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A '''pulse''' is an older term given to point in time where the restoration of mana, health, attribute regeneration after death and other timed factors in-game occur. In its most general use, the time duration between pulses is the point of interest.
[[Pulse]]s are points in time where the restoration of mana, health, experience, and other timed factors occur.


The term "pulse" is most commonly used to refer to [[mana]] pulses when characters [[Mana point regeneration|regenerate]] expended mana. The interval between mana pulses is 2 minutes on average, but can vary randomly between 92 to 152 seconds, with a chance of occurring on any multiple of 4 seconds within that range (92, 96, 100, ..., 148, 152). Each mana pulse happens simultaneously for all characters in the same area, but the exact timing may differ slightly across realms. Experienced spellcasters can invoke a mana pulse for themselves before the global timer by using the [[MANA (verb)#Mana Pulse|Mana Pulse]] ability.
If one takes the reference point concerning mana, of grave import to spell casters and probably the most frequently used case, the time between pulses is somewhere between 1.75 minutes (105 seconds) and 2.25 minutes (135 seconds), with infrequent variance outside of these norms. So for most purposes, a pulse is expected about every 2 minutes. It is not infrequent to hear a spell user say she will be ready after a couple of pulses, which means she will have enough mana for the task in about four minutes.


Using that as a standard, field experience is absorbed twice in that time frame, once about half way through the 2 minute period, and once with the mana pulse at around the 2 minute point.
When discussing [[Experience#Absorbing experience|experience absorption rates]], a "pulse" refers to when unabsorbed field experience is processed into actual experience gains. Field experience is absorbed twice per mana pulse, once at the halfway point between mana pulse intervals and once with the mana pulse itself.

Long term players will sometimes use the pulse as a reference point of measurement, and sometimes speak of durations in pulses or fractions thereof. Another term used is round, or [[roundtime]], which long term players will refer to as six seconds in duration. This duration is modified by many factors, but the key referent here is that there are generally 20 rounds to the 2 minute pulse interval.

A wise wizard once said that there can be 40 spells cast between pulses, but only one needs to be effective; so make sure to wear armor that allows you to cast that one spell. The reason for 40 spells is that spells generally take 3 seconds to cast, or half a round and so on.


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[[Category:Basic Mechanics]]
[[Category:Character Mechanics]]

Latest revision as of 17:00, 11 October 2016

Pulses are points in time where the restoration of mana, health, experience, and other timed factors occur.

The term "pulse" is most commonly used to refer to mana pulses when characters regenerate expended mana. The interval between mana pulses is 2 minutes on average, but can vary randomly between 92 to 152 seconds, with a chance of occurring on any multiple of 4 seconds within that range (92, 96, 100, ..., 148, 152). Each mana pulse happens simultaneously for all characters in the same area, but the exact timing may differ slightly across realms. Experienced spellcasters can invoke a mana pulse for themselves before the global timer by using the Mana Pulse ability.

When discussing experience absorption rates, a "pulse" refers to when unabsorbed field experience is processed into actual experience gains. Field experience is absorbed twice per mana pulse, once at the halfway point between mana pulse intervals and once with the mana pulse itself.

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