Jaesun
Fabulous Ex-Moderator
Sensuki is actually the villain.....
At this stage I expect at least two appearances of Sensuki Barkmore.Sensuki is actually the villain.....
The final boss Sensuki will have several rule-breaking abilities to make him extra tough. He is not susceptible to engagement for one.
He is not susceptible to engagement for one.
rope kid said:It wasn't supposed to be a percentage increase from Resolve, but a flat increase. Since a lot of that stuff wasn't working correctly anyway, I had Dave make the following changes yesterday:
* Interrupt Strength now affects the Recovery time that is added as a result of the Interrupt. E.g. a rapier has a Weak Interrupt, so the Recovery added is 0.35 seconds. Morning stars have a Stronger Interrupt, so the Recovery added is 1 second. The time added generally corresponds to the attack speed of weapons, i.e. faster weapons have lower Interrupt Strength.
* Recovery penalties inflicted by Interrupts do not stack. Six guys dual-wielding clubs with 20 Perception hitting a guy simultaneously will not create an endless stack of inescapable Recovery for a target to dig themselves out of. Incoming Interrupt Recovery penalties can replace the existing penalty only if that time is longer than the remaining duration. A morning star Interrupt would replace almost any club Interrupt, but the inverse would only happen if the morning star's penalty had already ticked down more than 0.65 seconds.
* Interrupts end Engagement, which can allow for easier escapes.
* Interrupt bonus is ([Per -10] * 3). Concentration bonus is ([Res - 10] * 3). Base Concentration is 75, meaning a standard Hit with equal Per/Res values on attacker/defender has a 25% of Interrupt. Grazes subtract -25 from Interrupt, Crits add 25. Thus, on a standard Graze, there is a 0% chance of Interrupt and on a standard Crit, there is a 50% of Interrupt. A difference of 5 points between the Per and Res scores of the attacker/defender will modify the chance to Interrupt by 15%.
All of these values can be tuned for desired impact.
It will be funny if Josh comes up with a system which is much more complicated than D&D, despite he having the opposite intention. Because it is sure that he is on the right track.Large Change to Interrupt coming
rope kid said:It wasn't supposed to be a percentage increase from Resolve, but a flat increase. Since a lot of that stuff wasn't working correctly anyway, I had Dave make the following changes yesterday:
* Interrupt Strength now affects the Recovery time that is added as a result of the Interrupt. E.g. a rapier has a Weak Interrupt, so the Recovery added is 0.35 seconds. Morning stars have a Stronger Interrupt, so the Recovery added is 1 second. The time added generally corresponds to the attack speed of weapons, i.e. faster weapons have lower Interrupt Strength.
* Recovery penalties inflicted by Interrupts do not stack. Six guys dual-wielding clubs with 20 Perception hitting a guy simultaneously will not create an endless stack of inescapable Recovery for a target to dig themselves out of. Incoming Interrupt Recovery penalties can replace the existing penalty only if that time is longer than the remaining duration. A morning star Interrupt would replace almost any club Interrupt, but the inverse would only happen if the morning star's penalty had already ticked down more than 0.65 seconds.
* Interrupts end Engagement, which can allow for easier escapes.
* Interrupt bonus is ([Per -10] * 3). Concentration bonus is ([Res - 10] * 3). Base Concentration is 75, meaning a standard Hit with equal Per/Res values on attacker/defender has a 25% of Interrupt. Grazes subtract -25 from Interrupt, Crits add 25. Thus, on a standard Graze, there is a 0% chance of Interrupt and on a standard Crit, there is a 50% of Interrupt. A difference of 5 points between the Per and Res scores of the attacker/defender will modify the chance to Interrupt by 15%.
All of these values can be tuned for desired impact.
I tried to help.Say no to compressed jpeg loading screen images and YES to lossless 720p images here: http://forums.obsidian.net/topic/70298-435-poor-quality-loading-screen-images/
It will be funny if Josh comes up with a system which is much more complicated than D&D, despite he having the opposite intention
That sounds exactly like an endless stack of inescapable recovery. If the delay between succeeding interrupt hits is anything other than null, the club's interrupt recovery will always be greater than the remaining duration, since the duration is that of a club minus the time until the next interruption attack succeeds (I'm assuming not everyone is attacking in perfect unison, i.e. reality).Large Change to Interrupt coming
rope kid said:* Recovery penalties inflicted by Interrupts do not stack. Six guys dual-wielding clubs with 20 Perception hitting a guy simultaneously will not create an endless stack of inescapable Recovery for a target to dig themselves out of. Incoming Interrupt Recovery penalties can replace the existing penalty only if that time is longer than the remaining duration. A morning star Interrupt would replace almost any club Interrupt, but the inverse would only happen if the morning star's penalty had already ticked down more than 0.65 seconds.
Look at my reply, if Josh didn't misrepresent it, it still will be.Funnily enough, that change is actually a nerf to interrupt because currently you can stun-lock a unit if you're 1v5 or something.
Right, but based on Josh's words, if they interrupt 1 second apart, it will replace the the previous interrupt with the new one (all else being equal). That's the interrupt-lock case you referred to earlier.Well what happens now is if two people interrupt someone, that adds 1 second to their recovery (0.5+0.5)
With the change, if two people interrupt a unit at once, it's only going to use the largest bonus.
I still don't these changes will make Interrupt good enough to be on it's own, but it will make Interrupt better I think, now that it's not tied to weapon base interrupt (chance to interrupt), it's actually viable to pick interrupt on 2hers.
I hope so! I know he's analytical, but as-described it sounds like the perfect storm for interrupt-locking. Lets hope it was just a communication problem.agris He's not an idiot. The numbers are probably set up so the chances of that happening are very low unless you deliberately work towards it. Whereas beforehand when it was additive, it was a lot easier.
Also, perhaps there's some kind of timer mechanism behind the scenes to "merge" two interrupts even if they aren't actually simultaneous.
Large Change to Interrupt coming
rope kid said:It wasn't supposed to be a percentage increase from Resolve, but a flat increase. Since a lot of that stuff wasn't working correctly anyway, I had Dave make the following changes yesterday:
* Interrupt Strength now affects the Recovery time that is added as a result of the Interrupt. E.g. a rapier has a Weak Interrupt, so the Recovery added is 0.35 seconds. Morning stars have a Stronger Interrupt, so the Recovery added is 1 second. The time added generally corresponds to the attack speed of weapons, i.e. faster weapons have lower Interrupt Strength.
* Recovery penalties inflicted by Interrupts do not stack. Six guys dual-wielding clubs with 20 Perception hitting a guy simultaneously will not create an endless stack of inescapable Recovery for a target to dig themselves out of. Incoming Interrupt Recovery penalties can replace the existing penalty only if that time is longer than the remaining duration. A morning star Interrupt would replace almost any club Interrupt, but the inverse would only happen if the morning star's penalty had already ticked down more than 0.65 seconds.
* Interrupts end Engagement, which can allow for easier escapes.
* Interrupt bonus is ([Per -10] * 3). Concentration bonus is ([Res - 10] * 3). Base Concentration is 75, meaning a standard Hit with equal Per/Res values on attacker/defender has a 25% of Interrupt. Grazes subtract -25 from Interrupt, Crits add 25. Thus, on a standard Graze, there is a 0% chance of Interrupt and on a standard Crit, there is a 50% of Interrupt. A difference of 5 points between the Per and Res scores of the attacker/defender will modify the chance to Interrupt by 15%.
All of these values can be tuned for desired impact.
At this stage I expect at least two appearances of Sensuki Barkmore.
You should name your character Josh. So if you find Sensuki in the game you can have a Josh Vs Sensuki showdownAt this stage I expect at least two appearances of Sensuki Barkmore.
I'm going to call my character Roguey just in the off-chance there's a Buffy-in-Fallout-2 moment.