Action Point table

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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.

Action Point cost table

SF Class A Class B Class C Class D Class E SF Walk Run SF
0 6 8 10 12 14 0 4 4 0
1 5 7 9 11 13 1 4 3 1
2 4 6 8 10 12 2 4 3 2
3 3 5 7 9 11 3 3 2 3
4 3 4 6 8 9 4 3 2 4
5 2 4 5 6 8 5 3 2 5
6 2 3 4 5 7 6 3 2 6
7 1 2 3 4 5 7 3 2 7
8 1 2 3 4 5 8 3 2 8
9 1 1 2 3 4 9 2 1 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.

Combat actions

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
Class Weapon Staff Shield Brawling Karate Judo Thrown Missile Other Class

Combat action abreviations explained

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 (or Power Bash; Power/P is Power Punch and Power K is Power Kick)
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