Roundtime: Difference between revisions
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(per the google sheet on TALK, the equarion shown was wrong. i updated it.) |
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⚫ | {{RTOC}}'''Roundtime''' is the in-game term for the activity lockout timer that is incurred when certain actions are performed. Some actions will always incur a roundtime, such as swinging a weapon in combat or perceiving mana streams; some actions will never incur a roundtime (roleplaying verbs etc) and others may or may not incur roundtime depending on the player's skill and success in performing the action (climbing, tending wounds etc). Additionally, some actions may only be taken when the player is not under roundtime and others may be taken whether in roundtime or not. |
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⚫ | '''Roundtime''' is the in-game term for the activity lockout timer that is incurred when certain actions are performed. Some actions will always incur a roundtime, such as swinging a weapon in combat or perceiving mana streams; some actions will never incur a roundtime (roleplaying verbs etc) and others may or may not incur roundtime depending on the player's skill and success in performing the action (climbing, tending wounds etc). Additionally, some actions may only be taken when the player is not under roundtime and others may be taken whether in roundtime or not. |
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During roundtime an adventurer is vulnerable to attack since he or she can not properly retaliate or escape until the roundtime has elapsed. |
During roundtime an adventurer is vulnerable to attack since he or she can not properly retaliate or escape until the roundtime has elapsed. |
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Frequently abbreviated as '''RT'''. |
Frequently abbreviated as '''RT'''. |
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== Weapon |
== Melee Weapon Roundtimes == |
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There are multiple variables that go into determine the Roundtime of any given weapon: |
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# Weapon class (light/medium/heavy/twohanded) |
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# Balance and Suitedness of the weapon (see [[Appraisal_skill#Weapons|appraisal]] to convert appraisal text to number form) |
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<br /> |
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The closest equation to express this relationship is: |
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Weapon Roundtime, or Weapon Swing Roundtime is effected by five factors: |
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::Effective Strength = ((Strength x Suitedness) + (Agility x Balance)) / (Suitedness + Balance) |
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* The weight, suitability, and balance of the wielded weapon |
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<br /> |
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See the [[Talk:Roundtime#Effective_Strength_vs_Weapon_Weight_Charts|TALK page]] for some charts with common weapon weights and expected RTs based upon one's Effective Strength. |
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=== Minimum Roundtimes for Melee Weapons per Attack Type === |
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# Edged and blunt weapons share identical roundtimes for any given weight of weapon. |
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# Special abilities may allow certain guilds to attain RTs below the minimum. |
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# Numerous kinds of attacks share the same roundtimes as well: |
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::* JAB and FEINT share a roundtime |
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::* DRAW is a unique attack |
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::* SLICE, SWING, THRUST, SLAM and PUMMEL all share a roundtime |
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::* CHOP, BASH, LUNGE and SWEEP all share a roundtime<br /> |
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Most tables which track weapon roundtimes use an "effective strength" derived from these factors, described with the following formula: |
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:::{| class="wikitable" |
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[[Image:Effective_Strength_formula.png]] |
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Each weapon weight group and swing pair have a "weight modifier", effectively changing the difficulty to swing a weapon. |
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{| class="wikitable" style="text-align: center; width: 300px;" |
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! Weapon Weight |
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! RT |
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! Modifier |
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! Type !! Jab !! Draw !! Slice !! Chop |
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| LE, LT, LB || 4/6 || -15 |
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| Light || 1 || 2 || 2-3* || 2-3* |
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| Medium || 1 || 2 || 3 || 3 |
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| Heavy || 2 || 3 || 4 || 4 |
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| Twohanders** || 2 || 3 || 4 || 5 |
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| ME, MB || 4/6 || -10 |
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<nowiki>*</nowiki> There is unavoidable variability between 2 and 3 second RTs for these attacks with Light weaponry<br /> |
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<nowiki>**</nowiki> Includes polearms and staves<br /> |
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=== Minimum Roundtimes for Brawling per Attack Type (Non-Grappled) === |
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:::{| class="wikitable" |
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! Claw !! Elbow !! Gouge !! Kick !! Punch !! Slap |
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| ME, MB || 4/4 || -5 |
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| 2 || 2 || 1 || 3 || 2 || 2 |
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=== Minimum Roundtimes for Brawling per Attack Type (Grappled) === |
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:::{| class="wikitable" |
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! Tackle !! Grab !! Bite !! Knee!! Claw !! Elbow !! Gouge !! Punch |
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| ME, MB || 1/3 || 10 |
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| 3 || 3 || 2 || 2 || 2 || 2 || 1 || 2 |
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|} |
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=== Minimum Roundtimes for Thrown Weapons per Attack Type === |
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:::{| class="wikitable" |
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! Type !! Lob !! Throw !! Hurl |
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| Other || 7/9 || -10 |
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| Heavy Thrown || 2 || 3 || 4 |
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| Light Thrown || 1 || 2 || 3 |
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| Other || 3/4 || 10 |
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| Other || 1/3 || 15 |
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|} |
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For example, lets say a character is getting 3/4 swing times on a 57 stone Heavy Edged Weapon with 38 Strength and 44 Agility. The modifier is 10, the formula is applied as follows: |
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Effective Strength = 10 + ceiling( 57/2 ) = ( suitedness x strength + balance x agility ) / ( suitedness + balance ) |
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Unfortunately, the specific values for suitedness and balance are not made known to players, however, they could be derived using the above formula to reverse them from known roundtime pairs. |
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[[page type is::concept| ]] |
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{{RefAl|a=-}} |
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{{Cat|definitions}} |
Latest revision as of 05:33, 9 August 2021
Roundtime is the in-game term for the activity lockout timer that is incurred when certain actions are performed. Some actions will always incur a roundtime, such as swinging a weapon in combat or perceiving mana streams; some actions will never incur a roundtime (roleplaying verbs etc) and others may or may not incur roundtime depending on the player's skill and success in performing the action (climbing, tending wounds etc). Additionally, some actions may only be taken when the player is not under roundtime and others may be taken whether in roundtime or not.
During roundtime an adventurer is vulnerable to attack since he or she can not properly retaliate or escape until the roundtime has elapsed.
Frequently abbreviated as RT.
Melee Weapon Roundtimes
There are multiple variables that go into determine the Roundtime of any given weapon:
- Weapon class (light/medium/heavy/twohanded)
- Balance and Suitedness of the weapon (see appraisal to convert appraisal text to number form)
- Strength and Agility of the individual
The closest equation to express this relationship is:
- Effective Strength = ((Strength x Suitedness) + (Agility x Balance)) / (Suitedness + Balance)
See the TALK page for some charts with common weapon weights and expected RTs based upon one's Effective Strength.
Minimum Roundtimes for Melee Weapons per Attack Type
- Edged and blunt weapons share identical roundtimes for any given weight of weapon.
- Special abilities may allow certain guilds to attain RTs below the minimum.
- Numerous kinds of attacks share the same roundtimes as well:
- JAB and FEINT share a roundtime
- DRAW is a unique attack
- SLICE, SWING, THRUST, SLAM and PUMMEL all share a roundtime
- CHOP, BASH, LUNGE and SWEEP all share a roundtime
Type Jab Draw Slice Chop Light 1 2 2-3* 2-3* Medium 1 2 3 3 Heavy 2 3 4 4 Twohanders** 2 3 4 5
* There is unavoidable variability between 2 and 3 second RTs for these attacks with Light weaponry
** Includes polearms and staves
Minimum Roundtimes for Brawling per Attack Type (Non-Grappled)
Claw Elbow Gouge Kick Punch Slap 2 2 1 3 2 2
Minimum Roundtimes for Brawling per Attack Type (Grappled)
Tackle Grab Bite Knee Claw Elbow Gouge Punch 3 3 2 2 2 2 1 2
Minimum Roundtimes for Thrown Weapons per Attack Type
Type Lob Throw Hurl Heavy Thrown 2 3 4 Light Thrown 1 2 3