Movement Slow: Difference between revisions

LVL (talk | contribs)
Fixed the number. Probably need to simplify the math formula on this page at some point.
LVL (talk | contribs)
Redid math section and simplified the main formula.
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* The displayed speed in-game in m/s is rounded to the nearest decimal for all numbers under 10 m/s.
* The displayed speed in-game in m/s is rounded to the nearest decimal for all numbers under 10 m/s.


== Math ==
== Calculation ==
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/>
=== Stacking Multiple Slows ===
where <math>\text{Slow}_i</math> is the percent slow amount.
While abilities and items display slow percentages (e.g., 30%), multiple sources of movement slow do not simply add together. Instead, they stack '''multiplicatively'''.


For example, multiple sources of movement slow:
To find your total slow percentage, use the following formula:
* 30% movement slow from [[Slowing Bullets]]
* 25% movement slow from [[Point Blank]] results in:
<math>1 - (1 - 0.30) * (1 - 0.25) = 47.5% \text{ movement slow}</math> (you move at 52.5% speed)


The movement slow is then applied using 2 m/s as the "base" movement speed, as follows:
<math>\text{Total Slow} = 1 - (1 - \text{Slow}_1) \times (1 - \text{Slow}_2) \times ...</math>


<math>\text{Slowed Speed} = ((\text{M. Speed} - 2) * (1 - \text{Total Slow})) + 2</math>
'''Example:'''
If you are affected by two slows, one providing '''30%''' and another providing '''25%''':
# Convert percentages to decimals: 0.30 and 0.25.
# Subtract from 1: (1 - 0.30) = '''0.70''' and (1 - 0.25) = '''0.75'''.
# Multiply the remainders: 0.70 × 0.75 = '''0.525'''.
# Subtract from 1: 1 - 0.525 = '''0.475'''.
# Your Total Slow is '''47.5%'''.


So for example, a player moving at 10 m/s slowed by 50% will move at 6 m/s.
=== Calculating Final Speed ===
Once you have the total slow percentage, apply it to your speed. However, movement slow is calculated using 2.0 m/s as a floor - you cannot be slowed below this speed.


== Movement Slow Resist ==
<math>\text{Slowed Speed} = ((\text{Current Speed} - 2) \times (1 - \text{Total Slow})) + 2</math>
Movement Slow Resist is applied after the final slow percentage is calculated. Multiple sources of Movement Slow Resist are calculated additively, and then multiplied against the applied movement slow.


For example, if the player had [[Enduring Speed]] with 30% Movement Slow Resist in the above example of 43.75% slow, actual speed would be only be 30.63% slowed.
'''Example:'''
If you are moving at '''10 m/s''' and have '''50%''' total slow:
# Subtract the floor: 10 - 2 = '''8'''.
# Apply the slow: 8 × (1 - 0.50) = 8 × 0.50 = '''4'''.
# Add the floor back: 4 + 2 = '''6 m/s'''.
 
=== Movement Slow Resist ===
Movement Slow Resist reduces the final calculated slow percentage. Multiple sources of Movement Slow Resist stack '''additively''' (not multiplicatively).
 
<math>\text{Actual Slow} = \text{Total Slow} \times (1 - \text{Resist}_1 - \text{Resist}_2 - ...)</math>
 
'''Example:'''
If you have '''47.5%''' total slow and '''30%''' Movement Slow Resist:
<math>47.5\% \times (1 - 0.30) = 47.5\% \times 0.70 = \mathbf{33.25\%}</math>


== Sources ==
== Sources ==