Roundtime: Difference between revisions

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(→‎Weapon roundtime formula: Removed outdated and illegible formula, inserted variables stated by DR-Dartenian upon implementation of DR3.0)
(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.
{{updateDR3|Minimum RT has increased.
*RT reduction formula and corresponding modifier table need updated.}}
'''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.
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'''.


== Weapon Roundtime ==
== Melee Weapon Roundtimes ==
There are multiple variables that go into determine the Roundtime of any given weapon:
Weapon roundtime is calculated using a formula that is capped by minimum roundtimes for a given attack with a given weapon type.
# Weapon class (light/medium/heavy/twohanded)
===Weapon roundtime variables===
# Balance and Suitedness of the weapon (see [[Appraisal_skill#Weapons|appraisal]] to convert appraisal text to number form)
Under DR 3.0 the combat system calculates two separate potential roundtimes each time that you attack. One is based upon your individual statistics, the other is based upon the style of attack being used (a lunge has a longer roundtime than a jab). Once both of these roundtimes has been determined, the least favorable of the two is enacted.<br />
# Strength and Agility of the individual
<br />


The closest equation to express this relationship is:
::'''Style-based Roundtime:'''<br />
::Effective Strength = ((Strength x Suitedness) + (Agility x Balance)) / (Suitedness + Balance)
:::The style-based roundtime is first and foremost effected by the actual style of attack utilized (a lunge takes longer to enact than a jab). To achieve the minimum possible style-based roundtime one must increase their ranks in that [[Category:Weapon_skillset|weapon skill]]. It will take more ranks to accomplish this with heavier, slower weapons.<ref>[[Post:Combat_3.0_Update_-_02/06/2012_-_08:16]]</ref>
<br />
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.
=== 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<br />


::'''Weight-based Roundtime:'''<br />
:::The weight-based minimum roundtime possible is dependent upon the weapon class and the weight of the weapon. To reduce this roundtime one must increase their [[Strength]].<br />


:::{| class="wikitable"

<pre>
"The weight reduction is pretty much linear. Raise your strength, your weapon speed should also increase." (DR-Dartenian)
</pre>

===Weapon minimum roundtimes===
Each class of weapon has a minimum RT which it can achieve for each attack type, beyond which only special abilities can reduce it.
==== Minimum Roundtimes for Melee Weapons per Attack Type ====
{| class="wikitable"
|-
|-
! Type !! Bash !! Chop !! Draw !! Feint !! Jab !! Lunge !! Pummel !! Slam !! Slice !! Sweep !! Swing !! Thrust
! Type !! Jab !! Draw !! Slice !! Chop
|-
|-
| Two-Handed Blunt || 5 || 5 || 3 || 2 || 2 || 5 || 4 || 4 || 4 || 5 || 4 || 4
| Light || 1 || 2 || 2-3* || 2-3*
|-
|-
| Heavy Blunt || 4 || 4 || 3 || 2 || 2 || 4 || 4 || 4 || 4 || 4 || 4 || 4
| Medium || 1 || 2 || 3 || 3
|-
|-
| Medium Blunt || 3 || 3 || 2 || 1 || 1 || 3 || 3 || 3 || 3 || 3 || 3 || 3
| Heavy || 2 || 3 || 4 || 4
|-
|-
|Light Blunt || 2 || 3 || 2 || 1 || 1 || 3 || 3 || 2 || 2 || 2 || 3 || 2
| Twohanders** || 2 || 3 || 4 || 5
|-
|-
| Two-Handed Edged || 5 || 5 || 3 || 2 || 2 || 5 || 4 || 4 || 4 || 5 || 4 || 4
|-
| Heavy Edged || 4 || 4 || 3 || 2 || 2 || 4 || 4 || 4 || 4 || 4 || 4 || 4
|-
| Medium Edged || 3 || 3 || 2 || 1 || 1 || 3 || 3 || 3 || 3 || 3 || 3 || 3
|-
| Light Edged || 3 || 3 || 1 || 1 || 1 || 2 || 3 || 3 || 3 || 3 || 3 || 3
|-
| OTHER* || 5 || 5 || 3 || 2 || 2 || 5 || 4 || 4 || 4 || 5 || 4 || 4
|}
|}


<nowiki>*</nowiki> OTHER = Polearms and Staves
<nowiki>*</nowiki> There is unavoidable variability between 2 and 3 second RTs for these attacks with Light weaponry<br />
<nowiki>**</nowiki> Includes polearms and staves<br />


==== Minimum Roundtimes for Brawling Attack Types (Non-Grappled) ====
=== Minimum Roundtimes for Brawling per Attack Type (Non-Grappled) ===


{| class="wikitable"
:::{| class="wikitable"
|-
|-
! Claw !! Elbow !! Gouge !! Kick !! Punch !! Slap
! Claw !! Elbow !! Gouge !! Kick !! Punch !! Slap
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|}
|}


==== Minimum Roundtimes for Brawling Attack Types (Grappled) ====
=== Minimum Roundtimes for Brawling per Attack Type (Grappled) ===


{| class="wikitable"
:::{| class="wikitable"
|-
|-
! Tackle !! Grab !! Bite !! Knee!! Claw !! Elbow !! Gouge !! Punch
! Tackle !! Grab !! Bite !! Knee!! Claw !! Elbow !! Gouge !! Punch
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|}
|}


==== Minimum Roundtimes for Thrown Weapons per Attack Type ====
=== Minimum Roundtimes for Thrown Weapons per Attack Type ===
{| class="wikitable"
:::{| class="wikitable"
|-
|-
! Type !! Lob !! Throw !! Hurl
! Type !! Lob !! Throw !! Hurl
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|}
|}


==Crossbow Load Roundtime Reductions==

===Light Crossbow===
'''First 1-Second Reduction:'''
*36 [[Agility]]
*[[Strength]] + [[Agility]] = 60
*251 ranks<br>
<nowiki>*</nowiki>'''Note:''' Numbers above are when the load time is reduced 100% of the time. The load time can first be infrequently reduced at 200 ranks and gradually becomes more frequent until 250 ranks when it is constant.


'''Second 1-Second Reduction:'''
*61 [[Agility]]
*[[Strength]] + [[Agility]] = 110
*501 ranks

===Heavy Crossbow===
First Reduction:
*31 [[Strength]]
*[[Strength]] + [[Agility]] = 60
*201 ranks

Second Reduction:
*46 [[Strength]]
*[[Strength]] + [[Agility]] = 80
*351 ranks

Third Reduction:
*61 [[Strength]]
*[[Strength]] + [[Agility]] = 110
*501 ranks

===Arbalest===
First Reduction:
*26 [[Strength]]
*[[Strength]] + [[Agility]] = 40
*151 ranks

Second Reduction:
*36 [[Strength]]
*[[Strength]] + [[Agility]] = 60
*251 ranks

Third Reduction:
*46 [[Strength]]
*[[Strength]] + [[Agility]] = 80
*351 ranks

Fourth Reduction (14 seconds):
*56 [[Strength]]
*[[Strength]] + [[Agility]] = 100
*451 ranks

{{RefAl}}


[[page type is::concept| ]]
[[page type is::concept| ]]
{{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:

  1. Weapon class (light/medium/heavy/twohanded)
  2. Balance and Suitedness of the weapon (see appraisal to convert appraisal text to number form)
  3. 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

  1. Edged and blunt weapons share identical roundtimes for any given weight of weapon.
  2. Special abilities may allow certain guilds to attain RTs below the minimum.
  3. 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