Nothing to do with damage, as ranged attacks dont interupt anything ever.
Nothing to do with damage, as ranged attacks dont interupt anything ever.
Originally Posted by XxSlusherxx
I dont understand how you can say skill vs skill isnt true based on smash axe? We arent talking about WS level, we are talking about your base skill on that weapon. Smash axe has stun effect. It obviously help stunning, but I havent seen it work on kirin/chevelnik more often than rampage spam.
With that logic, i could say: nothing to do with skill level, range attack as a skill level too.Originally Posted by Celeras
Originally Posted by Kaylia
I was under the impression thats what we were talking aboutOriginally Posted by The OP
I tend to think the timing of the hits is a big factor, in a similar way that a mob will not interrupt Utsusemi in the first ~25% and last ~25%. When we do meree Chlevniks I time Rampage for like 40% into the cast. I don't think damage is a factor; I have an SS of an ~1150 Mistral Axe not interrupting Meteor. # of hits would make more sense based on my experience.
Correct, nothing to do with enemy skill level either.Originally Posted by Kaylia
dmg dealt most likely has no effect, the game is kinda broke in the sense that a level 30 mob can still interrupt you on occasion by a hit for like 30 dmg, but other times you can take 300 damage and still get your cast off... knockback effects always interrupt (well as long as the cast happens at a timing that you can't move back to the place where u started casting, you can actually start casting a spell like tele-mea, run around in a circle stopping where you started, and it will still go off.. lol), but as far as it goes on players interrupting NMs casting its probably just some random calculation made in the game. Multihit WS work well because each hit probably has a small chance to interrupt the mob, with rampage a 5 hit WS, chances increase to interrupt because it is 5 hit. It would take some messing around with WSes to see any correlation between number of hits and interruption rate.Originally Posted by Kaylia
Could possibly try a 300TP Steel Cyclone vs. Rampage on Jailer of Faith or something and see what WS interrupted more. Both are high damage WS, but Rampage is 5 hit while Steel Cyclone is 1.
I'm not sure this thread will accomplish anything, but I think it's safe to say that hitting a lot, and especially landing critical hits, are pretty much what interrupt enemy casts.Originally Posted by XxSlusherxx
Btw lol at the above bolded section. This discussion is regarding regular old WSes and their ability to stop enemy casts. Such as throwing down 2-3 Rampages during Chlevnik's Meteor. Durrrrrr Smash Axe stuns mobs that are able to be stunned more often than regular old WSes will interrupt loool. Btw I call shenanigans on suggesting that a WS with added effect stun (thunder element) actually STUNNED either of those bolded mobs (certainly with Smash Axe stopping those casts more often than Rampage or Asuran Fists). Good game. Interruption is the topic, not stunning.
On stuff like Chlevnik, I always like to see at least 2 (multi-hit) WSes go off, bare minimum, to feel confident Meteor will be stopped. Regular hits and/or or a single WS only, the chances are greatly diminished. I don't think you should know or care what exactly affects it, besides probably player level vs. enemy level (which obviously has an effect, since lower level mobs will interrupt you a LOT less than ones anywhere near your level) since you're going to be looking to do damage no matter what. Just time your WSes appropriately, and okgo.
Headbutt is stun, but earth based, no? In any case, I'm pretty confident it give stun status, and work on KB/Kirin (you can stun kirin btw with the spell).
Are stun ws the same? No clue, but I would say they arent based on an element
They do if you get hit with a dynamis mob's r.att...Originally Posted by Celeras
I recall an official SE source talking about Summon Skill, saying that higher skill with reduce summon interruption. Anyone remember that?
No Physical blu spells have an element (that brownish icon is simply saying it's a physical spell), just a Renkei element thats all and headbutt is fire if i remember right.Originally Posted by Kaylia
I was under the impression stun effects are physical when using WSes, kind of like stun effect on daggers/katanas. Of no relevance to the actual element of the mob, but mobs like Big Bomb which cant be interrupted, will cast regardless, even if stunned physically. Physical stun (blade bash, Shield Bash) is entirely different than magically stunning something.
This is absolutly true. A great deal of stuff that is "not stunnable" is stunnable via stun WS. I can't rember if behemoth is off the top of my head, but you can definatly stun Kirin with a stun ws if you want.Originally Posted by Lockecole
if were talking about non stun ws only, which I guess was obvious from the get go, I'm going to say it's just a low dice roll for each hit during the cast, or something simalar because it's too random to even care, I've Rampaged an Imp for half his life(obvious some crits) and gotten hit with fireaga anyway.
When it comes to interrupting magic, Paralyze 2 with a shitton of MND behind it usually saves the day. Nothing is more pleasing to an RDM who bothers to enfeeble mobs than:
The Chvelnik begins casting Meteor.
WAR uses Rampage.
WAR uses Rampage.
MNK uses Asuran Fists.
PLD uses Flat Blade.
DRK uses Guillotine.
WAR uses Rampage.
The Chvelnik is paralyzed.
When it comes to mobs who resist Stun, but do not Stun WS, I think its more of immunity towards a certain singular spell more than a magical/physical/elemental effect difference. Example: Thunder does good damage to Behemoths, but most of them resist the spell Stun. Moreover its a feature that the three Kings and Kirin, considered the most powerful monsters in the game at the time they were added, share.
The ability of things like CoP Wyrms, Dynamis Lord, Cerberus, etc. to not resist Stun spells more likely means SE thought stunning certain abilities used by these monsters is acceptable strategy. Whereas getting a Dalmatica meant taking each and every Hurricane Wing thrown at you.
No, they dont. Go away.Originally Posted by rydiu
And Headbutts Add Effect: Stun is thunder based, i believe. I recall having to avoid the thunder based Ghrahs in Ru'met, because stun would never land on them and it was too risky when they ga-ed. The other stuns didnt work either, so its a pretty safe assumption that theyre all thunder based procs.
Here's where I would have issue, because there's not much supporting this. Afterall, Kirin can be stunned quite easily by Headbutt.Originally Posted by Celeras
I think another look should be taken at the elemental aspect of enfeebles. Take Cerberus for instance. Barparalyze obviously helps against a paralyze status effect. But SE has also said that casting Barelement spells can help mitigate or resist status effects.
So let's take a look at Ululation. Cerberus is a fire-based mob, or at least, everything he does deals with Fire. Paralyze is considered an Ice-based status effect, just because of the little blue icon next to it on our spell list.
But where in the rulebook does it say that Ululation itself has to be an ice-based attack? What if its fire-based? Which is more useful in resisting its Paralyze effect? Casting Barfire or Barblizzard? It could also be considered physical, we really do not know.
We have to consider the source of the attack for the same reason the source for Stun procs can sometimes be important in interrupting attacks. Stun procs from Flat Blade and Smash Axe are obviously not thunder-elemental based, because they work on most mobs that resist thunder (Kirin, thunder Ghrahs, Behemoth, etc.). Many mobs that resist Silence can be through he use of Tachi: Gekko, which doesn't have a wind-elemental base.
I might be taking a long shot here, but I think there's more to the elemental side of enfeebling effects than each status effect having a singular element attached to it. The source of the status effect, the elemental aspect of the attack which causes the status effect, more than likely plays a role as well.
I've tried barstone when against Bad Breath a few times and I've noticed it helped a bit, but I think thats the best way to test. If you resist various ailments that arn't earth (except slow) then it works.Originally Posted by Jeryhn
I based it off nothing other then my experiences with the thunder based Ghrahs, so who knows.Originally Posted by Jeryhn
Resists are a 2-stage affair. First, the spell resist, then the status resist. Or in the case of physical stuns, first the accuracy check, then the status resist.
Kirin resists thunder spells, so Stun (Spell) simply doesn't land. DL resists Stun (Status), so Stun (Spell) will land, but then have no effect. That's why WS stun works on Kirin, but not on DL.
Actually, "no effect" means that DL is already stunned.Originally Posted by Lithiani