@cheerupemokid10
Stun:
- Is never applied to act bosses
- Has a 50% chance of being applied to Champions and (Super) Uniques
- Is always applied to regular monsters and minions
- Always applies the full length, regardless of difficulty or monster
- Has a hardcap of 10 seconds, just like in 1.14
So there, very simple. 50% is decent odds against uniques, a lot higher than in 1.14 (where it's only 10%).
Also, except for act bosses, there don't seem to be any restrictions. So unlike in 1.14, you can actually stun static enemies like Crow Nests, Coldworm the Burrower, Mummy Sarcophagus, etc. It seems to halt their AI, so I guess they will temporarily stop spawning monsters. Might even work on those Maggot Eggs to prevent them from hatching, heh.
Regarding Fire Mastery, only Hydra is screwed.
The reason is simple; when damage is calculated (whether it's melee or missile), the function responsible for applying Fire Mastery does a number of checks.
The first one is "does the attack carry any fire damage", if yes, then the second one is "is the source a player".. the Hydra will already fail this second check, since it's a monster, so the game exits the function without applying FM.
It would also fail the third (is the source a Sorceress) and fourth (does the source have Fire Mastery) checks.
I don't think they fixed this until 1.07. Real shame. :<
Then again, not needing Fire Mastery does save up a lot of skill points.
Unfortunately the skill costs a lot of mana, so perhaps it's not a good choice in the end.
But it sure is a fun build. Static Field + Hydra + Blizzard for example is quite possible. Maybe throw in some Warmth to reduce mana problems. Coolio. B)
And just fyi, FM also is not directly applied to Enchant:
If a Sorceress is Enchanted, then (if she has it) FM will increase Enchant damage for her, but when Enchanting allies, FM is not applied.
If an Enchanted Sorceress does a ranged attack, then FM is applied twice to the fire damage from Enchant, but unfortunately Enchant is reduced to 1/3 for ranged attacks, so the damage will still be poor. (The more you know, eh?)
I also took a look at auras again to refresh my memory, and the cycle is actually 3 seconds in 1.00, not 2 seconds like I said in my prior post. (I probably got the 2-second cycle from the Basin wiki, but that's of course 1.14.)
So once you equip an aura, it takes 3 seconds for it to activate, and when it does, it will be passed on to enemies or allies. Then the aura will stick for 8 seconds.
The only exception I see is Fanaticism, which activates immediately when it's equipped, rather than having an initial delay of 3 seconds.
For the provider himself however, auras are enabled/disabled instantaneous..
So unfortunately I was also wrong about flashing. (Maybe what I said applies to 1.06? -- I have developed a talent for mixing up patches.)
The "8 second aura cling" actually only applies to enemies and allies, and not to the provider himself. So it's useless to skill both Concentration and Might.
Furthermore, Concentration (and Might) are actually baked into the missile, so you want to make sure that Concentration is active when you cast the Hammer, because if you cast the Hammer first and
then turn on Concentration, the aura won't affect the hammer.
@Barl
That's one cool charge-din. I love that you went with a Staff, heh.
Didn't realize that Charge always hits. Or maybe I once knew and I've just forgotten. :> I guess I'll check it out to satisfy my curiosity, perhaps it works similarly to Leap Attack, which is also quite crazy.
OK then. Back to the nerdcave!