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Author Topic: Quicker Roundbased Combat  (Read 6497 times)

Surf

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Re: Quicker Roundbased Combat
« Reply #30 on: June 30, 2010, 12:03:45 am »

Quote from: Roachor
sequence is who goes first not how fast they are, pe is totally unrelated.

Perception affects the Sequence by 2 * PE...  ::)
Re: Quicker Roundbased Combat
« Reply #31 on: June 30, 2010, 12:11:45 am »

Perception affects the Sequence by 2 * PE...  ::)

He's talking about PE changing how fast your ap regens
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Imprezobus

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Re: Quicker Roundbased Combat
« Reply #32 on: June 30, 2010, 12:57:46 am »

well, if we call movement speed basis "sequence" and we call sequence "seq=2*PE" then movement speed basis is PE.
but of course you arent spammer, roachor :)
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Re: Quicker Roundbased Combat
« Reply #33 on: June 30, 2010, 02:35:23 am »

well, if we call movement speed basis "sequence" and we call sequence "seq=2*PE" then movement speed basis is PE.
but of course you arent spammer, roachor :)

*sigh*

Sequence is pretty much your reflex reaction based on noticing first, not your speed while doing things. That's the domain of agility.
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Imprezobus

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Re: Quicker Roundbased Combat
« Reply #34 on: June 30, 2010, 11:02:12 am »

if current system enables 2x turn when your enemy got much lower sequene, then sequence is bassiccaly: how you react AND how fast you repeat it
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Alvarez

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Re: Quicker Roundbased Combat
« Reply #35 on: June 30, 2010, 11:51:55 am »

If i may quote Solar's PM:

So long as combat is calculated unchanged, with the only difference being how its displayed, I don't see anything wrong with it. But its going to be an engine issue and therefore not depenant upon us to put in.

(question)They can be both I believe, depending on which NPC you are talking about. In an encounter they will act independantly.
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