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Yet another Resolve vs Interrupt idea, but with no RNG


deisum

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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.

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