Difference between revisions of "ATB"
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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. | 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 | + | #Each tick combatants gain 200ATB (modified by [[Statuses|the Haste status]]), bar is yellow at this point. |
#If a player is at 1000ATB they take their turn. | #If a player is at 1000ATB they take their turn. | ||
#After an action is selected, charge time is set based on the power and the bar becomes pink. | #After an action is selected, charge time is set based on the power and the bar becomes pink. | ||
− | #Each subsequent tick combatants receive - | + | #Each subsequent tick combatants receive -200ATB to the charge. |
#At 0 Charge the effect fires. | #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. | #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 [[power]] has a separate [[cooldown]] time when fired. Every power decreases | + | Note: each [[power]] has a separate [[cooldown]] time when fired. Every power decreases 200ATB (modified by recharge modifiers) per tick. When it is at 0 it may be fired again. |
[[Category:Guides]] | [[Category:Guides]] |
Latest revision as of 09:58, 18 January 2015
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 200ATB (modified by the Haste status), 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 the power and the bar becomes pink.
- Each subsequent tick combatants receive -200ATB 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 power has a separate cooldown time when fired. Every power decreases 200ATB (modified by recharge modifiers) per tick. When it is at 0 it may be fired again.