Site Tools


battle_mechanics

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Next revisionBoth sides next revision
battle_mechanics [2020/02/02 15:26] – [Magic Damage] simbubattle_mechanics [2020/02/15 14:55] – [Run Buffering] simbu
Line 75: Line 75:
 If a spell has the option to be single cast, or multi-targeted, spell power will be divided by the number of targets. \\ If a spell has the option to be single cast, or multi-targeted, spell power will be divided by the number of targets. \\
 \\  \\ 
-Enemies are bugged such that magic evasion is never applied, but for characters you can calculate the magic evade based on stats and equipment, and magic evade multipliers based on stats. \\+Enemies are bugged such that magic evasion is never applied, but for characters you can calculate their magic evade based on stats and equipment, and magic evade multipliers based on stats. \\
 \\ \\
 Note that if magic defense equals 255, all spells automatically miss (valvalis and some twinharp bosses). Note that if magic defense equals 255, all spells automatically miss (valvalis and some twinharp bosses).
Line 139: Line 139:
 ==== Run Buffering==== ==== Run Buffering====
 ---- ----
-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 level 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 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. \\
 \\ \\
 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. \\
battle_mechanics.txt · Last modified: 2023/12/26 20:45 by A User Not Logged in