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battle_mechanics [2023/12/26 20:45] – external edit A User Not Logged in | battle_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/ | + | 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/ |
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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. | + | 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 |
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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' | 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' | ||
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+ | An advanced example of run buffering, where consecutive inputs are successfully run buffered can be seen [[https:// | ||
==== Practical Take-aways ==== | ==== Practical Take-aways ==== | ||
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