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{{Tooltip info
{{Tooltip info
| name                  = Stun
| name                  = Stun
| description            = Hits against any target have a chance to Stun them, with a stun being more likely the more damage was dealt. Stunning a target interrupts their current action and prevents them from taking another action for a short time.<br><br>Physical damage, and player (but not monster) Melee Damage, are each 50% more likely to Stun targets. For players, these bonuses are multiplicative with each other.<br><br>All Hits that could potentially inflict a Stun also cause Heavy Stun buildup.
| description            = Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:<br><br>Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 10% are treated as 0%.<br><br>Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).<br><br>Physical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance and Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
}}
{{Tooltip info
| name                  = Stun Threshold
| description            = Stun Threshold determines how much Stun buildup is needed to Stun or Heavy Stun a target.
}}
{{Tooltip info
| name                  = Crushing Blows
| description            = Crushing Blows cause a Heavy Stun on enemies that are Primed for Stun.
}}
{{Tooltip info
| name                  = Primed for Stun
| description            = Normal enemies are Primed for Stun when they have at least 40% Heavy Stun buildup. Magic enemies are instead primed at 60% buildup, Rare at 70%, and Unique at 80%.
}}
{{Tooltip info
| name                  = Heavy Stun
| description            = Hitting an enemy builds towards a Heavy Stun based on the damage dealt. Different enemies have different Heavy Stun thresholds and durations, with very large monsters having a high Heavy Stun Threshold. Players cannot be Heavy Stunned.<br><br>While an enemy is Heavy Stunned, they cannot act and count as Immobilised.<br><br>Physical damage and Melee Damage each cause 50% more Heavy Stun buildup. These bonuses are multiplicative with each other.
}}
}}


A '''Stun''' is an on-[[hit]] effect that causes the affected target to have their [[action]]s interrupted and be unable to act for a short period of time. Effects which apply Stun build up application towards '''Heavy Stun''', which causes the target to become unable to act longer.
A '''Stun''' is an on-[[hit]] effect that causes the affected target to have their [[action]]s interrupted and be unable to act for a short period of time. Stun is separated into two types: '''Light Stun''', which has a chance to briefly interrupt targets based on the damage, and '''Heavy Stun''', which lasts longer and is accumulated on the target.


__TOC__
__TOC__


==Mechanics==
==Mechanics==
Hits have a chance to stun based on their damage compared to the target's maximum [[life]].
===Light stun===
Hits have a chance to stun to apply a Light Stun based on their damage compared to the target's maximum [[life]]. The chance to apply Light Stun scales up to 100% chance for hits that deal 100% of the target's maximum life. Any chance below 10% is discarded. [[Block]]ed hits still have a chance to Light Stun. Light Stun lasts a fraction of a second.
 
Players have 50% more Light Stun Threshold per time they were Light Stunned in the past 4 seconds.
 
For players, [[physical]] damage and [[melee]] hits have a 50% more chance to apply Light Stun compared to other damage types. These bonuses are multiplicative, meaning a physical melee hit is 125% more effective at stunning than damage types of neither.
 
===Heavy stun===
All hits add the target's Heavy Stun threshold, based on the damage of the hit, including blocked hits. An enemy's Heavy Stun threshold can be seen as a bar under their Life bar. Heavy Stun buildup decreases over time if the target has not had any Heavy Stun buildup applied to them for a certain period of time, or rapidly after a Heavy Stun animation finishes.
 
When a target's Heavy Stun threshold is exceeded, it goes into a longer stun animation; the duration of the heavy stun depends on the specific monster. Heavy Stunned targets are considered to be [[Immobilised]]. Heavy Stun buildup cannot occur while the target is Heavy Stunned or while Heavy Stun buildup empties after a Heavy Stun animation finishes. After inflicting a Heavy Stun, it becomes harder to apply more Heavy Stun to the target.
 
For players, [[physical]] damage and [[melee]] hits apply 50% more Heavy Stun compared to other damage types. These bonuses are multiplicative, meaning a physical melee hit is 125% more effective at stunning than damage types of neither.
 
Player [[minion]]s cannot be Heavy Stunned unless otherwise specified.
 
====Player heavy stun====
Players cannot be directly Heavy Stunned unless otherwise specified.  


[[Block]]ed hits still have a chance to stun and apply Heavy Stun buildup.  
Player Heavy Stun ''can'' accumulate while active blocking ([[Raise Shield]] and [[Parry]]) or riding a mount ([[Rhoa Mount]]). Player Heavy Stun lasts 3 seconds. Players cannot evade or block while Heavy Stunned.


[[Physical]] damage and [[melee]] hits dealt by players are 50% more effective at applying stuns than other damage types, in both stun chance and Heavy Stun buildup. These bonuses are multiplicative, meaning a physical melee hit is 125% more effective at stunning than damage types of neither.
===Stun threshold===
Stun threshold modifies the amount of stun buildup needed to inflict a stun. Increasing stun threshold reduces the chance of receiving a light stun and the amount of heavy stun accumulated, and vice versa.


===Stun Threshold===
Players have a base Stun Threshold value equal to their maximum life.
Stun threshold modifies the amount of stun buildup is needed to inflict a stun. Additional or increased stun duration makes it less likely to receive a stun, and vice versa.


===Heavy Stun===
==Related mechanics==
All hits that have a potential to stun build up towards the target's Heavy Stun threshold, based on the damage of the hit. An enemy's Heavy Stun threshold can be seen as a bar under their Life bar. Players cannot become Heavy Stunned, except by blocking too much damage with their shield raised, or unless a mechanic specifically states otherwise. When the Heavy Stun threshold is exceeded, the target goes into a longer stun animation. Heavy Stunned targets are considered to be [[Immobilised]].
===Primed for stun===
[[Primed for Stun]] is active on targets that have a certain percentage of Heavy Stun built up. Normal enemies are Primed for Stun when they have at least 40% Heavy Stun buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.


Heavy Stun buildup decreases over time if the target has not had any Heavy Stun buildup applied to them for a certain period of time. Heavy Stun buildup cannot occur while the target is Heavy Stunned.
===Crushing blows===
[[Crushing Blows]] apply a Heavy Stun on enemies Primed for Stun.
 
===Daze===
[[Daze]] is a [[debuff]] that causes hits on the target to have 50% more Stun Buildup.
 
===Pinned===
When a target becomes [[Pinned]], it also receives a Light Stun.
 
===Glory===
[[Glory]] is a resource used by {{il|Hammer of the Gods}} and {{il|Spear of Solaris}}. While you have these skills equipped, you gain an amount of Glory whenever you Heavy Stun an enemy based on the monster's [[power]].


==Related passive skills==
==Related passive skills==
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* [[Crushing Impact]]
* [[Crushing Impact]]
* [[Surprising Strength]]
* [[Surprising Strength]]
===Player stun threshold===
* [[Abasement]]
* [[Asceticism]]
* [[Austerity Measures]]
* [[Bravado]]
* [[Briny Carapace]]
* [[Dampening Shield]]
* [[Deft Recovery]]
* [[Eldritch Will]]
* [[Feel no Pain]]
* [[Hallowed]]
* [[Hefty Unit]]
* [[High Alert]]
* [[Ignore Pain]]
* [[Mystic Stance]]
* [[Polished Iron]]
* [[Quick Recovery]]
* [[Resolution]]
* [[Self Mortification]]
* [[Strong Chin]]
* [[Titan's Determination]]
* [[Titanic]]
* [[Unbending (passive skill)|Unbending]]
* [[Unbreaking]]


==Related unique items==
==Related unique items==
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}}
}}


===Stun Threshold===
===Related to stun threshold===
List of unique items related to stun threshold
List of unique items related to stun threshold
{{Drop enabled unique item table
{{Drop enabled unique item table
Line 70: Line 108:
==Version history==
==Version history==
{{Version history table header}}
{{Version history table header}}
{{Version history table row|0.2.0f|
* Moderately reduced the capacity for monsters to Light Stun you especially towards Cruel and Endgame by lowering the amount of Stun-Damage they deal, and increasing the minimum they must deal to Light Stun you. Additionally, Elemental, Chaos and Ranged stun-damage has been penalised even further so you're less likely to get stunned by random stray projectiles and other things of the sort. These changes don't affect Light Stuns dealt by players.
}}
{{Version history table row|0.2.0e|
* The Jewel Modifier for additional Stun Threshold based on your maximum Energy Shield now rolls 5-15% (previously 5-10%). Existing items can be improved to the new ranges by using a Divine Orb.
* The Time-lost Jewel Modifier for additional Stun Threshold based on your maximum Energy Shield now rolls 1-2% (previously 1%). Existing items can be improved to the new ranges by using a Divine Orb.
}}
{{Version history table row|0.2.0f|
* Moderately reduced the capacity for monsters to Light Stun you especially towards Cruel and Endgame by lowering the amount of Stun-Damage they deal, and increasing the minimum they must deal to Light Stun you. Additionally, Elemental, Chaos and Ranged stun-damage has been penalised even further so you're less likely to get stunned by random stray projectiles and other things of the sort. These changes don't affect Light Stuns dealt by players.
}}
{{Version history table row|0.2.0|
* Unified stun mechanics and terminology between players and monsters. The "stagger" that players suffer when blocking too much damage with their shield raised is now a heavy stun. Players are still unable to be heavy stunned unless a mechanic specifically states otherwise.
* Players can no longer be light stunned while their shield is raised.
* Players have 50% more Light Stun Threshold per time stunned in past 4 seconds (previously 25% more player Light Stun Threshold per time stunned in past 6 seconds).
* Your Heavy Stun bar now doesn't start emptying until the Heavy Stun animation has finished (instead of when the Heavy Stun animation starts).
* Heavy Stun duration on players is now 3 seconds (previously 1 second).
* Players cannot Block or Evade Hits while they are Heavy Stunned.
* Monsters now have higher Light Stun damage scaling with level. In the very early parts of the campaign there is no change, scaling to around twice as much light stun damage in the endgame.
* Magic enemies are now Primed for Stun when they have at least 50% Heavy Stun buildup, Rare at 60%, and Unique at 70% (previously 60%, 70%, and 80% respectively).
}}
{{Version history table row|0.1.0|
{{Version history table row|0.1.0|
* Introduced to the game.
* Introduced to the game.

Latest revision as of 22:31, 16 April 2025

Stun
Tooltip
Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:

Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 10% are treated as 0%.

Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).

Physical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance and Heavy Stun buildup. For players, these bonuses are multiplicative with each other.

A Stun is an on-hit effect that causes the affected target to have their actions interrupted and be unable to act for a short period of time. Stun is separated into two types: Light Stun, which has a chance to briefly interrupt targets based on the damage, and Heavy Stun, which lasts longer and is accumulated on the target.

Mechanics

Light stun

Hits have a chance to stun to apply a Light Stun based on their damage compared to the target's maximum life. The chance to apply Light Stun scales up to 100% chance for hits that deal 100% of the target's maximum life. Any chance below 10% is discarded. Blocked hits still have a chance to Light Stun. Light Stun lasts a fraction of a second.

Players have 50% more Light Stun Threshold per time they were Light Stunned in the past 4 seconds.

For players, physical damage and melee hits have a 50% more chance to apply Light Stun compared to other damage types. These bonuses are multiplicative, meaning a physical melee hit is 125% more effective at stunning than damage types of neither.

Heavy stun

All hits add the target's Heavy Stun threshold, based on the damage of the hit, including blocked hits. An enemy's Heavy Stun threshold can be seen as a bar under their Life bar. Heavy Stun buildup decreases over time if the target has not had any Heavy Stun buildup applied to them for a certain period of time, or rapidly after a Heavy Stun animation finishes.

When a target's Heavy Stun threshold is exceeded, it goes into a longer stun animation; the duration of the heavy stun depends on the specific monster. Heavy Stunned targets are considered to be Immobilised. Heavy Stun buildup cannot occur while the target is Heavy Stunned or while Heavy Stun buildup empties after a Heavy Stun animation finishes. After inflicting a Heavy Stun, it becomes harder to apply more Heavy Stun to the target.

For players, physical damage and melee hits apply 50% more Heavy Stun compared to other damage types. These bonuses are multiplicative, meaning a physical melee hit is 125% more effective at stunning than damage types of neither.

Player minions cannot be Heavy Stunned unless otherwise specified.

Player heavy stun

Players cannot be directly Heavy Stunned unless otherwise specified.

Player Heavy Stun can accumulate while active blocking (Raise Shield and Parry) or riding a mount (Rhoa Mount). Player Heavy Stun lasts 3 seconds. Players cannot evade or block while Heavy Stunned.

Stun threshold

Stun threshold modifies the amount of stun buildup needed to inflict a stun. Increasing stun threshold reduces the chance of receiving a light stun and the amount of heavy stun accumulated, and vice versa.

Players have a base Stun Threshold value equal to their maximum life.

Related mechanics

Primed for stun

Primed for Stun is active on targets that have a certain percentage of Heavy Stun built up. Normal enemies are Primed for Stun when they have at least 40% Heavy Stun buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.

Crushing blows

Crushing Blows apply a Heavy Stun on enemies Primed for Stun.

Daze

Daze is a debuff that causes hits on the target to have 50% more Stun Buildup.

Pinned

When a target becomes Pinned, it also receives a Light Stun.

Glory

Glory is a resource used by Hammer of the Gods and Spear of Solaris. While you have these skills equipped, you gain an amount of Glory whenever you Heavy Stun an enemy based on the monster's power.

Related passive skills

(To be completed)


Player stun threshold

Related unique items

List of unique items related to stunning

ItemBase itemItem classRequired levelStats
Brynhand's MarkWooden ClubOne Hand Mace1Adds (10-14) to (16-20) Physical Damage
+(30-50) to Accuracy Rating
+(10-20) to Strength
Causes Double Stun Buildup
Hrimnor's HymnOak GreathammerTwo Hand Mace4Causes (30–50)% increased Stun Buildup(80–120)% increased Physical Damage
+(10–15) to Strength
Gain (10–20) Life per Enemy Killed
Slam Skills you use yourself cause Aftershocks
For UtopiaStone CharmCharm8Used when you become StunnedDefend with 200% of Armour during effect
TreefingersRiveted MittsGloves11(30-60)% increased Armour
Adds (6-10) to (12-16) Physical Damage to Attacks
5% reduced Attack Speed
(20-30)% increased Stun Buildup
Giant's Blood
TrephinaForge MaulTwo Hand Mace11Adds (12-25) to (22-25) Physical Damage
(10–15)% increased Attack Speed
Causes (30–50)% increased Stun Buildup
Always deals Critical Hits against Heavy Stunned Enemies
Nazir's JudgementSteelpoint QuarterstaffQuarterstaff28Adds (30-36) to (75-81) Physical Damage
+(50–100) to Accuracy Rating
(10–20)% increased Stun Duration
Causes Daze buildup equal to 100% of Damage dealt
Obern's BastionStacked SabatonsBoots33(150–200)% increased Armour and Evasion
(20–25) Life Regeneration per second
200% increased Stun Recovery
(30–50)% reduced Chill Duration on you
(30–50)% reduced Freeze Duration on you
(30–50)% reduced Shock duration on you
Eye of ChayulaGold AmuletAmulet35(12-20) to increased Rarity of items found(20-30)% reduced maximum Life
+(10-15) to all Attributes
Cannot be Light Stunned
TidebreakerPointed MaulTwo Hand Mace45(120–150)% increased Physical Damage
+(2–3) to Level of all Melee Skills
+(20–30) to Intelligence
Causes (150–200)% increased Stun Buildup
All Damage from Hits with this Weapon Contributes to Chill Magnitude
Prized PainIron RingRing48Adds 1 to 4 Physical Damage to Attacks+(20–30) to Strength
Skills gain a Base Life Cost equal to 10% of Base Mana Cost
Deal your Thorns Damage to Enemies you Stun with Melee Attacks
(24–35) to (35–53) Physical Thorns damage

Related to stun threshold

List of unique items related to stun threshold

ItemBase itemItem classRequired levelStats
BlackbraidFur PlateBody Armour1+(40-60) to Armour
+(5-15) to Strength
+(5-15) to Intelligence
+10% to all Elemental Resistances
+(40-60) to Stun Threshold
Armour applies to Elemental Damage
BramblejackRusted CuirassBody Armour1+(60-100) to maximum Life
+(60-100) to Stun Threshold
Cannot Evade Enemy Attacks
250% of Melee Physical Damage taken reflected to Attacker
Regenerate 5% of Life per second while Surrounded
Coat of RedChain MailBody Armour1(80-100)% increased Armour and Evasion
+(80-100) to maximum Life
+(75-150) to Stun Threshold
25% chance to be inflicted with bleeding when Hit
DionadairSplintered Tower ShieldShield1Grants Skill: Raise Shield(60-80)% increased Armour
+(10-15) to Strength
(3-5) Life Regeneration per Second
20% reduced Stun Threshold
Double Stun Threshold while Shield is Raised
LegionstrideRough GreavesBoots1+(50-70) to Armour
+(50-70) to Stun Threshold
-10 Damage taken from Projectile Attacks
+10% to Block Chance
Wings of CaelynRusted GreathelmHelmet1+20 to Armour
(5-15)% increased Rarity of Items found
+(20-30) to Dexterity
Gain 1 Rage on Melee Hit
Every Rage also grants 1% increased Stun Threshold
The Knight-errantMail SabatonsBoots610% increased Movement Speed
(30–50)% increased Armour and Evasion
+(30–50) to Stun Threshold
+(30-50) to Ailment Threshold
Iron Reflexes
WulfsbanePainted Tower ShieldShield6Grants Skill: Raise Shield+(40-60) to maximum Life
+(10-15) to Strength
+(60-80) to Stun Threshold
Permanently Intimidate Enemies on Block
Merit of ServicePelage TargeShield8Grants Skill: Raise Shield(30–50)% increased Chance to Block
(60–80)% increased Armour and Evasion
+(60–80) to Stun Threshold
Allies in Presence have Block Chance equal to yours
BriarpatchLaced BootsBoots11(10–20)% increased Movement Speed
+(40–60) to maximum Life
+(60–80) to Stun Threshold
+25% to Thorns Critical Hit Chance
(10-15) to (20-25) Physical Thorns damage
IrongraspVagabond ArmourBody Armour16(100-150)% increased Armour and Evasion
+(20-30) to Strength
+(100-150) to Stun Threshold
Iron Grip
Iron Will
The Wailing WallEffigial Tower ShieldShield21Grants Skill: Raise Shield10% reduced Movement Speed
(117)% increased Armour
+(122) to Stun Threshold
Can Block Damage from all Hits
Cannot use Shield Skills
Ungil's HarmonyAzure AmuletAmulet25(20-30)% increased Mana Regeneration Rate+(30-50) to Maximum Life
+(30-50) to Maximum Mana
(100-200)% increased Critical Hit Chance
+(60-100) to Stun Threshold
Your Critical Hits do not deal extra Damage
Wandering ReliquarySteel PlateBody Armour27+(50-100)% increased Armour
+(40-60) to maximum Mana
+(10-20) to Strength
+(60-80) to Stun Threshold
50% of Physical Damage prevented Recouped as Life
RearguardBlunt QuiverQuiver32(20-30)% reduced Enemy Stun ThresholdAdds (7–11) to (14–20) Physical Damage to Attacks
+(150–200) to Armour
(20–30)% increased Projectile Speed
+(15–25)% to Block chance
Belly of the BeastExplorer ArmourBody Armour33(100-150)% increased Armour and Evasion
+(100-150) to maximum Life
+(100-150) to Stun Threshold
Life Recovery from Flasks is instant
(25-30) to (35-40) Physical Thorns Damage
Redblade BannerHeraldric Tower ShieldShield33Grants Skill: Raise Shield(20–30)% increased Block chance
(60–100)% increased Armour
+(20–30) to Strength
+(100–150) to Stun Threshold
Enemies in your Presence count as having double Power
The SurrenderStone Tower ShieldShield36Grants Skill: Raise Shield(40-60)% increased Block chance
(150-200)% increased Armour
+(150-200) to Stun Threshold
Recover 4% of Life when you Block
HeadhunterHeavy BeltBelt50(20-30)% increased Stun Threshold
Has (1-3) Charm Slots+(40-60) to maximum Life
+(20-40) to Strength
+(20-40) to Dexterity
When you Kill a Rare monster, you gain its Modifiers for 20 seconds
WaistgateHeavy BeltBelt50(20-30)% increased Stun Threshold
Has (1-3) Charm Slots+(50-80) Maximum Life
+(50-80) to maximum Mana
(20-30)% increased Flask Life Recovery Rate
(20-30)% increased Flask Mana Recovery Rate
Life and Mana Flasks can be equpped in either slot
Blood PriceFierce GreathelmHelmet51(80–120)% increased Armour
(10–15) Life Regeneration per second
+(100–150) to Stun Threshold
(30–60)% increased Presence Area of Effect
Enemies in your Presence have at least 10% of Life Reserved
Zerphi's GenesisHeavy BeltBelt56(20-30)% increased Stun Threshold
Has (1-3) Charm Slots+(10–30) to Strength
Corrupted Blood cannot be inflicted on you
50% of charges used by Charms granted to your Life Flasks
(10–30)% increased Charm Charges used
The Brass DomeChampion CuirassBody Armour58(400-500)% increased Armour
(-5–-1)% to all Maximum Elemental Resistances
+(200-300) to Stun Threshold
Take no Extra Damage from Critical Hits
Chernobog's PillarBlacksteel Tower ShieldShield65Grants Skill: Raise Shield(100-150)% increased Armour
+(30-40)% to Fire Resistance
+(23-29)% to Chaos Resistance
+(150-200) to Stun Threshold
Gain 1% of damage as Fire damage per 1% Chance to Block

Version history

Version Changes
0.2.0f
  • Moderately reduced the capacity for monsters to Light Stun you especially towards Cruel and Endgame by lowering the amount of Stun-Damage they deal, and increasing the minimum they must deal to Light Stun you. Additionally, Elemental, Chaos and Ranged stun-damage has been penalised even further so you're less likely to get stunned by random stray projectiles and other things of the sort. These changes don't affect Light Stuns dealt by players.
0.2.0e
  • The Jewel Modifier for additional Stun Threshold based on your maximum Energy Shield now rolls 5-15% (previously 5-10%). Existing items can be improved to the new ranges by using a Divine Orb.
  • The Time-lost Jewel Modifier for additional Stun Threshold based on your maximum Energy Shield now rolls 1-2% (previously 1%). Existing items can be improved to the new ranges by using a Divine Orb.
0.2.0f
  • Moderately reduced the capacity for monsters to Light Stun you especially towards Cruel and Endgame by lowering the amount of Stun-Damage they deal, and increasing the minimum they must deal to Light Stun you. Additionally, Elemental, Chaos and Ranged stun-damage has been penalised even further so you're less likely to get stunned by random stray projectiles and other things of the sort. These changes don't affect Light Stuns dealt by players.
0.2.0
  • Unified stun mechanics and terminology between players and monsters. The "stagger" that players suffer when blocking too much damage with their shield raised is now a heavy stun. Players are still unable to be heavy stunned unless a mechanic specifically states otherwise.
  • Players can no longer be light stunned while their shield is raised.
  • Players have 50% more Light Stun Threshold per time stunned in past 4 seconds (previously 25% more player Light Stun Threshold per time stunned in past 6 seconds).
  • Your Heavy Stun bar now doesn't start emptying until the Heavy Stun animation has finished (instead of when the Heavy Stun animation starts).
  • Heavy Stun duration on players is now 3 seconds (previously 1 second).
  • Players cannot Block or Evade Hits while they are Heavy Stunned.
  • Monsters now have higher Light Stun damage scaling with level. In the very early parts of the campaign there is no change, scaling to around twice as much light stun damage in the endgame.
  • Magic enemies are now Primed for Stun when they have at least 50% Heavy Stun buildup, Rare at 60%, and Unique at 70% (previously 60%, 70%, and 80% respectively).
0.1.0
  • Introduced to the game.