Difference between revisions of "ATB"
From Flexible Survival
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Note: each skill has a separate cooldown time when fired. Every skill decreases 100ATB (modified by recharge modifiers) per tick. When it is at 0 it may be fired again. | Note: each skill has a separate cooldown time when fired. Every skill decreases 100ATB (modified by recharge modifiers) per tick. When it is at 0 it may be fired again. | ||
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Revision as of 21:48, 22 September 2012
Rounds go as fast or slow as players in combat take their turns, they are not linked to real time. A round consists of 10 ticks.
- Each tick combatants gain 100ATB (modified by haste), bar is yellow at this point.
- If a player is at 1000ATB they take their turn.
- After an action is selected, charge time is set based on skill and the bar becomes pink.
- Each subsequent tick combatants receive -100ATB to the charge.
- At 0 Charge the effect fires.
- ATB becomes 0, If the charge was negative (such as headbutt upgraded to negative charge cost) then that becomes a bonus to initial ATB.
Note: each skill has a separate cooldown time when fired. Every skill decreases 100ATB (modified by recharge modifiers) per tick. When it is at 0 it may be fired again.