Roundtime: Difference between revisions
No edit summary |
|||
Line 60: | Line 60: | ||
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. |
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. |
||
{{RefAl|a=-}} |
Revision as of 11:35, 6 February 2012
- This article is a stub. That is, it is an article with little or no content, and needs attention.
- Please see Category:Stubs for more articles that need content.
- When it is completed to a reasonable degree, remove {{stub}} from this article.
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.
Weapon Roundtime
Weapon Roundtime, or Weapon Swing Roundtime is effected by five factors:
- The weight, suitability, and balance of the wielded weapon
- The Strength and Agility of the wielding character
Most tables which track weapon roundtimes use an "effective strength" derived from these factors, described with the following formula:
Each weapon weight group and swing pair have a "weight modifier", effectively changing the difficulty to swing a weapon.
Weapon Weight | RT | Modifier |
---|---|---|
LE, LT, LB | 4/6 | -15 |
LE, LT, LB | 4/4 | -5 |
LE, LT, LB | 3/4 | 0 |
LE, LT, LB | 1/3 | 5 |
LE, LT, LB | 1/2 | 10 |
ME, MB | 4/6 | -10 |
ME, MB | 4/4 | -5 |
ME, MB | 3/4 | 5 |
ME, MB | 1/3 | 10 |
ME, MB | 1/2 | 15 |
Other | 7/9 | -10 |
Other | 6/7 | -5 |
Other | 4/6 | 5 |
Other | 3/4 | 10 |
Other | 1/3 | 15 |
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:
Effective Strength = 10 + ceiling( 57/2 ) = ( suitedness x strength + balance x agility ) / ( suitedness + balance )
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.