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deisum

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Posts posted by deisum

  1. In the Duel cutscene, the game crashes when I attempt (and probably fail) the streetwise check to look for higher ground (after I've succeeded at observing the duelists more closely).

     

    Save game: https://drive.google.com/file/d/1WBiJgYypQKgxCeM-X8C-nB0UibyPi7Sh/view?usp=sharing

    Log: https://drive.google.com/file/d/1hffYJatJoSUY-3aRYztMWs_Tzy2HgybJ/view?usp=sharing

  2. This system is simple, RNG free, and makes dumping Resolve raise the risk of getting interrupt-locked.

     

    Interrupts don't cancel an action, just delay it by some % of the time the action takes. The strength of the interrupt is this percentage.

    Example interrupt values:

    Weakest interrupt: 5 points, i.e. delays completion by 5%

    Weaker Interrupt: 25 points, i.e. delays completion by 25%

    Weak interrupt: 50 points

    Average interrupt: 75 points

    Strong interrupt: 100 points

    Stronger interrupt: 125 points

    Strongest interrupt: 150 points, i.e. delays completion of the action by +150% (Thrust of Tattered Veils would have a similar affect as PoE1 at this strength)

     

    Resolve gives Concentration, which is subtracted from the interrupt value to determine the actual strength of the interrupt, with a Concentration >= Interrupt causing no delay. (Concentration doesn't speed up action times.)

    For the above interrupt values, each point of Resolve would provide 5 Concentration.

     

    Examples:

    A mage casting a spell with a 1.5 second casting time is hit with an attack:

     

    Weakest interrupt, 5 points:

    10 Resolve (0 Concentration): 5 - 0 = 5: delay by 5% => total casting time is 1.575 seconds

    11 Resolve (5 Concentration): 5 - 5 = 0: no delay => total casting time is unchanged at 1.5 seconds

    12+ Resolve: no delay (Concentration doesn't speed up cast times)

    3 Resolve (-5 * 7 = -35 Concentration): 5 - (-35) = 40: delay by 40% => total casting time is 2.1 seconds

     

    Weaker interrupt, 25 points:

    10 Resolve (0 Concentration): 25 -  0 = 25: delay by 25% => total casting time is 1.875s

    15 Resolve (5*5 = 25 Concentration): 25 - 25 = 0: no delay => total casting time is unchanged at 1.5s

    15+ Resolve: no delay

    3 Resolve (-5*7 = -35 Concentration): 25 - (-35) = 60: delay by 60% => total casting time is 2.4s

     

    Weak interrupt, 50 points:

    10 Resolve (0 Conc.): 50 - 0 = 50: delay by 50% => total casting time is 2.25s

    15 Resolve (25 Conc.): 50 - 25 = 25: delay by 25% => total casting time is 1.875s

    20 Resolve (50 Conc.): 50 - 50 = 50: no delay => total casting time is 1.5s

    3 Resolve (-35 Conc.): 50 - (-35) = 85: delay by 85% => total casting time is 2.775s

     

    Average interrupt, 75 points:

    10 Resolve (0): 75 - 0 = 75: +75% => 2.625s

    15 Resolve (25): 75 - 25 = 50: +50% => 2.25s

    20 Resolve (50): 75 - 50 = 25: +25% => 1.875s

    25 Resolve (75): 75 - 75 = 0: no delay => 1.5s

    3 Resolve (-35): 75 - (-35) = 110: +110% => 3.15s

     

    Strong, 100 points:

    20 Resolve: 100 - 50 = 50 => 2.25s

    25 Resolve: 100 - 75 = 25 => 1.875s

    30 Resolve: 100 - 100 = 0 => 1.5s

    3 Resolve: 100 - (-35) = 135 => 3.525s

     

    Strongest 150 points:

    30 Resolve: 50 => 2.25s

    35 Resolve: 25 => 1.875s

    40 Resolve: 0 => 1.5s

    3 Resolve: 185 => 4.275s

     

    The interrupt values can also readily be scaled up or down with the Resolve Concentration modifier to balance the strength of interrupts overall: e.g. Lowering the Strongest interrupt to 100 roughly matches with Resolve providing 3 Concentration.

     

    This system will still allow for interrupt-lock on creatures with low Resolve, or when being hit by enough high-interrupt attacks, especially when trying to use slow actions. It also makes Resolve much more attractive to melee characters.

     

    This may weaken light weapons more late-game since Resolve values go up, but class features or talents could add to the interrupt value (and likely feel much more satisfying than the PoE1 Interrupting talent). Class features or talents can similarly add to Concentration.

  3. I just tested the firing speed of the arbalest on my Dwarf chanter with 2 dex, using my chants for timing, attacking out-of-range spores. It has exactly the same overall time between bolts fully upgraded and unbound. I'm pretty certain that's a bug. Regardless of the semantics of the tooltip, I would expect a full-upgraded soul-bound weapon to offer more than just Superb and two CC procs, which makes me think the intent was 50% faster firing, overall.

    • Like 1
  4. It's not specific to that armor.

     

    Here's a save with the problem.

     

    Edit: In an 'interesting' twist, the bug is gone in the first combat after a reload, but then returns... but not always.

     

    This self Psychic Backlash doesn't preclude the 'normal' Psychic Backlash.

     

    It doesn't always show up in the combat log and seems to be able to happen more than once per combat.

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