Đã ko hiểu còn khoái cãi:
Why We Reduce CC << tại sao phải giảm CC effect trên mobs/elite?
Fast forward to present day as we prepare for patch 1.0.5. Before I talk about what we're doing to buff CC skills while still
allowing the game to get harder, first, let's go over some of the reasons why we diminish the effects of CC in Diablo III:
Monsters need time to do their thing to threaten you.
While infinite CC rotations can feel make players feel awesome, it's fleeting.
If CC becomes too powerful, it can trivialize most major mechanics and the game can become boring.
Players in co-op have the potential to synchronize CC.
>> Mục đích là làm cho game khó hơn trong coop vì CC quá mạnh, game trở nên nhàm chán.
Example 4:
Scenario 1
Player 1 applies a 1 second stun, it lasts 1 second. Monster has 10% CC resistance.
Player 2 applies a 6 second stun, it lasts 5.4 seconds. Monster now has 64% CC resistance.
Scenario 2
Player 1 applies a 6 second stun, it lasts 6 seconds. Monster now has 60% CC resistance.
Player 2 applies a 1 second stun, it lasts 0.4 seconds. Monster now has 64% CC resistance.
(Scenario 1 & 2 demonstrate that this system allows consecutively chained CC effects to be applied in any order. In other words, the math is commutative.)
cách CC effect hoạt động trong coop 2 người cùng cast stun.
Nói nôm na, sẽ ko còn perma freeze nếu melee wiz cứ xài frost nova liên tục trong 1 game co-op. Nhưng single mode thì thoải mái đi (near-infinite CC)
Một khi frost nova xài được max 6s thì CC res bị capped ở 65% rồi, thì cho dù hết frozen sau 5 giây thì CC res trở về 0%, nhưng nếu ở giây 4,99, bác cast 1 cái stun 6s vào thì nó chỉ kéo dài 6x0.65 = 3.9s thôi nhưng mức CC res sẽ bị đẩy lên 39% (65+39= 104%) nhưng do capped ở mức 65% nên nó chỉ tính là 65% từ giờ trở đi).
Hiểu rõ hơn thì đọc ví dụ này
Example 3:
A party of four monks attempts to stun-lock an Elite monster in Inferno difficulty. They are all using Blinding Flash with the Self-Reflection rune, which blinds an enemy for 4 seconds.
The first monk casts Blinding Flash and the monster is blinded for 4 seconds. It also now has 40% CC resistance.
The second monk also casts Blinding Flash, but times it to land the instant the first one ends. It lasts 2.4 seconds and increases the CC resistance to 64%.
Both blinds wear off 6.4 seconds later. The third monk lands his Blinding Flash immediately afterwards, which lasts 1.44 seconds. This increases the monster’s CC resistance to 78.4%.
It's now been 7.84 seconds, and the fourth monk wants in on the action. She uses her Blinding Flash. Even though the monster’s CC resistance is technically at 78.4% by now, it's capped at 65% because of the CC resistance caps in Inferno. So, the 4 second blind actually lasts for 1.4 seconds. This adds another 14% CC resistance, bringing the final to 92.4%. (The effective resistance is still at the 65% cap, but the 92.4% is tracked under the hood for the stun resistance to wear off.)
The poor monster has now been blinded for a total of 9.24 seconds, and the monks are out of Blinding Flashes. :(
The next blind will occur when the first monk’s Blinding Flash comes off cooldown. Since Blinding Flash has a 15 second cooldown, and only 9.24 seconds have passed, the party has to wait for another 5.76 seconds. During this time, the monster loses 57.6% CC resistance, leaving it at 34.8%.
The first monk uses his Blinding Flash as soon as it comes off cooldown. The 4 second blind is reduced to 2.61 seconds thanks to 34.8% CC resistance, and the monster’s CC resistance goes up another 26.1% to 60.9%.