Swordmage Dimensional Dodge question

SteveC

Doing the best imitation of myself
Here's another in a series of questions where I think I know the answer, but am just making sure.

The Swordmage power Dimensional Dodge is an immediate interrupt that triggers whenever an enemy "hits you with a ranged attack." The effect is that you teleport next to them.

I am assuming that the sequence of events is: you get hit by attack, take damage, and then teleport next to the person who hit you.

The sticking point is the fact that they made it an interrupt. One of my fellow players suggests that what really happens is, you get hit, then we rewind things and you teleport. The attacker then gets to choose whether or not to attack you, and if they do, you'll get an Opportunity Attack against them.

I think that's too good to be true: if it said an "enemy attacks you with a ranged attack" I might take the description of the Interrupt keyword to possibly indicate that might happen, but I can't believe it would work this way after you're hit...unless they would specifically spell it out.

So what do you think? It's my character with the power, so I find myself in the odd position of trying to argue I shouldn't be able to do something.

--Steve
 

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It being an interrupt means that it occurs before the attack is concluded and can therefore nullify the attack. It saying "hit you with a ranged attack" is saying that it's triggered when the attack roll is revealed to be be better than your defense.
 

Definitely not the rewind situation. I think that the sequence is:

1 - Attack is made.
2 - Attack would hit.
3 - Before it hits in any way as to cause damage, swordmage teleports.
4 - Swordmage is beside the attacker.
 

There was another thread on this recently. I'll see if I can dig it up.

Meanwhile, the anser in that other thread was: "You get hit, then you teleport. So you take damage, and there's no OA on the ranged attacker."
 

There was another thread on this recently. I'll see if I can dig it up.

Meanwhile, the anser in that other thread was: "You get hit, then you teleport. So you take damage, and there's no OA on the ranged attacker."
Thanks Nail, that's about what I thought.
 

Sequence:
1. Enemy attacks Swordmage
2. Enemy hits Swordmage
3. Swordmages teleports next to enemy
4. Enemy deals damage to Swordmage and any effects are put into place
5. Enemies attack concludes
 

Sequence:
1. Enemy attacks Swordmage
2. Enemy hits Swordmage
3. Swordmages teleports next to enemy
4. Enemy deals damage to Swordmage and any effects are put into place
5. Enemies attack concludes
If the damage was still dealt, why would it be an interrupt instead of simply a reaction?
 

That's my problem with it, too. If you still took damage, it should be a Reaction. The only difference between Reaction and Interrupt is that an Interrupt can negate attacks, so if doesn't negate attacks, why isn't it a Reaction?
 

That's my problem with it, too. If you still took damage, it should be a Reaction. The only difference between Reaction and Interrupt is that an Interrupt can negate attacks, so if doesn't negate attacks, why isn't it a Reaction?

It being an interrupt changes how it works with attacks that have a Hit: effect.

For example:
Attack AppleBerry is a ranged attack that teleports the target 5 squares. The swordmage is hit by it, triggers this power, and is teleported adjacent to the attacker. Then, the swordmage is promptly teleported 5 squares away.

Attack BlueApple is a ranged attack that physically restrains the target. The swordmage is hit by it, triggers the power, and is teleported adjacent to the attacker. If this were a reaction, he would not be restrained. However, it is an interrupt, so he is restrained after the teleport.

Damage should be the last thing on your mind when dealing with why something is an interrupt instead of reaction.
 

Step 1) Attack declares ranged attack
Step 2) Attack is rolled, and is declared a hit.
INTERRUPT) Swordmage interrupts the hit, which happens -before- the triggering action. Swordmage teleports out of that spot.
Step 1) Attack is not re-declared. It remains as is.
Step 2) Attack remains as rolled, and square is checked to see if enemy is in it. Enemy is not in it, and it is declared a miss.

There are a ton of Ranger powers that work on this exact principle of not being where an attack lands, and work the exact same way. Interrupts go before the interrupted action, then the action continues -as declared-. There's a reason why it's a Daily.
 

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