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battle_mechanics [2022/12/05 07:07] – Footnote about attack damage range wylembattle_mechanics [2025/03/25 17:06] (current) – [Run Buffering] - adding link to example antidale
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 This can also lead to virus/sap, wall, and other status effects never running out. \\ This can also lead to virus/sap, wall, and other status effects never running out. \\
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-Typically this is referred to as queue jam, there are so many actions waiting to be processed, that each character has to have multiple atb ticks pass before their timers are checked, and during these ticks, their timers do continue to count down. Example uses of this include, using enemy/character initial turns to queue actions/spells you wouldn't have time to cast normally (star-veil for wyvern, or use quake which takes 4 atb ticks to cast, on trapped chests like the ghost chest before they can act). \\+Typically this is referred to as queue jam, there are so many actions waiting to be processed, that each character has to have multiple atb ticks pass before their timers are checked, and during these ticks, their timers do continue to count down. Example uses of this include, using enemy/character initial turns to queue actions/spells you wouldn't have time to cast normally (star-veil for wyvern, or use quake which takes 4 atb ticks to cast, on monster-in-a-box chests like the ghost chest before they can act). \\
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 On this same line of thought, its important to recognize how this interacts with your party order. Characters are added to a queue to have their menu pop up based on this same system, which is why in low agility situations you will find your party tends to not change its order too much.\\ On this same line of thought, its important to recognize how this interacts with your party order. Characters are added to a queue to have their menu pop up based on this same system, which is why in low agility situations you will find your party tends to not change its order too much.\\
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 ==== Run Buffering==== ==== Run Buffering====
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-One way to artificially slow down the game is to try running during a fight you can't run from. This will cause a message to pop up, which halts the atb from advancing until the message goes away. This can give you a little bit more time to get into your menus. Typically any fight that has monsters lower level than 97 will let you run away the first atb tick you press the buttons. If the fight is marked as one you can't run away, the can't run message will display, freezing the atb for 1-2 seconds. Anytime this message is up, character menus can't appear, so using it too early is bad, but pressing it quickly enough can give you the split second you need to menu your character. \\+One way to artificially slow down the game is to try running during a fight you can't run from. This will cause a message to pop up, which halts the atb from advancing until the message goes away. This can provide a little bit more time to get into your menus and select actions. Typically any fight that has monsters lower level than 97 will let you run away the first atb tick you press the buttons. If the fight is marked as one you can't run away, the can't run message will display, freezing the atb for 1-2 seconds. The ideal time to run buffer is the frame when the menu starts to draw for the current character.\\
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 Just don't use it too much, because every time the message does pop up, 1 atb is advancing, and if you use it before your character's menu pops up, enemy atbs are still advancing, but your character menu won't appear. While it can save you 2-3 atbs on BS 1 if you are doing a complicated menu, by BS 3 you can usually get into the right menu only losing 1 atb, and by BS 6 you will have plenty of time to enter actions without needing to run buffer. \\ Just don't use it too much, because every time the message does pop up, 1 atb is advancing, and if you use it before your character's menu pops up, enemy atbs are still advancing, but your character menu won't appear. While it can save you 2-3 atbs on BS 1 if you are doing a complicated menu, by BS 3 you can usually get into the right menu only losing 1 atb, and by BS 6 you will have plenty of time to enter actions without needing to run buffer. \\
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 +An advanced example of run buffering, where consecutive inputs are successfully run buffered can be seen [[https://www.twitch.tv/videos/1034338503?sr=a&t=0s|in this twitch clip]] from xPankraz
 ==== Practical Take-aways ==== ==== Practical Take-aways ====
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battle_mechanics.1670224045.txt.gz · Last modified: 2022/12/05 08:07 (external edit)