Roundtime: Difference between revisions
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*56 [[Strength]] |
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*[[Strength]] + [[Agility]] = 100 |
*[[Strength]] + [[Agility]] = 100 |
Revision as of 20:54, 18 February 2016
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 is calculated using a formula that is capped by minimum roundtimes for a given attack with a given weapon type.
Weapon roundtime formula
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.
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
Type | Bash | Chop | Draw | Feint | Jab | Lunge | Pummel | Slam | Slice | Sweep | Swing | Thrust |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Two-Handed Blunt | 5 | 5 | 3 | 2 | 2 | 5 | 4 | 4 | 4 | 5 | 4 | 4 |
Heavy Blunt | 4 | 4 | 3 | 2 | 2 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
Medium Blunt | 3 | 3 | 2 | 1 | 1 | 3 | 3 | 3 | 3 | 3 | 3 | 3 |
Light Blunt | 2 | 3 | 2 | 1 | 1 | 3 | 3 | 2 | 2 | 2 | 3 | 2 |
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 |
* OTHER = Pike, Halberd, Quarterstaff, and Short Staff
Minimum Roundtimes for Brawling Attack Types (Non-Grappled)
Claw | Elbow | Gouge | Kick | Punch | Slap |
---|---|---|---|---|---|
2 | 2 | 1 | 3 | 2 | 2 |
Minimum Roundtimes for Brawling Attack Types (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 |
Crossbow Load Roundtime Reductions
Light Crossbow
First 1-Second Reduction:
*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:
Heavy Crossbow
First Reduction:
Second Reduction:
Third Reduction:
Arbalest
First Reduction:
Second Reduction:
Third Reduction:
Fourth Reduction (14 seconds):
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