Roundtime: Difference between revisions

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'''Roundtime''' generally occurs when a character performs an action that takes more than a second or so to do. While in roundtime, a character is unable to perform a vast number of actions such as movement, participating in combat, casting of [[spell|spells]] and more. Roundtime is measured in seconds.
'''Roundtime''' (RT), measured in seconds, refers to a lockout period when a character cannot perform most combat-related abilities, including movement, attacking, and casting spells.


Almost all offensive combat abilities impose some associated roundtime, as does failing defensive [[combat maneuver]] rolls against most maneuvers. Roundtime is also a factor in many other actions such as traversing difficult terrain, using powerful magic, or crafting items.
'''Roundtime''' incurred by intensely physical actions (such as participating in combat) may be increased due to [[encumbrance]], while roundtime incurred by less physical actions (such as the use of healing herbs or [[enchanting potions]] or the casting of certain spells) may be static regardless of [[encumbrance]].


== Reduction ==
== Hard vs. Soft RT ==
{{agidex roundtime reduction|align=right}}
Reduction of roundtime can be accomplished in a number of ways including the [[Major Elemental]] [[spell]] [[Haste (506)]] and the [[Bard Base]] [[spell]] [[Song of Tonis (1035)]].


Normal roundtime is also known as "hard" RT, in contrast with [[cast roundtime]] which is known as "soft" roundtime. In most standard game clients, hard RT is shown with a red bar and soft RT with a blue bar. Cast roundtime is incurred after casting a spell, is always 3 seconds, and permits some combat actions such as moving and changing stance.
All characters experience a natural reduction in [[melee]] roundtime based on the sum of their [[agility]] and [[dexterity]] bonuses, as indicated to the right. This bonus is sometimes referred to as ''AGIDEX''.


{| {{Prettytable}}
|-
! !! Hard RT !! Soft RT
|-
| Speak || Yes || Yes
|-
| Move/Stand || No || Yes
|-
| Change Stance || No || Yes
|-
| Attack || No || No
|-
| Prepare/Cast Spell || No<sup>&dagger;</sup> || No
|-
| Use Society Power || No<sup>&dagger;</sup> || No
|}


<sup>&dagger;</sup> A few specific spells and society powers are usable during roundtime with an associated penalty. For example, [[Sigil of Escape]] may be activated, but will drain all stamina and mana and may only be used in such a fashion once per day. It is '''not''' possible to activate these powers during cast roundtime.
{| align=left {{prettytable|text-align:center}}

== Factors ==
{|align=right
| {{agidex roundtime reduction}}
|-
|
{| {{prettytable|text-align:center}}
|-
|-
! Race || Max<br>DEX || Max<br>AGI || Max<br>sum || Max RT<br>reduction
! Race || Max<br>DEX || Max<br>AGI || Max<br>sum || Max RT<br>reduction
Line 40: Line 61:
|align=left| [[Giantman]] || 25&minus;5 || 25&minus;5 || 40 || 3
|align=left| [[Giantman]] || 25&minus;5 || 25&minus;5 || 40 || 3
|}
|}
|}
One of the most common sources of roundtime is engaging in physical combat. When a character [[ATTACK]]s or uses an offensive [[Combat Maneuver]], they incur some amount of roundtime based on the type of [[weapon]] or maneuver.

Each weapon has a '''[[base weapon speed]]''' and '''[[minimum weapon speed]]'''. Base weapon speed is the standard duration before accounting any factors that may increase or decrease that amount. Minimum weapon speed is the shortest duration to which the attack's roundtime may be reduced by statistic bonuses. (In cases where base weapon speed is less than minimum weapon speed, the minimum speed still takes precedence.)

It is possible to further reduce attack roundtime using the [[QUICKSTRIKE]] command at the cost of [[stamina]].

=== Melee RT ===

Characters will see an increase to [[melee]] roundtime if they are under [[encumbrance]] from carrying too many items, or if they are insufficiently trained for their [[armor]]. The [[AMBUSH]] verb adds 3 seconds to Base RT and 1 second to Minimum RT.

All characters experience a natural reduction in melee roundtime based on the sum of their [[agility]] and [[dexterity]] bonuses, as indicated to the right. This bonus is sometimes referred to as ''AGIDEX''.

=== Ranged RT ===

When using [[ranged]] or thrown weapons, every +10 [[strength]] bonus reduces roundtime by 1 second. Crossbows are a special case as they have a fixed roundtime for [[FIRE]], with strength instead being a factor in [[COCK]]. The [[AIM]] verb for ranged attacks adds 1 second to Base RT.

== Creatures ==
Creatures are assigned a [[creature action timer]] value, instead of being subject to the normal rules of roundtime for the actions they take.


[[Category:Basic Mechanics]]
[[Category:Combat Mechanics]]
[[Category:Status Conditions]]
[[Category:Effects and Conditions]]

Latest revision as of 20:06, 22 July 2021

Roundtime (RT), measured in seconds, refers to a lockout period when a character cannot perform most combat-related abilities, including movement, attacking, and casting spells.

Almost all offensive combat abilities impose some associated roundtime, as does failing defensive combat maneuver rolls against most maneuvers. Roundtime is also a factor in many other actions such as traversing difficult terrain, using powerful magic, or crafting items.

Hard vs. Soft RT

Normal roundtime is also known as "hard" RT, in contrast with cast roundtime which is known as "soft" roundtime. In most standard game clients, hard RT is shown with a red bar and soft RT with a blue bar. Cast roundtime is incurred after casting a spell, is always 3 seconds, and permits some combat actions such as moving and changing stance.

Hard RT Soft RT
Speak Yes Yes
Move/Stand No Yes
Change Stance No Yes
Attack No No
Prepare/Cast Spell No No
Use Society Power No No

A few specific spells and society powers are usable during roundtime with an associated penalty. For example, Sigil of Escape may be activated, but will drain all stamina and mana and may only be used in such a fashion once per day. It is not possible to activate these powers during cast roundtime.

Factors

Agility +
Dexterity
Roundtime
reduction

8 - 22 1
23 - 37 2
38 - 52 3
53 - 67 4
68 - 82 5
83 - 97 6
98 - 112 7
113+ 8
Roundtime reductions above 5 are not
achievable without enhancive items.
Race Max
DEX
Max
AGI
Max
sum
Max RT
reduction
Halfling 25+15 25+10 75 5
Burghal gnome 25+10 25+10 70 5
Elf 25+5 25+15 70 5
Aelotoi 25+5 25+10 65 4
Dark elf 25+10 25+5 65 4
Forest gnome 25+5 25+10 65 4
Half-elf 25+5 25+10 65 4
Sylvankind 25+10 25+5 65 4
Half-krolvin 25+0 25+5 55 4
Erithian 25+0 25+0 50 3
Human 25+0 25+0 50 3
Dwarf 25+0 25−5 45 3
Giantman 25−5 25−5 40 3

One of the most common sources of roundtime is engaging in physical combat. When a character ATTACKs or uses an offensive Combat Maneuver, they incur some amount of roundtime based on the type of weapon or maneuver.

Each weapon has a base weapon speed and minimum weapon speed. Base weapon speed is the standard duration before accounting any factors that may increase or decrease that amount. Minimum weapon speed is the shortest duration to which the attack's roundtime may be reduced by statistic bonuses. (In cases where base weapon speed is less than minimum weapon speed, the minimum speed still takes precedence.)

It is possible to further reduce attack roundtime using the QUICKSTRIKE command at the cost of stamina.

Melee RT

Characters will see an increase to melee roundtime if they are under encumbrance from carrying too many items, or if they are insufficiently trained for their armor. The AMBUSH verb adds 3 seconds to Base RT and 1 second to Minimum RT.

All characters experience a natural reduction in melee roundtime based on the sum of their agility and dexterity bonuses, as indicated to the right. This bonus is sometimes referred to as AGIDEX.

Ranged RT

When using ranged or thrown weapons, every +10 strength bonus reduces roundtime by 1 second. Crossbows are a special case as they have a fixed roundtime for FIRE, with strength instead being a factor in COCK. The AIM verb for ranged attacks adds 1 second to Base RT.

Creatures

Creatures are assigned a creature action timer value, instead of being subject to the normal rules of roundtime for the actions they take.