How modifiers work (maybe)

DNA3000DNA3000 Member, Guardian Posts: 19,698 Guardian
This is one of those things that I think is obvious to some, but not everyone. Also, perhaps not everyone who knows this understands this in this way, and this way might be simpler overall. But my real reason for explaining this is to try to find out where the explanation might be broken. More on that later.

First of all, what do I mean by "modifier?" A modifier is basically any effect that alters a stat. Buffs, debuffs, and passive effects that affect a stat are all modifiers. Fury is a modifier (that modifies attack). Armor break is a modifier (that modifies armor rating). "Modifier" is just easier and shorter to use than "all buffs, debuffs, and passive effects that affect a stat."

So for those that don't know, or are confused, or may have this wrong, here's two questions:

1. What is the difference between a multiplicative and additive modifier?
2. In what order are modifiers calculated?

These are actually trick questions. The answer to the first is "fundamentally nothing" and the answer to the second is "the question is meaningless." Here's why.

Every once in a while someone comes along and claims that -100% AAR should reduce ability accuracy to zero, regardless of any other effects that occur. For example, suppose we have -100% AAR and a +50% AA effect. Either the -100% AAR is applied first reducing AA to zero, whereupon +50% would still be zero, or the -100% AAR is applied last, in which case no matter what AA is at that point -100% AAR should reduce it to zero. The words "logical" and "mathematical" are often tossed in there. In fact, AA normally becomes 50% at that point. Sometimes, the counterargument is that those modifiers aren't actually multiplicative, they are additive, so AA is just 100% - 100% + 50% = 50%. This is actually *wrong*.

The correct answer is: both the -100% modifier and the +50% modifier are relative to the *base* value. So -100% is -100% of base, and +50% is +50% of base, so we have Base - 100% x Base + 50% x Base = 50% x Base. Since base ability accuracy is usually 100%, the final value is 50%. But why?

Here's the actual reason. In terms of what the game itself understands, all modifiers are additive. All modifiers simply add their value to the base. But there are two kinds of modifiers: normal modifiers and relative modifiers. Normal modifiers literally add their value to the base stat they modify. So if you have a +100 Fury buff, you add 100 to the base attack value. Relative modifiers are also additive, but their actual value is relative to the base value which is another way of saying their value is some multiple of the base value. So if you had a +100 Fury buff and it was designated a relative modifier, that wouldn't add 100 to base attack, that would add 100 x BaseAttack to the base value of attack. What we humans see as a "percentage modifier" is actually a relative modifier. +5% is actually a 0.05 relative modifier. -100% is actually a -1.0 relative modifier.

With that said, here's the rule for all modifiers: all modifiers add to the base value of the stat.

That's it. Since all modifiers are additive, by definition order doesn't matter. It never matters in what order you add numbers together, you always get the same result. Question 2 above is basically meaningless because it doesn't matter. Furthermore, all modifiers are actually additive. Question 1 above is also more or less meaningless. True: there is some multiplication involved in *calculating* the value of a relative modifier, but that modifier is added to the base value of the stat it modifies just like all other modifiers. Those of us who have been calling these "multiplicative modifiers" (including me) have been unintentionally steering some people wrong. No modifier is "multiplicative" they are all additive in terms of how they work. Some are absolute value some are relative value, all add to the stat.

This solves the riddle of -100% AAR. The people who think that should reduce ability accuracy to zero believe that -100% is minus one hundred percent of ability accuracy. It isn't. It is minus one hundred percent of base ability accuracy. It is just a kind of "short hand" for the *additive* modifier "negative one point zero value added to the base ability accuracy stat." It does not *multiply* anything to zero, it *subtracts* something down to zero, but other things can still add to that value to bring it back to a positive number.

For those who basically "get" the whole "percents are relative to base value" thing, this is all old news. But for those that don't, and for those that know the math but might not know why, here's all you have to remember:

1. All modifiers add to the base value.
2. Non-percentage modifiers are direct or "normal" modifiers by default.
3. Percentage modifiers are relative modifiers by default. You determine their value by taking a percentage of the base value of the stat they modify.
4. The key word "flat" means a percentage modifier should be treated as a direct modifier, not a relative one.

If base ability accuracy is 60%, then a +10% AA modifier is a +10% relative modifier, which is equal to a +6% direct modifier, and AA increases from 60% to 66%. But a +10% flat modifier should be interpreted as a +10% direct modifier, which means ability accuracy increases from 60% to 70%.

For those that did not know how this works, hopefully this helps. For those that already did, here's my question: where in the game does this explanation fail? Are there direct percentage modifiers that are not explicitly stated to be "flat" (I'm pretty sure there are)? Are there relative modifiers that are not described as such, or flat modifiers that are not described as such? Is there anywhere in the game where a modifier appears to be working in a completely different way?

My goal here is to a) firm up our understanding of modifiers to make sure we've accounted for all the behavior in the game, b) find and resolve any bugs that might exist surrounding how modifiers work, and c) fix up all the in-game descriptive text that is wrong. If we can gather all that stuff up in one place, I can try to direct the developers to take a look at it and maybe fix a bunch of it.

Also, if anyone thinks my description of how this stuff works is completely wrong, please explain. I've been wrong before, and if someone has a better or more accurate description of how this stuff works, I'd like to hear it. If it is provably better, I'll adopt it. One thing I'm hopeful might happen is that we eventually extinguish calling modifiers "multiplicative" and start calling them "relative" because I think that terminology is less confusing. But if someone has a better idea there as well, I'm all ears.
«1

Comments

  • AverageDesiAverageDesi Member Posts: 5,260 ★★★★★
    edited January 2022
    Regards to where it works differently,this might be an answer.

    KP with Hood has +100 purify ability accuracy. KP at base has a 60% chance to purify . So this would mean a 120% chance to purify debuffs.

    But the pacify mastery can cause this to fail(found out the hard way during war) even though it is a 30% reduction to ability accuracy.which as you say should be applied to base and result in 102%(120-18 chance) chance to purify but it does not work that way.

    Apparently synergies are treated as new base abilities. (See LOL enrage) credit: @CoatHang3r
  • AverageDesiAverageDesi Member Posts: 5,260 ★★★★★
    I don't see how we can accurately figure out where and when abilties are added flat or not flat since most of those are less than 100 and we can never know if an ability failed due to chance or due to it not being added a certain way especially when the difference is too small
  • DNA3000DNA3000 Member, Guardian Posts: 19,698 Guardian

    I don't see how we can accurately figure out where and when abilties are added flat or not flat since most of those are less than 100 and we can never know if an ability failed due to chance or due to it not being added a certain way especially when the difference is too small

    There's a lot of built up knowledge out there that I'm hoping will show up, but the short answer is that many times we figure things out about probabilistic things they way you describe above with KP: we can't easily measure probabilities directly, but sometimes we can engineer a situation where probabilities become certainties, or less frequently we can amplify a probability difference so that the difference we're looking for becomes obvious. It is hard to tell the difference between 60% and 70% (but not always impossible), but it is much easier to tell the difference between 20% and 70%, if we can engineer a situation where the difference we're looking for somehow stacks up.

    Like just to make up some numbers, the difference between +50% flat and +50% direct would be hard to tell if the base value was 100%, but a lot easier to tell if the base value was 10%. And even if people think, but aren't sure, describing the situation might allow for more careful testing to confirm one way or the other, if other people (like me) were aware of the situation in the first place.

    Ability accuracy in particular is one of those parts of the game where many veterans have an instinctive awareness of how things work but new players might be completely lost, and having simpler explanations for the game mechanics combined with more accurate in-game descriptions of how things worked would be of great benefit to a large subset of the players of the game. As the game becomes more complex over time (simply from getting larger alone) the amount of stuff players need to be aware of grows. Anywhere we can simplify the game without losing fidelity or accuracy is a long term win in my opinion.
  • 7h3wh173r488177h3wh173r48817 Member Posts: 20
    One occurrence where I think this is not mentioned/works differently is Kingpin's degen (there were other instances which I cannot remember at the moment). According to his description of the sp1 "While this Degeneration is active, the opponent suffers -50% Attack Rating and -65% Defensive Ability Accuracy."

    Now if the attack rating was calculated as a relative modifier then the opponent should have 0 base attack rating when 2 degens are stacked, very short testing will show that that's not the case, and if some number were crunched I think you'll see that it's actually a 75% Attack reduction.

    The DAAR however does seem to work as described as there is >=100% DAAR with 2 degens which can be tested against electro.
  • Raichu626Raichu626 Member Posts: 934 ★★★★
    One weird modifier is poison to regeneration rate. It's a relative modifier, but relative to the modified value instead of base value. Not sure if it takes stuff like petrify into account as well or just other poison stacks
  • Colonaut123Colonaut123 Member Posts: 3,091 ★★★★★
    Raichu626 said:

    One weird modifier is poison to regeneration rate. It's a relative modifier, but relative to the modified value instead of base value. Not sure if it takes stuff like petrify into account as well or just other poison stacks

    I suspect poison works different than petrify. Let's say petrify and poison both reduce healing by 30%. Does this mean 1 of each reduces healing by 60% and 2 of each reduces healing by 120%?

    As far as I know, petrify works additively while poison works entirely different. Two petrifies reduces base healing by 60% (100% - number of petrifies * petrify potency), but poison rather does this: 100% - (100% - poison potency)^number of poisons. Two poisons reduce healing by 49% rather than 60%.
  • DNA3000DNA3000 Member, Guardian Posts: 19,698 Guardian

    One occurrence where I think this is not mentioned/works differently is Kingpin's degen (there were other instances which I cannot remember at the moment). According to his description of the sp1 "While this Degeneration is active, the opponent suffers -50% Attack Rating and -65% Defensive Ability Accuracy."

    Now if the attack rating was calculated as a relative modifier then the opponent should have 0 base attack rating when 2 degens are stacked, very short testing will show that that's not the case, and if some number were crunched I think you'll see that it's actually a 75% Attack reduction.

    The DAAR however does seem to work as described as there is >=100% DAAR with 2 degens which can be tested against electro.

    Raichu626 said:

    One weird modifier is poison to regeneration rate. It's a relative modifier, but relative to the modified value instead of base value. Not sure if it takes stuff like petrify into account as well or just other poison stacks

    These are two known exceptions to the rule: poison's healing reductions and weakness or attack rating debuffs. They actually do seem to stack in a multiplicative fashion, but they are in my list of mechanics to investigate more deeply to see if they actually represent a third kind of fundamental modifier mechanic, or if there's something else going on. For example, poison might not actually be a "modifier" as I describe above, but something else entirely (because not only does it work differently in the math, it also doesn't stack conventionally with other heal/regen modifiers).

    I'm hoping if we find all such examples and put them together in a single pile, looking at them all at once might offer more insight. Alternatively, they might just be singular special case exceptions (in which case the developers should document them in-game as such).

    Although I've discussed both of these in the past, I didn't want to bias the discussion here by making a list of the ones I'm aware of or were made aware of by other players. I want to see what other players have to say about these things.
  • AverageDesiAverageDesi Member Posts: 5,260 ★★★★★
    Couldn't/wouldn't the people who codes/programmed/designed these interactions know how and where each work? As fun as it is, why would we have to personally investigate how they add up?
  • AverageDesiAverageDesi Member Posts: 5,260 ★★★★★
    The mythical scrolls of documentation are ever absent as always I see
  • odishika123odishika123 Member Posts: 5,412 ★★★★★
    edited January 2022
    So does Apocalypse give mutant's +30% Ability accuracy e.g( AA has 80% chance to inflict bleeds on heavy instead of 50)
    Or he increases a champs base 'Offensive' Ability accuracy by 30%?
  • AverageDesiAverageDesi Member Posts: 5,260 ★★★★★

    So does Apocalypse give mutant's +30% Ability accuracy e.g( AA has 80% chance to inflict bleeds on heavy instead of 50)
    Or he increases a champs base 'Offensive' Ability accuracy by 30%?

    Base ability accuracy is increased. So the letter
  • ThatGuyYouSaw235ThatGuyYouSaw235 Member Posts: 3,333 ★★★★★
    quick maffs
  • Rohit_316Rohit_316 Member Posts: 3,415 ★★★★★
    @DNA3000 i am curious to know what you do professionally ?? Are you a software engineer who does coding stuff ??
  • te_dua_shumte_dua_shum Member Posts: 1,001 ★★★★
    With that said, here's the rule for all modifiers: all modifiers add to the base value of the stat.


    @DNA3000 does the Icarus node fall into this category? Each fury from Icarus increase your atk more than normal, and the difference is noticeable with a lot of furies: at 10 furies from Icarus you gain a 159% atk instead of 100% and it doesn't seems that high, but with 20 furies you gain around 572% atk instead of the 200% that you would expect.
    What I understood is that each fury multiply your atk by 1.1 instead of adding a flat +10%, so each subsequent fury increase your atk based on the modified one, but I would love to hear your opinion on this subject ^_^
  • MagrailothosMagrailothos Member Posts: 5,985 ★★★★★

    Regards to where it works differently,this might be an answer.

    KP with Hood has +100 purify ability accuracy. KP at base has a 60% chance to purify . So this would mean a 120% chance to purify debuffs.

    But the pacify mastery can cause this to fail(found out the hard way during war) even though it is a 30% reduction to ability accuracy.which as you say should be applied to base and result in 102%(120-18 chance) chance to purify but it does not work that way.

    Apparently synergies are treated as new base abilities. (See LOL enrage) credit: @CoatHang3r

    I can suggest an example where (limited) testing suggests Synergies do work this way:

    Warlock + Cable is a cracking synergy for both of them.

    Cable's Base chance to regenerate is 15% when filling a bar of Power; and Warlock's synergy adds 10%.

    If this worked as an (additive) multiplier, the result would be 15 + (15*0.10) = 16.5%

    But if it's a 'flat' addition to base chance, the result would be a much more respectable 15+10=25%

    Fighting ROL WS with a 1/25 Cable alongside Warlock:
    98 bars of Power filled during the match (phew!)
    31 x Regeneration buffs generated

    Clearly RNG was in my side in the match; but I'd have to have been extremely lucky to get that many regen buffs with a modified chance of 16.5%. which makes me strongly suspect it's a 'flat' addition rather than a 'relative' addition.

    I realise this doesn't constitute proof, so feel free to do more extensive testing DNA - I'll warn you, it's a very tedious fight... 😉
  • DNA3000DNA3000 Member, Guardian Posts: 19,698 Guardian
    Wicket329 said:

    Hmmm this might explain the problems with Hood’s Invisibility. Hood is supposed to start at 120% miss ability accuracy while invisible, and lose 20% for each attack missed. As such, he should have a guaranteed miss on two hits. However, Hood frequently gets hit by the second attack.

    I wonder if his ability accuracy is being reduced by 20% of 120%, i.e. 24%. It’s not a huge difference, but it could explain why he gets hit when a layman’s reading says he shouldn’t.

    The description says “flat” so it should be reduced by 20 percentage points per miss, but it’s certainly possible the modifier is flagged incorrectly if it isn’t working as described. Probably worth looking at more closely, as this is something theoretically testable.
  • AverageDesiAverageDesi Member Posts: 5,260 ★★★★★
    One other thing I'd like to know is what is the difference between

    Reduce ability accuracy by 100%
    Reduce chance purify ability will trigger by 100%(AA)
    Reduce purify ability accuracy by 100%(APOC)
    Reduce chance to purify debuffs by 100%(OMEGA)

    If a champ starts with 100% ability accuracy and 150% chance to purify debuffs, where would each of the conditions result the values to be?
  • DNA3000DNA3000 Member, Guardian Posts: 19,698 Guardian
    Rohit_316 said:

    @DNA3000 i am curious to know what you do professionally ?? Are you a software engineer who does coding stuff ??

    I wouldn’t call myself a professional developer although I’ve written my share of code. Professionally I’m a consultant, which is another way of saying I do whatever people pay me to do. Because I’ve spent the last thirty years as a hired gun (at least in part), my resume is completely bonkers, and non-trivial to describe.
  • DNA3000DNA3000 Member, Guardian Posts: 19,698 Guardian

    With that said, here's the rule for all modifiers: all modifiers add to the base value of the stat.


    @DNA3000 does the Icarus node fall into this category? Each fury from Icarus increase your atk more than normal, and the difference is noticeable with a lot of furies: at 10 furies from Icarus you gain a 159% atk instead of 100% and it doesn't seems that high, but with 20 furies you gain around 572% atk instead of the 200% that you would expect.
    What I understood is that each fury multiply your atk by 1.1 instead of adding a flat +10%, so each subsequent fury increase your atk based on the modified one, but I would love to hear your opinion on this subject ^_^
    I haven’t looked at this situation specifically, but I will try to do so soon.
  • magnus_xixmagnus_xix Member Posts: 2,019 ★★★★★
    I've never been able to wrap my head around the description of the slow debuff. To me it seems as though there is crucial info missing.

    The slow description states it reduces evade ability acuuracy by 100% but despite this in 99.9% of scenarios it straight up stops the opponent from evading even if they're immune to AAR or have increased AA. This shouldn't the case if all slow truly did was reduce AA.

    The 0.1% of the times where slow doesn't stop evade is when you throw an unblockable special at spider gwen with 4 or more spider sense charges.


    After testing I found that at 3 spider sense charges spider gwen will NEVER evade. Why is that exactly?

    SG has +550% ability accuracy against unblockable specials. It's unclear if this is a flat Increase or if its a relative increase but I think its now safe to assume its a relative increase. So with a slow debuff active her AA falls to 450% from 550%.

    At 3 spider sense charges she has a 21% chance to evade. This is increased to 94.5% with an evade AA of 450%. You would expect SG to have a really high chance to successfully evade but she never does at 3 spider sense charges. She does evade at 4 charges however. With 4 charges she has a 28% chance to evade and this is increased to 126%.

    With 4 or more charges she is guaranteed to evade and with 3 or fewer she still has a high chance to evade but never does. This can only be the case if the crucial info slow is missing from its description is that it also reduces evade chance by a flat 100% in addition to reducing evade AA by 100%. This would also explain why slow prevents champs that are immune to AA modification from evading and also champs with a relatively small increase in AA (like the "best defense" node).

    It would be great to hear what you have to say and if you could pass any relevant info to the right people to get the slow description more in line with what it actually does.
  • DNA3000DNA3000 Member, Guardian Posts: 19,698 Guardian

    One other thing I'd like to know is what is the difference between

    Reduce ability accuracy by 100%
    Reduce chance purify ability will trigger by 100%(AA)
    Reduce purify ability accuracy by 100%(APOC)
    Reduce chance to purify debuffs by 100%(OMEGA)

    If a champ starts with 100% ability accuracy and 150% chance to purify debuffs, where would each of the conditions result the values to be?

    I couldn't say what does happen in-game without testing (and I don't know with absolute certainty off the top of my head) but I believe in all four cases the chance to purify debuffs *should* drop to zero. In the first case, what I believe should happen if the text description was correct is the champion's ability accuracy stat should drop to zero, and that means all of their abilities ability accuracy should then net to zero regardless of their intrinsic AA, including a 150% chance to purify. The other three should be synonymous with reducing purify ability accuracy by 100% (relative) which should drop that chance to zero even though its base chance is 150% (because a 100% relative debuff would be -1.0 x 1.5 = -1.5).

    If it doesn't happen that way, I would say the in-game descriptions should be changed to make that clear.
  • AverageDesiAverageDesi Member Posts: 5,260 ★★★★★
    DNA3000 said:

    One other thing I'd like to know is what is the difference between

    Reduce ability accuracy by 100%
    Reduce chance purify ability will trigger by 100%(AA)
    Reduce purify ability accuracy by 100%(APOC)
    Reduce chance to purify debuffs by 100%(OMEGA)

    If a champ starts with 100% ability accuracy and 150% chance to purify debuffs, where would each of the conditions result the values to be?

    I couldn't say what does happen in-game without testing (and I don't know with absolute certainty off the top of my head) but I believe in all four cases the chance to purify debuffs *should* drop to zero. In the first case, what I believe should happen if the text description was correct is the champion's ability accuracy stat should drop to zero, and that means all of their abilities ability accuracy should then net to zero regardless of their intrinsic AA, including a 150% chance to purify. The other three should be synonymous with reducing purify ability accuracy by 100% (relative) which should drop that chance to zero even though its base chance is 150% (because a 100% relative debuff would be -1.0 x 1.5 = -1.5).

    If it doesn't happen that way, I would say the in-game descriptions should be changed to make that clear.
    You're right . That's how it works. My confusion is regarding 3Rd and 4th. When it said each spore reduces chance to purify by 10%, i assumed it a flat. Like if it's 60% now, then it becomes 50%. But I suppose after your info about everything being additive to base, it makes sense that it would actually be 54.

    Would that mean in the 150% chance to shrug scenario, 1 spore would result in the chance to shrug dipping to 135%?
  • DNA3000DNA3000 Member, Guardian Posts: 19,698 Guardian

    DNA3000 said:

    One other thing I'd like to know is what is the difference between

    Reduce ability accuracy by 100%
    Reduce chance purify ability will trigger by 100%(AA)
    Reduce purify ability accuracy by 100%(APOC)
    Reduce chance to purify debuffs by 100%(OMEGA)

    If a champ starts with 100% ability accuracy and 150% chance to purify debuffs, where would each of the conditions result the values to be?

    I couldn't say what does happen in-game without testing (and I don't know with absolute certainty off the top of my head) but I believe in all four cases the chance to purify debuffs *should* drop to zero. In the first case, what I believe should happen if the text description was correct is the champion's ability accuracy stat should drop to zero, and that means all of their abilities ability accuracy should then net to zero regardless of their intrinsic AA, including a 150% chance to purify. The other three should be synonymous with reducing purify ability accuracy by 100% (relative) which should drop that chance to zero even though its base chance is 150% (because a 100% relative debuff would be -1.0 x 1.5 = -1.5).

    If it doesn't happen that way, I would say the in-game descriptions should be changed to make that clear.
    You're right . That's how it works. My confusion is regarding 3Rd and 4th. When it said each spore reduces chance to purify by 10%, i assumed it a flat. Like if it's 60% now, then it becomes 50%. But I suppose after your info about everything being additive to base, it makes sense that it would actually be 54.

    Would that mean in the 150% chance to shrug scenario, 1 spore would result in the chance to shrug dipping to 135%?
    I believe so.
  • AverageDesiAverageDesi Member Posts: 5,260 ★★★★★
    https://forums.playcontestofchampions.com/en/discussion/293796/hercules-reducing-red-skulls-ability-accuracy#latest

    How would this make sense in the current explanation? If it is not a bug that is.

    Also, would quake applying 100% AAR to the base of Longhist result in him having 0% left?
  • ChikelChikel Member Posts: 2,106 ★★★★
    Wicket329 said:

    Hmmm this might explain the problems with Hood’s Invisibility. Hood is supposed to start at 120% miss ability accuracy while invisible, and lose 20% for each attack missed. As such, he should have a guaranteed miss on two hits. However, Hood frequently gets hit by the second attack.

    I wonder if his ability accuracy is being reduced by 20% of 120%, i.e. 24%. It’s not a huge difference, but it could explain why he gets hit when a layman’s reading says he shouldn’t.

    I don't think so. Hood frequently also gets hit by the first attack.
  • DNA3000DNA3000 Member, Guardian Posts: 19,698 Guardian

    https://forums.playcontestofchampions.com/en/discussion/293796/hercules-reducing-red-skulls-ability-accuracy#latest

    How would this make sense in the current explanation? If it is not a bug that is.

    Also, would quake applying 100% AAR to the base of Longhist result in him having 0% left?

    In the Herc case, I’m not sure what’s going on there but I’m a little suspicious whenever something says “up to” and it is possible something else is going on as well similar to Longshot: his abilities’ base AA might be lower than 100% before the passive multiplier and the net result of everything is a (possibly unintended) behavior.

    In the Longshot case, I believe the answer is yes, it should (again: part of this discussion is to find out if the theory matches reality, I’m not saying I know with certainty that’s how it works in the game now).
  • magnus_xixmagnus_xix Member Posts: 2,019 ★★★★★

    I've never been able to wrap my head around the description of the slow debuff. To me it seems as though there is crucial info missing.

    The slow description states it reduces evade ability acuuracy by 100% but despite this in 99.9% of scenarios it straight up stops the opponent from evading even if they're immune to AAR or have increased AA. This shouldn't the case if all slow truly did was reduce AA.

    The 0.1% of the times where slow doesn't stop evade is when you throw an unblockable special at spider gwen with 4 or more spider sense charges.


    After testing I found that at 3 spider sense charges spider gwen will NEVER evade. Why is that exactly?

    SG has +550% ability accuracy against unblockable specials. It's unclear if this is a flat Increase or if its a relative increase but I think its now safe to assume its a relative increase. So with a slow debuff active her AA falls to 450% from 550%.

    At 3 spider sense charges she has a 21% chance to evade. This is increased to 94.5% with an evade AA of 450%. You would expect SG to have a really high chance to successfully evade but she never does at 3 spider sense charges. She does evade at 4 charges however. With 4 charges she has a 28% chance to evade and this is increased to 126%.

    With 4 or more charges she is guaranteed to evade and with 3 or fewer she still has a high chance to evade but never does. This can only be the case if the crucial info slow is missing from its description is that it also reduces evade chance by a flat 100% in addition to reducing evade AA by 100%. This would also explain why slow prevents champs that are immune to AA modification from evading and also champs with a relatively small increase in AA (like the "best defense" node).

    It would be great to hear what you have to say and if you could pass any relevant info to the right people to get the slow description more in line with what it actually does.

    Aired g 😔
Sign In or Register to comment.