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battle_mechanics [2020/10/15 20:13] – [Relative Agility] antidale | battle_mechanics [2021/04/19 05:08] – [The Timer System] - removing dead video links antidale | ||
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==== Relative Agility ==== | ==== Relative Agility ==== | ||
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This is a pretty complicated topic, but the gist of this is, if more then 1 timer is expired on an atb tick, the game handles only 1 of the timers, then advances to the next atb tick. In practice, this means if you add timers quickly enough, the game must handle the actions in character order.\\ | This is a pretty complicated topic, but the gist of this is, if more then 1 timer is expired on an atb tick, the game handles only 1 of the timers, then advances to the next atb tick. In practice, this means if you add timers quickly enough, the game must handle the actions in character order.\\ | ||
- | If you want to see this in action, watch the [[https:// | + | |
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As well, since each person can have multiple timers on them at once, and only 1 can be processed each time this can lead to some timers never getting processed. An example of this is if you use enough very fast zerkers against plague, even when the count reaches 0, your characters won't die, as it processes the attack timers before the count timer. \\ | As well, since each person can have multiple timers on them at once, and only 1 can be processed each time this can lead to some timers never getting processed. An example of this is if you use enough very fast zerkers against plague, even when the count reaches 0, your characters won't die, as it processes the attack timers before the count timer. \\ | ||
- | This can be see in the [[https:// | + | |
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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. \\ |