Chain-stunning an enemy forever, and how to stop it without feeling unfair
If stuns just add up, a team with two stunners wins every fight before the other side moves. If stuns are simply blocked, players feel cheated. The usual answer is that each stun hurts less than the last, but the clock that resets this is easy to get wrong.
Why this works
Players accept a limit when they can feel it working: each hit does less than the last, then none. Starting the recovery clock from the end of the effect, not its start, stops the clock from running out while the victim is still helpless.
When not to use it
Skip it in games with very few stuns or where a stun is the main skill of a character, since the rule then feels like the game taking the power back. Rather balance the length of each stun or give the target a short shield after it.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 18 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Chain-stunning an enemy forever, and how to stop it without feeling unfair" (read_entry stun-diminishing-returns-window) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP