### Combat Mechanics: Turn Delay

Posted:

**Thu Aug 27, 2015 1:31 am**And here are the mechanics of turn delay effects.

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.

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.