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1. A character can be hit by turn delay effects, causing them to lose a % of the energy required to be eligible to take a turn.
2. Multiple turn delay effects can affect a character on a single turn, with diminishing returns.
3. The first turn delay effect costs the character 33% of a turn. The second costs 25% of a turn, then 20%, and so on following the formula (1/n+2)% turn loss, where n equals which turn delay effec tis being discussed. (For the first turn delay, n=1, so the equation is 1/3, or 33%. For the second, n=2, so the equation is 1/4, or 25%, etc.)
4. Turn delay diminishing returns are reset when the character completes a turn.
5. First note: Many abilities that apply turn delays actually attempt to apply multiple turn delays in a single use. Mind Blank for example, attempts to apply four turn delays to the target. In practice, this means Mind Blank delays the next turn of the target by either: 0%, 33%, 58%, 78%, or 95% depending on how many of the turn delays hit.
6. Turn delay is affected by resistances, Cunning, and Vitality at the chance to hit level. Once a turn delay hits, the % of a turn lost follows the formula in #3.
7. Finally, turn delays are measured according to the creature's turns, not a normal turn. Losing 33% of a turn for a 150% Speed character represents less of a time delay than it does for a normal speed character.
Let me know if you have any questions.
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