PvP is back, and this is what we know right now about crowd control effects.
It only applies to PvP so you can just ignore this stuff for PvE.
Credit goes to @LunarRabbit for digging up the file from xml.ipf/DiminishingReturns/DiminishingReturns.xml and @Wolfy for helping me analyze it.
Also thanks to @arkgolf for finding a possibly more updated version of the code from ktos.
You can get the untranslated xml file DiminishingReturns.xml (9.6 KB), but you can also find a google translated one for ease of viewing here.
We already know most of it from what we’ve seen from IMC, but the code has more details that are important to those who are into PvP.
We’ve done some testing and the results seem to match the code so far.
Summary
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Each application of CC will add a 30% reduction to the duration of the next one.
This means the first CC will be at 100% duration, then 70%, then 49%, and so on. -
After the diminishing effect is applied 4 times, the target becomes IMMUNE instead.
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CC duration cannot go below 1 second even with this scaling, unless it goes to immunity.
This rule does not apply to Magnetic Force. -
Diminishing duration/immunity will reset back to 100% after 45 seconds from the first CC application.
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CC effects are grouped by types, which are independently tracked for diminishing duration/immunity/reset timer.
For example, a target already immune to freeze is not immune to knockdowns.
CC categories
Group 1 (Freeze)
- Cryomancer Freeze
- Freeze
- Frost Pillar (has a special rule that its effects do not diminish within the same cast)
Group 2 (Stuns)
- Restrain
- Stun
Group 3 (Holds)
- Magnetic Force (can go below 1s minimum)
- Snow Rolling
- Possession
- Dethrone
- Raise (Initial tests have shown that Raise does not get diminished, needs further testing)
- Arrest
- Iron Hook
- Stop
- Swap Bind
- Retrieve
- Coursing (this hurts Hunter DPS a ton)
- Impaler
- Telepath
Group 4 (Special)
- Joust’s Silence (“JoustSilence_Debuff”)
- Headshot (“Musketeer Head Shot Spin”)
Note: This CC group is vague compared to the others, Joust’s Silence seems to be clear enough, but which part of Headshot is being diminished here is unclear. Both skills inflict a Shock effect (reduce INT/SPR) but Headshot has a knockback/spin effect. One theory is that it’s referring to the spin that’s part of the skill, and is somehow grouped apart from normal knockdown/back. Other spin effects like Dust Devil/Feint/Shield Shove are not referenced here, and are probably unaffected. Needs testing.
Group 5 (Knockdowns)
- Knockdown
- Knockback
Group 6 (Sleep)
- Sleep
All other CCs not listed here are not affected by diminishing returns, such as Slow.
I encourage people to test things out themselves so we have a good feel of the system.