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Gammaton32 (talk | contribs) |
Gammaton32 (talk | contribs) →Math: updated (note: ability source numbers need to be automated) |
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== Math == | == Math == | ||
Slows from multiple sources are stacked diminishingly | Slows from multiple sources are stacked diminishingly. | ||
The formula for movement slow is: <math>\text{Total Slow} = 1 - \prod_{i=1}^n (1 - \text{Slow}_i)</math><br/> | The formula for movement slow is: <math>\text{Total Slow} = 1 - \prod_{i=1}^n (1 - \text{Slow}_i)</math><br/> | ||
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* 25% movement slow from [[Point Blank]] results in: | * 25% movement slow from [[Point Blank]] results in: | ||
<math>1 - (1 - 0.25) * (1 - 0.25) = 43.75% \text{ movement slow}</math> | <math>1 - (1 - 0.25) * (1 - 0.25) = 43.75% \text{ movement slow}</math> | ||
The movement slow is then applied using 2 m/s as the "base" movement speed, as follows: | |||
<math>\text{Slowed Speed} = ((\text{M. Speed} - 2) * (1 - \text{Total Slow})) + 2</math> | |||
So for example, a player moving at 10 m/s slowed by 50% will move at 6 m/s. | |||
Note: An exception to this rule is the 10% slow applied from getting shot, which uses 0 m/s as base speed and thus can slow the player below 2 m/s. | |||
== Movement Slow Resist == | == Movement Slow Resist == | ||
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| rowspan="3" | {{HeroIcon|Viscous}} | | rowspan="3" | {{HeroIcon|Viscous}} | ||
| {{AbilityIcon|Splatter}} | | {{AbilityIcon|Splatter}} | ||
| 35% | | 35% | ||
|- | |- | ||
| {{AbilityIcon|Puddle Punch}} | | {{AbilityIcon|Puddle Punch}} | ||
| Line 142: | Line 150: | ||
|{{HeroIcon|Kelvin}} | |{{HeroIcon|Kelvin}} | ||
| {{AbilityIcon|Ice Path}} to self | | {{AbilityIcon|Ice Path}} to self | ||
| | | {{#invoke:Abilities|get_ability_prop|Ice Path|SlowResistancePercent}} | ||
|- | |- | ||
|{{HeroIcon|Infernus}} | |{{HeroIcon|Infernus}} | ||
|{{AbilityIcon|Flame Dash}} to self | |{{AbilityIcon|Flame Dash}} to self | ||
| | | {{#invoke:Abilities|get_ability_prop|Flame Dash|SlowResistance}} | ||
|} | |} | ||