Roundtime: Difference between revisions

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== Weapon Roundtime ==
== 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 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 variables===
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 />
Weapon Roundtime, or Weapon Swing Roundtime is effected by five factors:
* The weight, suitability, and balance of the wielded weapon<br/>
* The [[Strength]] and [[Agility]] of the wielding character<br/>


::'''Style-based Roundtime:'''<br />
Most tables which track weapon roundtimes use an "effective strength" derived from these factors, described with the following formula:
:::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>


::'''Weight-based Roundtime:'''<br />
[[Image:Effective_Strength_formula.png]]
:::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 />


Each weapon weight group and swing pair have a "weight modifier", effectively changing the difficulty to swing a weapon.


<pre>
{| class="wikitable" style="text-align: center; width: 300px;"
"The weight reduction is pretty much linear. Raise your strength, your weapon speed should also increase." (DR-Dartenian)
! Weapon Weight
</pre>
! 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
|}

OTHER = Polearms, Staves

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===
===Weapon minimum roundtimes===

Revision as of 21:17, 17 July 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 variables

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.

Style-based Roundtime:
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. It will take more ranks to accomplish this with heavier, slower weapons.[1]
Weight-based Roundtime:
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.


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

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 = Polearms and Staves

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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