Roundtime

The official GemStone IV encyclopedia.
Revision as of 16:22, 18 September 2015 by ZHOUY1 (talk | contribs) (Revised article so that it is not as melee-centric.)
Jump to navigation Jump to search

Roundtime (RT) refers to the period of time after a character performs an in-game action. During this time, most further combat-related actions cannot be performed, including movement, attacking, casting a spell, and more. Roundtime is measured in seconds.

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

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 RT and Minimum RT. Base RT is the standard duration before accounting any factors that may increase or decrease RT. Minimum RT is the shortest duration to which the attack's roundtime may be reduced by physical means, though there are some magic spells such as Haste (506) and Song of Tonis (1035) that can further modify RT.

Some non-combat actions such as standing up from a prone or seated position, climbing, swimming, moving over difficult terrain, and artisan skills may also have associated RT.

Melee RT

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.

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.

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

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.