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Pillars of Eternity Beta Discussion [GAME RELEASED, GO TO NEW THREAD]

Jaesun

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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
Sensuki is actually the villain.....
 

J_C

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As much as I didn't like the main theme at first, after listening it for 7 more times, I started to like it more and more. I guess it grew on me. Also, Justin told me on the Obsidian boards that this is work in progress, and he will work on the music being more powerful. So I am hopeful.
 

Starwars

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The final boss Sensuki will have several rule-breaking abilities to make him extra tough. He is not susceptible to engagement for one.
 

Athelas

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The main conflict in the game will revolve around the clash of the old vs new, i.e. can technology be used to manipulate souls? Quite analogous to the real battle being fought over the game, the clash between grognards and modern design philophies. How meta. :cool:
 

Sensuki

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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.
 

J_C

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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.
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.
 

Grunker

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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

His intention was for clarity, not less complexity. My stance on his retarded opinion on P&P systems is well-known, but there's no reason to misrepresent what he said. Most of the calculations in PoE are inherently more complex than a lot of D&D stuff. Just the basic fact that the game can do fractions.
 

agris

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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.
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).
 

Athelas

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Well, you should be able to keep a foe staggered if you attack him with 6 people at once, if he doesn't have high concentration. Making an interrupt-heavy party should be a viable build.

Better pump that concentration on your own front liners, I guess. :M
 
Last edited:

Sensuki

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Funnily enough, that change is actually a nerf to interrupt because currently you can stun-lock a unit if you're 1v5 or something.
 

agris

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Funnily enough, that change is actually a nerf to interrupt because currently you can stun-lock a unit if you're 1v5 or something.
Look at my reply, if Josh didn't misrepresent it, it still will be.
 

Sensuki

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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.
 

agris

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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.
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.
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
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.
 

Sensuki

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If it's larger. If an interrupt has 0.35 sec left and a new 0.65 interrupt is added, you're only getting an 0.3 bonus from that new interrupt

The chances seem reasonable

0% on a graze (by default)

25% on a hit

50% on a crit

I still don't think it's very valuable as a primary combat stat, but we'll see how it goes.
 

agris

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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.
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.
 

ushas

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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.

Nice, so clarify this:
- On a weapon there will be no more the "Interrupt" number, but an "Interrupt Strength" (0.35, 1.0,...), if I take it.
- What about the abilities, are there fast (low IS) or hard (high IS) abilities as well?
- Would be interesting to see whether and how the interrupt strength correlate with the speed of weapons, weapon setups and Dex bonus.
- High accuracy build with base (10) or higher Per, dealing overall more criticals, may be a good interruptor of the party. But if the Concentration of enemies is often the base one or not 20 or something, he may not be interested to boost Per too much compare to the income from other attributes...
- Will low accuracy characters want to boost Per? (a distant spellcaster targeting wiil/reflex defences)

After the patch I'm going to try something with 20 Per & 20 Dex :smug: (Julio Scoundrél a dashing swordsman).
 

Ellef

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The game is a month and a half away, and there's still fundamental untested changes to basic attributes going on. :argh:
 

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