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Cap confusion power at 100%

Posted: Fri Nov 04, 2011 5:39 am
by lukep
I may be misunderstanding how it works, but I believe that confusion immunity reduces the power (chance to be unable to act) of the confusion. For example, at 50% confusion immunity, a character has a 50% chance to avoid becoming confused in addition to reducing the power of it by 25 percentage points (eg. from 75% to 50%). The second half of this no longer works in a straightforward fashion if the power of a confusion attack is over 100%. For example, at 50% immunity and 120% base power, the character would have a 95% power confusion effect applied.

Re: Cap confusion power at 100%

Posted: Sun Nov 06, 2011 11:01 am
by darkgod
I dont understand, the formula is simply:
confusion_power = base_confusion_power - (confusion_resist / 2)

Re: Cap confusion power at 100%

Posted: Sun Nov 06, 2011 11:20 am
by lukep
A more fleshed out example:

The player (50% confusion immunity) is hit by an NPC's lvl 7 warshout (confusion strength 120), and gets hit with a 95% confusion effect (120 - 50/2).

I think that the base_confusion_power should be capped at 100, which would change this situation to giving a 75% confusion effect (100 - 50/2).

Re: Cap confusion power at 100%

Posted: Sun Nov 06, 2011 11:58 am
by darkgod
But why ? It is a powerful confusion

Re: Cap confusion power at 100%

Posted: Sun Nov 06, 2011 7:00 pm
by Parcae
Because if a player sees "100% confusion immunity", it's reasonable for them to assume that they're immune to confusion, which could, for example, result in not taking along a Wild infusion.

In general, Tome 4 seems to make an effort to be transparent. If you want high-powered attacks to go through confusion immunity, then confusion immunity should be renamed, and should no longer be expressed as a percentage.

Re: Cap confusion power at 100%

Posted: Sun Nov 06, 2011 7:43 pm
by darkgod
Uh ? 100% conf immunity makes you have 0% chance to be affected by confusion in the first place, so yes it is an immunity :)

Re: Cap confusion power at 100%

Posted: Sun Nov 06, 2011 9:45 pm
by Parcae
Oh, OK. I misunderstood the discussion.

Awesome game, by the way.

Re: Cap confusion power at 100%

Posted: Sun Nov 06, 2011 10:48 pm
by lukep
I think that it should be capped at 100% because values above that only serve to counteract Confusion Immunity, and have no effect on players without it. I don't like that this leads to the unexpected result of a player with 90% confusion immunity getting confused for more than 55% because they cannot know that any base power is above 100 from normal gameplay.

Re: Cap confusion power at 100%

Posted: Sun Nov 06, 2011 11:49 pm
by edge2054
The player with 90% confusion immunity still has a 9/10 chance of not getting confused at all.

Other status effects don't even allow partial resists (though some still do I think certainly not all of them). You can't reduce the power of blindness for example or only be half dazed or frozen.

I think confusion and confusion immunity is fine. Next beta will add another way to break it and mental saves will be reducing the duration. With immunity acting to prevent application and reducing the power of the effect I think there's enough outs for the player.

Also... this runs both ways. The player can push confusion power up over 100 too. When they encounter a creature with 50% immunity and good mental resists should they then see one of their crowd control options reduced even further? Say Brozon the Wyrmic has a 125% power warshout and hits a bunch of creatures with 50% confusion immunity with it. On half the creatures it won't even stick and on the other half they'll still be 100% confused. Under your proposal they'd still have a 25% chance of acting anyway.

Re: Cap confusion power at 100%

Posted: Mon Nov 07, 2011 12:31 am
by lukep
edge2054 wrote:Other status effects don't even allow partial resists (though some still do I think certainly not all of them). You can't reduce the power of blindness for example or only be half dazed or frozen.
I agree, what I think is bad is that confusion immunity is halfway in between. Under most circumstances, Confusion immunity provides both a chance to avoid the effect and a weakening of it, but for powers of 100-150%+, this is no longer the case.
edge2054 wrote:Also... this runs both ways. The player can push confusion power up over 100 too. When they encounter a creature with 50% immunity and good mental resists should they then see one of their crowd control options reduced even further?
I don't believe that this is correct. The only one I could find that it is slightly possible for the player to get above is Bellowing Roar (at talent level > 10). Warshout, Mind Blast, Gloom, Madness, Assail, and Circle of Death all are either fixed values, or hit 100% at raw talent level 5. There may be others that I am missing, but that is a fairly large list of player skills that are capped at 100% or less.

Re: Cap confusion power at 100%

Posted: Mon Nov 07, 2011 1:58 am
by edge2054
Ahh... nm then. I thought the power of Mind Blast scaled with cunning but I guess it's just the duration. And I didn't realize they all ran off Raw.

Temporal Fugue can go over 100% through paradox scaling but that's a niche case and really shouldn't factor into the equation.