How does spell disruption work?
Ganda
Member Posts: 35
Ok so I see that an alteration spell is being cast, I want to disrupt that spell via damage (melee, range, energy or arcane damage), I hit, sometimes the spell is disrupted and sometimes the spell caster carries on and casts anyway.
I am genuinely curious to know:
- What is the chance to disrupt a casting via damage?
- Does the level of the caster make a difference?
- Does the damage type make a difference? I rarely ever see poison failing to disrupt a spell, is this because it often acts so many times per round or does it actually have a higher chance to disrupt?
- Does the caster type (cleric, druid, sorcerer or mage) make a difference?
- Does what they cast from (scroll, innate, arcane/divine spell-book) make a difference? I recently read an @semiticgod post about the acid kensai saying scrolls are harder to disrupt (which prompted this topic) if so, what is the % difference in chance to disrupt.
I used to believe, way back, that clerics were harder to disrupt than mages and often used other means to avoid their spells than damage disrupting, whereas mages I would happily disrupt via damage providing I had gotten past whatever protection was needed to do so. Recently however (since EE) I seem to disrupt clerics just fine. Was this belief mistaken all along or did EE change anything in that regard?
I know some casters have undisruptable spells, generally I am not talking about these, although it would be useful to know who they are. Mulahey, I believe is one.
TLDR: What are the mechanics behind the chance to disrupt a spell via melee, range, energy or arcane damage?
Thanks in advance!
I am genuinely curious to know:
- What is the chance to disrupt a casting via damage?
- Does the level of the caster make a difference?
- Does the damage type make a difference? I rarely ever see poison failing to disrupt a spell, is this because it often acts so many times per round or does it actually have a higher chance to disrupt?
- Does the caster type (cleric, druid, sorcerer or mage) make a difference?
- Does what they cast from (scroll, innate, arcane/divine spell-book) make a difference? I recently read an @semiticgod post about the acid kensai saying scrolls are harder to disrupt (which prompted this topic) if so, what is the % difference in chance to disrupt.
I used to believe, way back, that clerics were harder to disrupt than mages and often used other means to avoid their spells than damage disrupting, whereas mages I would happily disrupt via damage providing I had gotten past whatever protection was needed to do so. Recently however (since EE) I seem to disrupt clerics just fine. Was this belief mistaken all along or did EE change anything in that regard?
I know some casters have undisruptable spells, generally I am not talking about these, although it would be useful to know who they are. Mulahey, I believe is one.
TLDR: What are the mechanics behind the chance to disrupt a spell via melee, range, energy or arcane damage?
Thanks in advance!
5
Comments
In vanilla, ToBex could determine disruption via a formula, but EE I've heard has no such mechanism. In my experience in EE, I have found poison only occasionally disrupts enemy spells, but it depends on the script rather than chance: if an enemy got hit once during the casting of a spell but did not get disrupted, it could also get hit several other times without getting disrupted.
I don't know how the ToBex formula worked. I'll tag @Demivrgvs in case he knows.
Could be my mods, though. Not sure if SCS does anything like give extra interrupt resistance, or choose randomly whether a spell is cast from scroll/script. It's not a very common occurrence, but it does happen.
ToBEx Concentration check works like this: if (1D20 + luck) > (spell level + damage taken) then you can still cast the spell.
No idea why EE left so many cool ToBEx options out. Anyway, without ToBEx concentration simply does not exist - any dmg taken disrupts spellcasting - unless (as you pointed out) AI is scripted with "reallyforcespell" which makes the spell impossible to disrupt.
@Lord_Tansheron I think SCS seldomly use scrolls and even wands (both not interruptable). I'm not 100% sure on this though because I stopped playing ages ago and I barely have the time to mod.
I have no proof but is is a strong feeling I got from all these years playing Baldur's Gate, even in my most recent run, my Blackguard could ignore spellcasting interruption about 1/4 of the times.
@Tresset That sounds complex! As you pointed out, so odd it would appear to be a bug if correct.
@Lord_Tansheron That is pretty much how I felt, like sometimes the same spells were disrupted and at other times not. But I must admit to not having done any kind of systematic and thorough testing.
I just did a small test using my own multiplayer party and as @semiticgod said, I got disrupted 100% of the time (20 out of 20) while hitting my own party casters (a cleric and a mage) with my own party members.
Have not tested on enemy casters yet at all though.
I know Clerics will have better AC, but in the past I could swear to seeing them hit many times and not having their spells disrupted.
I can't think of many sure fire times enemies have been uninterruptable, I know Mulahey as an example is, or at least his first spell is. How about the Amazon's after the Naskel mines, I'm pretty certain I have seen them being hit for damage but continuing their spell casting.
If you want to experiment, you need to know how the spell casting is scripted. As already mentionned in this thread, there are script actions which will force the spellcasting anyway.
I'll be in game experimenting though
0 or 100% might be the real intent but it seems the engine reacts differently. Btw the log tells you if there is a spellcasting failure, not the graphical animations.
What I can say for sure when I don't get interrupted is that:
-I start to cast
-the casting animation is going on
-I take some damage
-the damage appears in the combat log (I think this is important, I'm sure I suffer some damage during the casting)
-I don't get the damage animation, only the small blood one
-my cast continues
I had a few screenshots of my Blackguard in ToB to prove that but I deleted everything after my last report on the no-reload thread sadly.
I don't believe that all are either 100% or 0% chance.
- Spellcasters, mages in particular, are already the most difficult foes. reciprocally your own spellcasters are often the most powerful members of the team. I wouldn't like to see this game turning into a list of mage battles.
- Introducing concentration checks should not hide the current phenomenon. I don't call it "issue" or "problem" as this is still subject to interpretation. However something has to be assessed and fixed before trying to introduce something new.
I hope that
a) they are going to make it optional and
b) a log entry will clearly indicate the concentration check result.
*Any lvl spell would always fail if the caster was hit, regardless of the lvl and class of the caster and regardless of the amount of damage being dealt. The exceptions to this were spells cast from items or force-scripted spells.
This previous implementation made for very frequent interruptions, even dealing 0 damage. Use of poison or insect swarm was very effective due to the many hits per round.
As far as I can understand, spell interruption has been implemented like this now:
*When a caster is hit while casting a spell, there is a chance that the spell will be interrupted. The likelihood of interruption increases with the lvl of the spell being cast and with the amount of damage being dealt. Presumably, spells cast from items and force-scripted spellsstill cannot be interrupted.
This new implementation reduces the frequentcy of interruptions, especialy concerning low-but-frequent damage-dealing tactics, such as poison or insect swarm. According to the thread I’ve linked to, interruptions are almost impossible now, even when exorbitant amounts of damage are being dealt.
Can anyone provide some further insight to this?
Quoting from this thread: https://forums.beamdog.com/discussion/49801/how-does-concentr-2da-work
Spellcasting Failure (16669)
The way that spellcasters fail after taking damage has
been externalized to CONCENTR.2da. By default, any
damage a spellcaster takes will cause them to fail their
spellcasting.
CHECK_MODE
0 Any damage
1 (1d20 + luck) vs. (spell level + damage taken)
2 (1d20 + Concentration ) vs. (15 + spell level)
Note from the Developers: This is inspired by a feature
from ToBEx. Be aware that Baldur's Gate games have
no Concentration skill; using that option will use a basic
1d20+luck formula for the caster's check.
The file has this by default:
2DA V1.0
0
BEHAVIOR VALUE
CHECK_MODE 1
The smaller change cane with v2.5.17: before, casters were interrupted when hit, even if the hit did zero damage. (Think, caster with 100% fire resistance being hit by a Fireball.) This was wrong and dumb. "
Not necessarily. They only need to flinch to interrupt casting. I could walk up and blow in a casters face and hurt them at all. But if they flinch, its a perfectly valid interrupt.
My problem is that even when targets take damage, there's still way too much inconsistency regarding whether they'll be disrupted. I've died to Bassilus so many times because he was able to cast Hold Person through my damage, only to reload and succeed in disrupting him the second time around. And you'll occasionally see that with other characters as well, or even your own player characters, who can sometimes get lucky on that and cast through damage.
And really, I consider this to be the single biggest technical problem with the games right now. Casters are supposed to be limited by the danger of having their spells disrupted by damage. That's part of the intended game balance, so when it doesn't work, it makes enemy casters more threatening than they're supposed to be. I would really, really like this to get fixed at some point, because I honestly think it would transform how the game works on a fundamental level, given how widespread this problem is.