Action Point table

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(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))
(Adding redundant bottom row to 2nd table as well. Also adding |- at the end of tables to make it easier to add new rows)
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! 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
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|-
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|}
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.
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.
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| '''E''' || Power || Power, Prec  ||  || Charge ||  ||  ||  ||  || || '''E'''
| '''E''' || Power || Power, Prec  ||  || Charge ||  ||  ||  ||  || || '''E'''
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|-
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! Class !! Weapon !! Staff !! Shield !! Brawling !! Karate !! Judo !! Thrown !! Missile !! Other !! Class
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| Power || Power Strike
| Power || Power Strike
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Revision as of 05:13, 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
Class Weapon Staff Shield Brawling Karate Judo Thrown Missile Other Class

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
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