Wouldn't that require the GMM to roll nearly perfectly on their first two attacks? I seem to recall that the prerequisite for a stunning melee hit is that it does nearly the maximum possible damage and that the damage must exceed some threshold (15 or 20 or something), which is why those Nd1 attacks are so likely to stun you.
What does an Ironman Priest need for endgame?
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Both of those attacks ALWAYS stun if they hit. So if the GMM gets in 3 turns with hits on those attacks (or stuns with one of the other attacks), you will have 103 stun damage (after removing two turns of stun.) That is all it takes. Notably, you can get max stun count 35 in a single turn. That is why the GMM is set up like this! First turn stunned. Second, heavy stun. Third, paralyzed and dying. Of course, he has to get all those hits, so it's "only" a 2% chance of losing.
Wouldn't that require the GMM to roll nearly perfectly on their first two attacks? I seem to recall that the prerequisite for a stunning melee hit is that it does nearly the maximum possible damage and that the damage must exceed some threshold (15 or 20 or something), which is why those Nd1 attacks are so likely to stun you.Comment
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Both of those attacks ALWAYS stun if they hit. So if the GMM gets in 3 turns with hits on those attacks (or stuns with one of the other attacks), you will have 103 stun damage (after removing two turns of stun.) That is all it takes. Notably, you can get max stun count 35 in a single turn. That is why the GMM is set up like this! First turn stunned. Second, heavy stun. Third, paralyzed and dying. Of course, he has to get all those hits, so it's "only" a 2% chance of losing.Comment
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