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 Armor Drive: Stun Recovery, Stun Jamming

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EroJun
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PostSubject: Armor Drive: Stun Recovery, Stun Jamming   Thu Feb 19, 2015 11:34 am

I was wondering how effective Stun Recovery is? Is anyone able to share their experiences with it?

Description: Slightly decreases the amount of time it takes to start moving when stunned normally.

As for Stun Jamming, how long does it actually drop lock-ons for? I guess this is a tough one.. unless I'm missing something?

Description: Grants a 10% chance to drop lockons when stunned.
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AnTi90d
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PostSubject: Re: Armor Drive: Stun Recovery, Stun Jamming   Thu Feb 19, 2015 11:50 am

I can't really tell a noticeable difference for Stun Recovery.

Stun Jamming buff lasts for about two seconds. (It looks like a little smoke cloud around your bot.) It lasts long enough to put considerable distance between you and the thing trying to shoot you.. unless it's in hot pursuit.
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Rexir2
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PostSubject: Re: Armor Drive: Stun Recovery, Stun Jamming   Thu Feb 19, 2015 12:01 pm

From what I can tell, it reduces how long you're stunned by a fraction of a second (light stun duration is cut in half, I think). I have 2 bots with stun recovery (a boosted AIR and an armored ART), and it really helps when you're being bombarded by a bajilllion bullets.
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EroJun
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PostSubject: Re: Armor Drive: Stun Recovery, Stun Jamming   Thu Feb 19, 2015 12:26 pm

..Any good against meleeing bots? XD
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Winty
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PostSubject: Re: Armor Drive: Stun Recovery, Stun Jamming   Thu Feb 19, 2015 12:35 pm

melee uses nonstandard stun.
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EroJun
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PostSubject: Re: Armor Drive: Stun Recovery, Stun Jamming   Thu Feb 19, 2015 1:18 pm

Thanks everyone. I went with Stun Jamming but I think I'm skipping on Stun Recovery.
Stun Jamming also seems slightly longer than 2 seconds.. maybe 3?

Edit: Disregard that last one. I must've seen something completely different. lol
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omegaX
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PostSubject: Re: Armor Drive: Stun Recovery, Stun Jamming   Sat Feb 21, 2015 4:02 am

stun jamming or wonder repair? what's good to get?
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PostSubject: Re: Armor Drive: Stun Recovery, Stun Jamming   Sat Feb 21, 2015 4:20 am

rng or pussyplay. your choice.
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PostSubject: Re: Armor Drive: Stun Recovery, Stun Jamming   Sat Feb 21, 2015 4:27 am

what would you pick for a land type?
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PostSubject: Re: Armor Drive: Stun Recovery, Stun Jamming   Sat Feb 21, 2015 4:31 am

For armor drive I always use hp+30, stun jamming, ablative, hp+70, stun recovery.
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PostSubject: Re: Armor Drive: Stun Recovery, Stun Jamming   Sat Feb 21, 2015 4:33 am

Thanks!
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AnTi90d
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PostSubject: Re: Armor Drive: Stun Recovery, Stun Jamming   Sat Feb 21, 2015 12:32 pm

I like going HP30 - HP70 - Ablative - Stun Jamming - that resurrect cart. Popping back up, after death, is fucking awesome, especially for long range gunners. I died with Aeolius, yesterday, and healed back up with all these bubble healers and finished the match with 0 cost.
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PostSubject: Re: Armor Drive: Stun Recovery, Stun Jamming   Sat Feb 21, 2015 3:18 pm

breakdown:

ablative and HP70 are the most important things, unless you are support type and can't use ablative. So let's say you have 2 free <3 carts and 1 free >3 cart.

stun jamming is basically a revenge tune. The less TGH you have, and the more HP you have, the more useful it is. However, it feels to me that the rate is pretty low. This is a combination factor of people usually running 2x revenge tunes, making even the lightest stun be 12% chance of activation, whereas stun jamming has a fixed 10% chance to activate that does not scale with stun strength.

personally I take repair+10 on most things, simply because it affects all sources of healing. HP items are stronger, bubbles give more, repair bits heal faster, etc. It's just pretty good with the amount of healing going on today, and the amount of HP items dropped by random moes.

HP30/wonder repair should be a choice. For diving, wonder repair is better since it's more raw HP, whereas HP30 is more HP in the long run since you can heal it back. And some things can't use wonder repair.

last stand is, in a lot of ways, just 50 more HP that is oneoff, like wonder repair. There are situations where it is more than that, where if you take a bit hit with very little HP left, and situations where you can be cheesed out of it by the rather rare support reject debuff. I see a lot of people use it and get very little mileage, whereas others get a lot out of it. I feel it's best on defensive/ranged bots where won't be in instant danger again and can escape for sure with the invulnerability, or with a unit where 2 seconds of invuln is enough to do significant damage, like an AoE melee.

Stun recovery is extremely useful for gunners, in escaping from artillery missile barrages and airs shooting at you. It reduces the amount of things that can stop you from doing what you are doing.

Wonder cancel is amazing on about 30% of things and useless on the rest. For melee lands, you can cancel your melee travel, allowing you to throw people without traveling with them. Things like sledge can use it as "brakes" on their long dashes, giving them additional movement options to mess up people who are trying to hit them during downtime. Also, anything can use it to "burst" out of melee stunlock instantly, without having to wait for a gap. On airs, you could use a reboost sub and instantly wonder cancel to prevent yourself from moving, if you want to refill boost without dashing anywhere, which can often be less than desirable. Wonder cancel does a lot of things, but often the tradeoff of losing another cart isn't worth it.
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EroJun
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PostSubject: Re: Armor Drive: Stun Recovery, Stun Jamming   Sat Feb 21, 2015 10:23 pm

Very helpful information. I initially wanted to go for Last stand but now Wonder Cancel also seems very tempting in order to get away from pesky melee stun locks. XD
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