Why you still get stunned with 100% Resist Stun
Resist Stun and Resist Down lower the chance of being controlled, but resistance alone cannot remove the final 5% chance. Here’s how Ignore Resist changes the calculation, and why immunity works differently.
You can stack Resist Stun, see the number climb, and still get stunned. That doesn’t mean the stat failed to work: the ordinary Stun chance calculation has a 5% minimum. Resist Down follows the same rule.
Resistance can make these effects much less frequent. It cannot, by itself, turn their chance into zero.
Resistance subtracts chance points
Resist Stun subtracts directly from the attacker’s Stun chance: 50% Stun − 30% Resist Stun = 20% Stun chance.
The final chance stays within 5%–95%. Against a 50% Stun skill with no Ignore Resist Stun, 45% Resist Stun already reaches the minimum. Extra resistance can still help against a higher Stun chance or Ignore Resist Stun.
This is a chance per eligible Stun attempt, not per incoming attack. An attack without a Stun effect doesn’t gain one because of the minimum.
Ignore Resist eats into your protection first
Ignore Resist Stun reduces your Resist Stun before the remaining resistance is subtracted from the skill’s chance. For example, 60% Resist Stun against 30% Ignore Resist Stun leaves 30% resistance. A 50% Stun skill then has a 20% final chance.
Ignore Resist cannot push non-negative resistance below zero. If you have 20% Resist Stun and the attacker has 50% Ignore Resist Stun, your remaining resistance becomes zero; the unused 30 points do not become extra Stun chance.
The same interaction applies to Ignore Resist Down. A debuff that makes the target’s resistance itself negative is different: that negative resistance can increase the final chance.
Down follows the same rule—with an extra Warrior interaction
Down also subtracts the remaining resistance and limits the final chance to 5%–95%. The difference worth knowing is Warrior’s Down Breaker, which adds Down chance to the attack skill.
At level 20, Down Breaker adds 30 percentage points to the skill’s Down chance. For a skill with 50% Down, that’s 50% + 30% = 80%. Against 50% Resist Down, subtract the resistance: 80% − 50% = 30% final Down chance, assuming no Ignore Resist Down.
Knockback’s documented chance calculation uses the same resistance and chance limits. Its movement behavior has additional conditions, so the chance roll alone doesn’t tell you whether a particular target will be displaced.
Rare doesn’t mean impossible
A 5% chance is low, but repeated attempts add up. Across 20 independent attempts at that chance, the probability of at least one success is about 64%. That doesn’t mean one success is guaranteed every 20 attempts—or that the next attempt is more likely after a string of failures.
Immunity is a separate effect
Instant Immunity rejects Stun, Down, and Knockback before their normal resistance calculation runs. It doesn’t work by adding a huge amount of resistance, so the 5% minimum isn’t reached while that immunity gate is active.
When choosing resistance, consider the enemy’s effect chance and Ignore Resist together. Preventing the remaining attempts requires an applicable immunity effect.