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Lots of enemies have high stun resists in the higher level dungeons, using trinkets with +%stun chance will help a lot. With the plague doctor the trinkets are so good that even with the 'stun resistance' buff units get after being stunned, it can often stun for a second turn.
Only (some) bosses get two attacks per round.
At the beginning of every round, heroes and monsters roll a random number between 1 and 8. This number is added to their base speed for the round, and the total determines the turn order. Also, you can tell who is yet to go in a round because they have a gold mark next to their HP bar.
This. Also keep in mind that if you stun a monster (or hero), they will get a +40% stun resist buff until their next turn. If you stun them again while they have the buff on, then they'll get a +80% stun resist buff. And so on, and so forth. Also, these buffs are bugged, so sometimes you might get a monster which gets +80% or +120% stun resistance after the first stun wears out, particularly if you've used stuns on the previous fight.
Thanks for telling me how speed works though. Always wondered why it was so random.
I highly doubt that. Note, however, that none of the monsters you listed are slow ones. It is possible (particularly if you surprise the monsters) that a monster will go last in one round, and then be the first one in the next round, which looks like they get two attacks in a row.
Could it be a bug? It's possible, but if so, it's not one I've seen in over 400 hours of gameplay. And given how easy it is to miss the round counter changing, I find the "last one round, first the next round" explanation to fit most instances of people complaining about double turns.
if you have an enemy roll low on initiative maybe it acts last on a given round. then maybe next round it rolls high so it goes first. then it "goes twice in a row"
u need to check out your stun percentages and subtract enemy stun resistance; after enemy procs a stun they get +40 stun resistance cumulative, so you can't literally permastun (though basically you neuter that enemy)
if you're trying to stun stuff with stun skills but don't have stun trinkets then your chances of stun are gonna be low.
All enemies shrug off stun as one action. If they get two actions in a row - which is very rare - they shrug your stun off and then attack. Remeber all stunned enemies get a buff which makes them nearly impossible to stun again right away.
At the start of each turn, everybody (but bosses) gets one move. This is represented on the screen with a yellow vertical line next to the character's health bar. The turn counter is at the top of the screen, right in the middle where the torch is. Bosses can get more moves, and if so they get more bars. Therefore, you can ALWAYS know who has moved already in the current turn, who has yet to move, and whose current turn it is to move. This is CRITICAL information that you should be taking in to account during all 4 of your chances to move every turn.
Speed on people is a raw number. You can see the speed of each of your characters and of each monster in the battle. Generally the numbers are between 0-10 but they can go higher or lower. This is akin to "initiative" in Dungeons&Dragons. At the start of each TURN (not each COMBAT like in D&D) all characters roll a D8 and this gets added to their speed value, and then they are placed in turn order based on how high they rolled. While you CAN see characters' speed values, you can NOT see turn order. You can only guess what it is likely to be based on the numbers. Like above, knowing this information is CRITICAL to success, especially in champion dungeons. It's also critical to seeing why monsters can go twice in a row - they low roll speed in round 1 and high roll in round 2. Or, they are inherently fast but got surprised in round 1. It's common for new players (I did it myself) to get wrecked because they surprised the enemy and farted around in turn 1 thinking they were going to totally own the battle, only to be hit 8 times in a row at the end of turn 1 and beginning of turn 2.
When you hover your mouse over a skill, it gives a base percentage for that skill. When you hover over a trinket, it will tell you what it adds to that skill. If you have a 159% chance to stun and a trinket that adds 30%, then you have a 189% chance to stun. Hovering over the monster shows their resistance. If (in the example here) they have less than 90% resistance, then you WILL stun if the shot lands. If they have between 90-190% resistance, then you have a (lessening as it rises) chance to land the stun if your shot lands. If it's 190 or more, then you have a 0% chance to stun. It's that simple, and like before, it's CRITICAL that you take it into account when making your decisions on who to stun, who to use to stun, and when to try to stun.
Whew. Sorry for the block of text. But as I said in what became the first of a 5-paragraph essay on the subject, the knowledge of these three things is CRITICAL to combat success. Without that knowledge you will falter, and with it (and a good party for the situation) you will thrive.