic Slow, a 30% slow (70% remaining proportion), the result would be 0.25 * 0.70 = 0.175. 17.5% of the base move speed, or a 82.5% slow.
In actuality, the remaining proportion of speed for Capacitor + Mystic Slow is 3.2 / 8.0 = 0.4. 40% remaining speed, so a measly 60% effective slow.
(I tested this with the same bot as before.)
This applies to abilities too. Shiv's Knives, for example, apply 25% slow with a tooltip of 35%.
The glaring exception is the on-bullet-hit slow. It alone actually does follow the behavior outlined for resistances: the remaining proportion of speed is the product of the remaining proportion from all the other slows (however they are calculated), and the remaining proportion from the bullet-hit slow. It is the only slow I have found that works as expected.
EDIT:
Hypothesis:
The remaining proportion of speed is not calculated not by the method outlined for resistances, but by
e^(1 - (sum of slows))
This is excluding the bullet slow.
Essentially, it is always calculated in the "worst case", where a large number of sources are applying the total slow, rather than a finite number.
For Capacitor + Mystic Slow, this yields a remaining proportion of ~39%, corresponding to the experimental result.
EDIT 2:
Someone else pointed out that 2m/s of move speed is excluded from the slow calculation. This explains the discrepancy for items/abilities, then, since Capacitor applies 75% slow to 6m/s of move speed. Items do stack as expected, but with 2m/s of move speed always excluded. For whatever reason, the innate bullet slow ignores that 2m/s exclusion.
For example: Capacitor states a 75% slow, but when used against Vindicta, her move speed is reduced from 8m/s to 3.7m/s. This is a 54% slow.
(I tested this with a bot applying Capacitor to me in sandbox.)
Resistances do not behave the same way. A single source of resistance always applies the full effect. Multiple sources work as follows: the remaining proportion of incoming damage is the product of the remaining proportions corresponding to each source of the reduction.
In practice: Bullet Armor, while below 30% health, offers 60% damage resist (this is one source). The remaining proportion of incoming damage is 40%. Heroic Aura offers 15% damage resist, so the remaining proportion is 85%. Together, the remaining proportion of incoming damage is 0.40 * 0.85 = 0.34. 34% of the incoming damage remains, so the effective resist of the two items together is 66%.
By this method, Capacitor, with a 75% slow, has a remaining proportion of 25% move speed. By itself, it would have exactly this effect. And when combined with Mystic Slow, a 30% slow (70% remaining proportion), the result would be 0.25 * 0.70 = 0.175. 17.5% of the base move speed, or a 82.5% slow.
In actuality, the remaining proportion of speed for Capacitor + Mystic Slow is 3.2 / 8.0 = 0.4. 40% remaining speed, so a measly 60% effective slow.
(I tested this with the same bot as before.)
This applies to abilities too. Shiv's Knives, for example, apply 25% slow with a tooltip of 35%.
The glaring exception is the on-bullet-hit slow. It alone actually does follow the behavior outlined for resistances: the remaining proportion of speed is the product of the remaining proportion from all the other slows (however they are calculated), and the remaining proportion from the bullet-hit slow. It is the only slow I have found that works as expected.
EDIT:
The remaining proportion of speed is not calculated not by the method outlined for resistances, but by
e^(1 - (sum of slows))
This is excluding the bullet slow.
Essentially, it is always calculated in the "worst case", where a large number of sources are applying the total slow, rather than a finite number.
For Capacitor + Mystic Slow, this yields a remaining proportion of ~39%, corresponding to the experimental result.
EDIT 2:
Someone else pointed out that 2m/s of move speed is excluded from the slow calculation. This explains the discrepancy for items/abilities, then, since Capacitor applies 75% slow to 6m/s of move speed. Items do stack as expected, but with 2m/s of move speed always excluded. For whatever reason, the innate bullet slow ignores that 2m/s exclusion.
Last edited: