Feedback:User/Previously Unsigned/Interrupt prevention is broken
|Interrupt prevention is broken|
I suspect many know about this issue, but I am posting about it since I don't see it mentioned and it IS a big problem.
Skills that prevent interruption do prevent interrupts, however they do not prevent affects which are dependent on interrupts. I don't believe this is right. If something requires an interrupt to be triggered, and the condition is not met because of interruption prevention, then the effect should not be applied. However they ARE applied.
This being present basically says, "While you can prevent physically being interrupted, you cannot prevent any affects of interruption based skills."
Normal or concise description?
There are differing descriptions on all interrupts. The "normal" (non-concise) description uses the wording "If target foe is...", while concise uses "Interruption effect:".
- Normal: Elite Hex Spell. If target foe is casting a spell or chant, that skill is interrupted and for 10 seconds, whenever that foe casts a spell, you steal up to 5...13...15 Energy from that foe.
- Concise: Elite Hex Spell. Interrupt a spell or a chant. Interruption effect: steal 5...13...15 Energy whenever target foe casts a spell (10 seconds).
The Power Leech example above looks "legal/correct" based on the normal description, and it can be justified as follows: P2 activated Power Leech while P1 was casting a spell and is therefore hexed, but Glyph of Concentration prevented the interrupt. There is nothing wrong.
However if we go by the concise description the example scenario should not be allowed to happen. Since P1 was under Glyph of Concentration, the hex would not be since applied the application required an interrupt, which Glyph of Concentration prevented. P2's interrupt and hex would both be wasted, having no effect.
So what description do we go by? It seems the game goes by the normal description, however I like to believe that concise was the intended mechanism (remember what concise means), and with that being true, interrupt prevention skills are broken. Any time we see "Interruption effect:", it means the affect triggers on interruption. Effect is a clearly defined word meaning "to bring about, lead to a result", so "interrupt effect" means "if interrupted". When interrupt prevention prevents an interrupt, they should also prevent the effects dependent on them.
Glyph of Concentration and Mantra of Concentration were the 2 preventions used. This list could be just a test of those things since there are other preventions, but as they all have the same and similar wording, I didn't test them. Plus that would take extremely long. If anybody wants to do that though or notices that one prevention has the opposite trigger results, post about it Also, any skills missing? I used ? for when the 2 descriptions of a skill make it look like an interrupt is not required for the effect (maybe both could be wrong), or if it hasn't been tested yet.
|Description (if yes)||Extra/notes|
|Complicate||Target(s) skill(s) disabled during cast|
|Cry of Frustration||Does not look like interrupt is required, effect happens|
|Leech Signet||Caster gains energy|
|Power Leak||Target loses energy|
|Power Drain||Caster gains energy|
|Power Flux||Target is hexed with Power Flux|
|Power Leech||Target is hexed with Power Leech|
|Power Return||Target gains energy|
|Power Spike||Target takes damage|
|Psychic Distraction||Target’s skill disabled during cast|
|Signet of Disruption||Target takes damage|
|Signet of Distraction||Target’s spell/skill disabled during cast|
|Signet of Clumsiness||Target is knocked down during attack|
|Tease||Target and in the area have energy stolen|
|Web of Disruption||Does not look like interrupt is needed for effect, effect happens|
|Concussion Shot||Causes daze|
|Disrupting Shot||Target takes added damage|
|Savage Shot||Target takes added damage|
|Disarm||Did not test yet|
|Savage Slash||Target takes extra damage|
|Skull Crack||Need to test|
|Exhausting Assault||Did not test yet|
|Temple Strike||Effect happens, does not look like interrupt is neeed|
|Icy Prism||Target’s signet(s) disabled during cast|
Thanks to Anonymous 1-4, and Silver Edge.
Solution 1: Prevent interruption effects in interruption prevention skills
Any time a skill is used that includes the term "Interruption effect" in the concise description, the skill fails, is not able to be cast on target, or well, the mechanism is just plain fixed in the game, with the interrupt not happening and the effect not happening.
While I don't code anything, I don't believe developers should have any problem with making this. Defile Flesh already uses description activation with the word heal.
And yes, I understand that Psychic Distraction would have to have it's interruption removed, but is it really any different if we take out the interrupt!? As a 1/4s disabling skill, it would function exactly the same!
Solution 2: Change the description of to reflect the game
If effects requiring an interrupt really do not need an interrupt and the wording is just wrong in concise descriptions, then concise descriptions should reflect that. "Interruption effect:" should be replaced with "If foe is casting/activating/attacking a spell/skill:" in every description. I believe that would cover all bases. It would separate the interrupt from the effect that also happens at the same time interruption occurs, without requiring the interrupt for the effect (that is such a mouthful).
PS, did I correctly use affect/effect in this article? Those are 2 words that are very tricky.