Action Point table
From Sagataflwiki
(Expanding table to contain columns for AP cost of Walk and Run, and adding bottom-redundant header row) |
(Clarifying that SF 8 as "dead zone" is only for Class B to E, not for Walk and Run (it is already clear, hopefully, that it's not for Class A)) |
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Line 28: | Line 28: | ||
! SF !! Class A !! Class B !! Class C !! Class D !! Class E !! SF !! Walk !! Run !! SF | ! SF !! Class A !! Class B !! Class C !! Class D !! Class E !! SF !! Walk !! Run !! SF | ||
|} | |} | ||
- | Speed Factor 8 is deliberately a "dead zone" | + | Speed Factor 8 is deliberately a "dead zone" for classes B to E: one must "spend" 2 Speed Factors to get the last improvement. Please note that SF improvements to Dodge should be hard to come by (mainly Martial Arts and temporary buffs), but not ones to Shield or Staff actions (Martial Arts, buffs, and Enchantments, and for Shields also craftsmanship quality). Likewise the "dead zone" principle will not necessarily apply to the Walk and Run AP costs. |
This table assigns each combat action, except some move actions, to an action class. | This table assigns each combat action, except some move actions, to an action class. |
Revision as of 05:12, 29 December 2010
This article is to contain the Action Point table, for Speed Factors 0 to 9, and action classes A through E, and notes on which actions belong to which classes.
It is intended to be a temporary article, its content to be moved out into one or more separate and more elaborate articles eventually.
SF | Class A | Class B | Class C | Class D | Class E | SF | Walk | Run | SF |
---|---|---|---|---|---|---|---|---|---|
0 | 6 | 8 | 10 | 12 | 14 | 0 | 0 | ||
1 | 5 | 7 | 9 | 11 | 13 | 1 | 1 | ||
2 | 4 | 6 | 8 | 10 | 12 | 2 | 2 | ||
3 | 3 | 5 | 7 | 9 | 11 | 3 | 3 | ||
4 | 3 | 4 | 6 | 8 | 9 | 4 | 4 | ||
5 | 2 | 4 | 5 | 6 | 8 | 5 | 5 | ||
6 | 2 | 3 | 4 | 5 | 7 | 6 | 6 | ||
7 | 1 | 2 | 3 | 4 | 5 | 7 | 7 | ||
8 | 1 | 2 | 3 | 4 | 5 | 8 | 8 | ||
9 | 1 | 1 | 2 | 3 | 4 | 9 | 9 | ||
SF | Class A | Class B | Class C | Class D | Class E | SF | Walk | Run | SF |
Speed Factor 8 is deliberately a "dead zone" for classes B to E: one must "spend" 2 Speed Factors to get the last improvement. Please note that SF improvements to Dodge should be hard to come by (mainly Martial Arts and temporary buffs), but not ones to Shield or Staff actions (Martial Arts, buffs, and Enchantments, and for Shields also craftsmanship quality). Likewise the "dead zone" principle will not necessarily apply to the Walk and Run AP costs.
This table assigns each combat action, except some move actions, to an action class.
Class | Weapon | Staff | Shield | Brawling | Karate | Judo | Thrown | Missile | Other | Class |
---|---|---|---|---|---|---|---|---|---|---|
A | Parry, Tact | Block | Punch | Punch | Dodge | A | ||||
B | Parry, Tact | Attack | Kick | B | ||||||
C | Attack | Crit | Tact | C | ||||||
D | Prec, Crit, Charge | Charge | Bash | Charge | D | |||||
E | Power | Power, Prec | Charge | E |
These are the abreviations used above.
Abreviaton | Meaning |
---|---|
Tact | Tactical Strike (except for Judo, where it means trip; for Karate it is Tactical Kick, for shield it is Tactical Bash) |
Prec | Precise Strike |
Crit | Critical Strike |
Power | Power Strike |