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battle_mechanics [2020/02/15 14:55] – [Run Buffering] simbubattle_mechanics [2020/10/15 20:13] – [Relative Agility] antidale
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 ==== Relative Agility ==== ==== Relative Agility ====
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-At the start of every fight, FF4 runs a calculation to determine the "base speed" of every character. We refer to this as **Relative Agility (RA)**. This is how many atb ticks the character will have to wait after their last action until they can join the character queue. \\+At the start of every fight, FF4 runs a calculation to determine the "base speed" of everyone in battle, both party members and enemies. We refer to this as **Relative Agility (RA)**. This is how many atb ticks the character/enemy will have to wait after their last action until they can re-enter the queue. \\
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 In order to keep fights a somewhat consistent speed, the vanilla game determines everyone's base speed off of Cecil's Agility. In FE, The highest slot character (typically the middle slot) is used in the calculation, unless vanilla agility is turned on. This character is usually referred to as the **Agility Anchor (AA)**. In practice the game tries to make the AA RA 5, and scale everyone else to this value. The math is...\\ In order to keep fights a somewhat consistent speed, the vanilla game determines everyone's base speed off of Cecil's Agility. In FE, The highest slot character (typically the middle slot) is used in the calculation, unless vanilla agility is turned on. This character is usually referred to as the **Agility Anchor (AA)**. In practice the game tries to make the AA RA 5, and scale everyone else to this value. The math is...\\
battle_mechanics.txt · Last modified: 2023/12/26 20:45 by A User Not Logged in