Difference between revisions of "ATB"

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(Created page with "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 b...")
 
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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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[[Category:Guides]]

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.

  1. Each tick combatants gain 100ATB (modified by haste), bar is yellow at this point.
  2. If a player is at 1000ATB they take their turn.
  3. After an action is selected, charge time is set based on skill and the bar becomes pink.
  4. Each subsequent tick combatants receive -100ATB to the charge.
  5. At 0 Charge the effect fires.
  6. 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.