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battle_mechanics [2020/02/15 14:55]
simbu [Run Buffering]
battle_mechanics [2021/06/27 21:49] (current)
wylem [Number of hits] Clarification by Scythe and C&C
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 **Accuracy** is **weapon base accuracy + level/4**. \\ **Accuracy** is **weapon base accuracy + level/4**. \\
 \\ \\
-Several things effect accuracy as well, most notably being in the back row. If you don’t have the longrange ​bit set, attacking from the back row halves accuracy, and if your target is in the backrow, ​accuracy is also halvedThis means accuracy can be 1/4th its value if both conditions are active. \\ +Several things effect accuracy as well, most notably being in the back row. If you don’t have the long-range ​bit set, then: 
-A list of all accuracy modifiers can be found [[formulas#​other_modifiers|here]]\\+  * Your accuracy is halved when attacking from the back row 
 +  * Your accuracy is halved ​when attacking enemies in their own back row 
 +This means accuracy can be 1/4th its value if both conditions are active. \\ 
 + 
 +A list of all accuracy modifiers can be found [[formulas#​other_modifiers|here]].\\
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 For each attack multiplier, a random number is rolled, and based on accuracy its determined if it hits or not. So for 10 attacks with 80% accuracy, about 8 of them should hit, though this could be more or less.\\ For each attack multiplier, a random number is rolled, and based on accuracy its determined if it hits or not. So for 10 attacks with 80% accuracy, about 8 of them should hit, though this could be more or less.\\
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 [[https://​www.twitch.tv/​videos/​381120684|Relative Agility Tutorial/​Application video]]\\ [[https://​www.twitch.tv/​videos/​381120684|Relative Agility Tutorial/​Application video]]\\
 [[https://​docs.google.com/​document/​d/​1XEi55t8363mfvUOmSaGbBPuce9SMnX4iTHJRmrk5BeE/​edit | Artea'​s Agility Details Guide]]\\ [[https://​docs.google.com/​document/​d/​1XEi55t8363mfvUOmSaGbBPuce9SMnX4iTHJRmrk5BeE/​edit | Artea'​s Agility Details Guide]]\\
-[[https://​www.twitch.tv/​videos/​519542539|Video showing off the timer system in various battles, first 10-15 minutes highly recommended for understanding queue jam.]]\\ +
-[[https://​www.twitch.tv/​videos/​381124228|Video of some cheese strats against plague. Illustrates several ways that the timer system can be abused. ]]\\+
 ==== Relative Agility ==== ==== Relative Agility ====
 ---- ----
-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. \\
 \\ \\
 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...\\
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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://​www.twitch.tv/​videos/​519542539|Queue Jam Video]]\\+
 \\ \\
 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://​www.twitch.tv/​videos/​381124228|Plague Cheese Video]]\\+
 \\ \\
 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. \\
battle_mechanics.1581778523.txt.gz · Last modified: 2020/02/15 14:55 by simbu