Status effect priorities
Both at the same time, assuming neither gets resisted.
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So I'm wondering what will happen? Providing both effects hit, will I see Minion A stunned or feared?
[/ QUOTE ]They'll be stunned and feared. If they were hit with more status effects, those would be applied as well.
Ok, thanks for replying, not quite the answers I was after. Let me try and re-phrase the question.
A fear effect can be seen when the mob cowers and only attacks back when they are attacked.
A Stun effect can be seen when the mob staggers around, sometimes at high speed .
I think what I'd like to hear is that when the mob is under the effects of both fear and stun they would start by cowering in the 'fear position'. Then when attacked, they would 'become' stunned instead of returning fire.
Is this the case?
I suppose a more open ended question would be
What would a mob under the effects of both stun and fear do?
Thanks,
Mike.
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I think what I'd like to hear is that when the mob is under the effects of both fear and stun they would start by cowering in the 'fear position'. Then when attacked, they would 'become' stunned instead of returning fire.
[/ QUOTE ]No guarantees, but I would assume this to be correct.
I believe in general the effects keeping the mob in place tend to take priority but not completely certain so normally the mob would cower but if the check for flee in panic fails they will stagger under the stun rather than running off.
You will see both the ghostly fear animation and the seeing stars ones on them though.
If they are held or slept as well then that definitely takes priority and I think holds show over sleeps, confuse won't show as anything except cor the red glow.
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Deadly Doc 50 Dark/Dark Corr
and lots more on Pinnacle,Union and Defiant
What happens, is that the mobs will be stunned, and instead of staggering away slowly they'll stop every once and a while to cower in fear.
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I tested this once on my SS/Dark Brute on Test during I11 and iirc what actually happened was they cowered in fear, but the stun from OG "woke" them up from that fear the next time it ticked (just like an attack would) - but of course with minions/underlings it then disorients them instead so they wander for a bit disoriented. When the stun wears off the fear may kick in again, depending on how both powers are enhanced and when they tick, which is set by when you actually turn the toggle on (it would be tricky to get both perfectly synched).
Though you do have to bear in mind that CoF is mag3 and OG is only mag2, so certain mobs (Lieuts/Snipers mainly) may get woken from their CoF fear by OG's stun, but because the stun isn't high mag enough they wouldn't be disoriented - though fear does still cause a fairly hefty -rchg and occasional cowering even after the "wake-up". And of course some mobs are very resistant to fear (Nemesis springs immediately to mind) so won't be affected by CoF at all.
Most status effects stack up simultaneously with the "hardest" control taking precedence for in-game effect (Hold will take precedence over everything) - the big exception of course is Sleep, which will usually be cancelled by any other status effect being applied at the same time or after it, and Knockback/Down/Up which can be blocked by certain Holds/Immobs (depending on powerset - some have -kb, others don't - check real numbers ingame if not sure) - and I'm not sure if Repel is affected that same way as I only had 1 character with Repel (TK on a Mind/ Dom - now respecced out, to re-take later in the build) and didn't use it much.
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I think what I'd like to hear is that when the mob is under the effects of both fear and stun they would start by cowering in the 'fear position'. Then when attacked, they would 'become' stunned instead of returning fire.
[/ QUOTE ]Yes. Fear prevents any normal action, while stun prevents any normal action apart for movement. As long as both are applied, the target can't move, but if the fear is broken, the target will still be stunned.
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If they are held or slept as well then that definitely takes priority and I think holds show over sleeps, confuse won't show as anything except cor the red glow.
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From the perspective of my mind controllers, sleep seems to override any other mezzed animation (maybe not fear can't remember), I doubt that any other sets change that.
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If they are held or slept as well then that definitely takes priority and I think holds show over sleeps, confuse won't show as anything except cor the red glow.
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From the perspective of my mind controllers, sleep seems to override any other mezzed animation (maybe not fear can't remember), I doubt that any other sets change that.
[/ QUOTE ]The animations don't have any particular order, a mob affected by several different mez types tends to show a random animation.
Hmm with sleep hold and fear sleep does seem to be the overriding animation.
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Hmm with sleep hold and fear sleep does seem to be the overriding animation.
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I assume the sleep is applied last, otherwise applying the other controls would probably break it IF they count as aggro-causing effects/attacks (mainly if they have a damage component). You could just be seeing the graphical effect from the last control applied.
I know my Mind/ dom can confuse a slept enemy without waking them up, because the confuse doesn't cause aggro or damage, but Terrify would wake them up because it does damage. Similarly my /Dark MM can drop a Tar Patch or Darkest Night on a feared spawn without "waking" them, because they don't do damage either, but his cone immobilise wakes them up as it does damage.
Admittedly what I've never tried is dropping a no-damage hold on a slept mob, as my Mind/ dom doesn't have his AE hold - I don't know if it would break the sleep. Then again, unless the hold is shorter duration than the sleep (in which case why would you bother unless as insurance against waking with an AE?), it would never be an issue - and I can't think of any zero damage immobilises (or stuns, for that matter).
I know the confuses and mass sleep from Mind/ don't cause aggro anyway, in any situation (even when they wear off, the spawn won't aggro, if that is all you used on them), because they're tagged for being zero aggro - whereas other no-damage debuffs/controls WILL aggro an unengaged spawn (like all the above-mentioned /dark ones and the cone sleep from plant/).
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I can't think of any zero damage immobilises (or stuns, for that matter).
[/ QUOTE ]Web grenade and dark pit, just to name one of each.
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I can't think of any zero damage immobilises (or stuns, for that matter).
[/ QUOTE ]Web grenade and dark pit, just to name one of each.
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Ahh yes. I should have thought of web grenade, seeing as I have it on one of my characters. Tbh I must have been in a daft mood because there's an AE immobilise that does no damage that I've got on one of my L50s and could have taken on another - the Black Scorpion patron power Web Envelope.
Any idea if any of those break Mass Hypnosis? (Or any sleep for that matter). I figure it's probably just damage that wakes mobs from sleep/fear, but I'm not positive if anything else is flagged to do it as well.
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I figure it's probably just damage that wakes mobs from sleep/fear, but I'm not positive if anything else is flagged to do it as well.
[/ QUOTE ]Knockback/up and healing do at least.
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I figure it's probably just damage that wakes mobs from sleep/fear, but I'm not positive if anything else is flagged to do it as well.
[/ QUOTE ]Knockback/up and healing do at least.
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Interesting. I've seen Tsoo Sorcerer's waking up other Tsoo from sleep with their heal, but I knew that was because O2 Boost gives sleep protection. Haven't really observed it much elsewhere, but then my Mind/Psi is only L30 and I haven't played him that much lately.
If it is all heals then I guess it could get messy if my dom used Mass Hypnosis on a Rikti spawn and one of the Guardians didn't get slept
Heals wake an ally from sleep though, always.
Not sure if a targeted heal (transfusion, etc) would wake a mob or not and currently can't test.
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Not sure if a targeted heal (transfusion, etc) would wake a mob or not and currently can't test.
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If you mean player-used heals then I can confirm that Twilight Grasp does not wake NPCs who are feared. I recall my MM having a touchy moment where he'd lost pets, was low on health, but managed to fear the NPCs after him and heal off them without a wake-up.
If you mean NPC-based heals then I don't know - I can't think of any mob that uses Transfusion (Swan is a kinetic, but I've never seen her use it) - in fact the only NPC kinetics I can think of outside of AVs/EBs are Tsoo ink men and they don't have it - and I can only think of one of the Nictus AVs on the ITF that uses Twilight Grasp. Oh and possibly Ghost Widow on the STF? (not done that yet). Actually I think Death Mages get it too, but I don't recall them waking up feared CoT with it (admittedly bosses get held rather fast by my MM) and I haven't met them yet with my dom, so no clue about sleep.
Ghost Widow uses Dark Regen and Life Drain, both do damage
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Hello,
Does anyone know what priorities status effects have? I mean, if different status effects are applied at the same time, does one take priority? I guess it doesn't happen often, either they stack, or the effects of one overrides the other.
What I'm thinking about is eventually taking, and running, both Cloak of Fear and Oppresssive Gloom on my dark tank.
So I'm wondering what will happen? Providing both effects hit, will I see Minion A stunned or feared?
Anyone have experience of this, or an expert opinion?
Cheers,
Mike.