How immobilize works
This is a long promised post about the new immobilize system introduced with the Dawn of Light release last Christmas. Immobilize abilities are those who alter the movement of creeps: Time Warp, Knockback, Stun and Slow. Steady creeps (or Vir) are totally immune to those abilities. All other creeps have an immobilize resistance. Initially, that resistance is 0%. When chance based immobilize abilities are rolled, the chance is first reduced by the current immobilize resistance of the creep. Whenever a creep is immobilized it gains +10% immobilize resistance. Also the immobilize resistance is steadily reduced at a rate of -10%/second. For instance, a level 99 Beaver has about 20% chance to stun. Here's an example of what would happen:Event | Effective chance | Immobilize resistance |
---|---|---|
Creep spawned | 20% | 0% |
Beaver attacks but does not stun | 20% | 0% |
Beaver attacks and stuns | 10% | 10% |
Simulation is updated (100ms) | 11% | 9% |
Simulation is updated (100ms) | 12% | 8% |
Beaver attacks and stuns | 2% | 18% |
Simulation is updated (100ms) | 3% | 17% |