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- _____________________________________________
- / a) Determining 'Tick Speed' Using Agility \
- ===============================================================================
- First, you must be introduced to what Tick Speed is:
- From Terence's mechanics data:
- "The CTB system works on a system of clock ticks, very similar to FFT. There
- are, of course, differences....
- Each monster and party member have a counter. Every tick, this counter reduces
- by 1. At that point, anyone whose counter has dropped to 0 may take their next
- turn. It is not currently known exactly how the game resolves multiple
- characters reaching 0 at the same time.
- In addition to the counter, every battle object has a tick speed. This is an
- integer worked out from the character's Agility. Any action you take will be a
- multiple of this tick speed.
- When a turn is taken, it sets the counter to a value related to your tick speed
- and the ability used. Each ability has a Rank that designates exactly how fast
- the ability is. Lower ranked abilities take less time than higher ranked
- abilities, and the progression is linear: a Rank 8 ability will take eight
- times as long to recover from as opposed to a Rank 1 ability.
- The CTB window shows the next 16 turns that will be taken, in whatever order.
- It assumes that each character, when their next turn comes up, will select a
- Rank 3 move. Rank 3 is the default speed for any ability. Furthermore, the bar
- next to each character's 'turn' represents how many ticks away it is. With no
- bar showing, the turn is to be taken during the current tick. A full bright
- pink bar represents a turn 20 ticks away, and for each further color that is
- filled, another 20 ticks is added on. A full bar of the darkest color
- represents a turn that is 60 or more ticks away.
- Because of all this, there are very few formulas required to explain all this.
- We'll cover the most important one now: what the counter is set to when you
- take a turn.
- The exact value is:
- Counter = [Tick Speed*Rank*Haste Status]
- ...where Rank refers to the Rank of the ability used, and Haste Status is
- either 1/2 for Haste, 1 for Normal and 2 for Slow. Keep in mind that when under
- Haste status, your Counter will be rounded up if a fraction remains. This often
- results in abilities with odd-numbered Ranks used by characters with
- odd-numbered tick speeds being recovered from slightly faster than usual.
- Casting Haste and Slow also changes the current Counter. A successful casting
- of Haste on a character will halve their current Counter while rounding down,
- regardless of whether they were Slowed or not beforehand. The opposite happens
- with Slow; their Counter will be doubled regardless of whether they were in
- Haste or not. Also note that Dispelling either Haste or Slow will *NOT* change
- their Counter. Their Counter will continue to descend at the same high or low
- value until their next turn."
- Now, here's a chart relating Agility to Tick Speed:
- ------------------------+-------------------------+--------------------------
- Agi = Tick Speed | Agi = Tick Speed | Agi = Tick Speed
- ------------------------+-------------------------+--------------------------
- 170 - 255 = 3 | 19 - 22 = 10 | 4 = 20
- ------------------------+-------------------------+--------------------------
- 98 - 169 = 4 | 17 - 18 = 11 | 3 = 22
- ------------------------+-------------------------+--------------------------
- 62 - 97 = 5 | 15 - 16 = 12 | 2 = 24
- ------------------------+-------------------------+--------------------------
- 44 - 61 = 6 | 12 - 14 = 13 | 1 = 26
- ------------------------+-------------------------+--------------------------
- 35 - 43 = 7 | 10 - 11 = 14 | 0 = 28
- ------------------------+-------------------------+--------------------------
- 29 - 34 = 8 | 7 - 9 = 15 | *************************
- ------------------------+-------------------------+--------------------------
- 23 - 28 = 9 | 5 - 6 = 16 | *************************
- ------------------------+-------------------------+--------------------------
- ____________________________
- / b) Initial Counter Value \
- ===============================================================================
- (Thanks to jobber2022497 for posting this info and allowing me to use it)
- The first has to do with the Counter value assigned to each participant at the
- start of battle. We'll call this number "Inital Counter Value", or ICV for
- short. You may have noticed that the ICV for a given character (without
- Haste) is approximately [Tick Speed * 3]. For quick reference, here's the
- list of Tick Speed values for each range of Agility:
- Agi --------------------------------------------------> TS
- 0 ----------------------------------------------------> 28
- 1 ----------------------------------------------------> 26
- 2 ----------------------------------------------------> 24
- 3 ----------------------------------------------------> 22
- 4 ----------------------------------------------------> 20
- 5~6 --------------------------------------------------> 16
- 7~9 --------------------------------------------------> 15
- 10~11 ------------------------------------------------> 14
- 12~14 ------------------------------------------------> 13
- 15~16 ------------------------------------------------> 12
- 17~18 ------------------------------------------------> 11
- 19~22 ------------------------------------------------> 10
- 23~28 ------------------------------------------------> 9
- 29~34 ------------------------------------------------> 8
- 35~43 ------------------------------------------------> 7
- 44~61 ------------------------------------------------> 6
- 62~97 ------------------------------------------------> 5
- 98~169 -----------------------------------------------> 4
- 170~255 ----------------------------------------------> 3
- In Pre-emptive Strikes and Ambushes, the ICVs of the disadvantaged side
- are indeed set to [TickSpeed * 3].
- However, in a normal start, [TickSpeed * 3] is only the maximum ICV possible
- for characters and the minimum ICV possible for monsters.
- For characters, the range of possible ICVs varies greatly within each Tick
- Speed. In contrast, monsters have only one ICV range per Tick Speed.
- Here is the list of relevant Agility groupings (left column), their
- corresponding characater ICV ranges (right column), and monster ICV ranges
- ("M" entries) in a normal start:
- Agi------------------------------------ICV
- 1---------------------------------------83~84
- M: 84~93
- 2---------------------------------------77~78
- M: 78~86
- 3---------------------------------------71~72
- M: 72~80
- 4---------------------------------------59~60
- M: 60~66
- 5---------------------------------------47~48
- 6---------------------------------------46~48
- M: 48~53
- 7---------------------------------------44~45
- 8---------------------------------------43~45
- 9---------------------------------------42~45
- M: 45~50
- 10---------------------------------41~42
- 11---------------------------------40~42
- M: 42~46
- 12---------------------------------38~39
- 13---------------------------------37~39
- 14---------------------------------36~39
- M: 39~43
- 15---------------------------------35~36
- 16---------------------------------34~36
- M: 36~40
- 17---------------------------------32~33
- 18---------------------------------31~33
- M: 33~36
- 19---------------------------------29~30
- 20---------------------------------28~30
- 21---------------------------------27~30
- 22---------------------------------26~30
- M: 30~33
- 23---------------------------------26~27
- 24---------------------------------25~27
- 25---------------------------------24~27
- 26---------------------------------23~27
- 27---------------------------------22~27
- 28---------------------------------21~27
- M: 27~30
- 29---------------------------------23~24
- 30---------------------------------22~24
- 31---------------------------------21~24
- 32---------------------------------20~24
- 33---------------------------------19~24
- 34---------------------------------18~24
- M: 24~26
- 35---------------------------------20~21
- 36---------------------------------19~21
- 37---------------------------------18~21
- 38---------------------------------17~21
- 39---------------------------------16~21
- 40---------------------------------15~21
- 41---------------------------------14~21
- 42---------------------------------13~21
- 43---------------------------------12~21
- M: 21~23
- 44~45------------------17~18
- 46~47------------------16~18
- 48~49------------------15~18
- 50~51------------------14~18
- 52~53------------------13~18
- 54~55------------------12~18
- 56~57------------------11~18
- 58~59------------------10~18
- 60~61------------------9~18
- M: 18~20
- 62~65------------------14~15
- 66~69------------------13~15
- 70~73------------------12~15
- 74~77------------------11~15
- 78~81------------------10~15
- 82~85------------------9~15
- 86~89------------------8~15
- 90~93------------------7~15
- 94~97------------------6~15
- M: 15~16
- 98~105----------------11~12
- 106~113---------------10~12
- 114~121---------------9~12
- 122~129---------------8~12
- 130~137---------------7~12
- 138~145---------------6~12
- 146~153---------------5~12
- 154~161---------------4~12
- 162~169---------------3~12
- M: 12~13
- 170~185---------------------8~9
- 186~201---------------------7~9
- 202~217---------------------6~9
- 218~233---------------------5~9
- 234~249---------------------4~9
- 250~255---------------------3~9
- M: 9~10
- Each single-spaced block of entries represents a distinctive Tick Speed. To
- get a monster's ICV range, find its Agility stat and look for the "M" entry
- directly below it. For example, Vorban (33 Agility) has an ICV range of 24~26.
- Of course, character ICV is halved with [Auto-Haste]. Note that 0 Agility is
- not covered by Ultimania; the only known 0 Agility unit in the game is Magic
- Urn, and it never gets a proper turn.
- So that's it for the first issue of this topic. Scroll down for the next
- part. (I promise that it will be shorter!)
- As you might already know, a few of the game's monsters will do something
- immediately after they appear, regardless of "Pre-emptive Strike"/normal
- start/"Ambush" or Agility. For lack of anything better to call them, I've
- named such occurences "immediate actions", and they are the second subject
- of this topic. Examples of them include Yunalesca[3]'s Mega Death and
- Varuna's Haste (when Varuna is encountered outside the Arena).
- Immediate actions that are done at the start of battle occur one tick before
- Pre-Emptive Strike/[First Strike]/Ambush turns are resolved. Character counters
- are not reduced during this tick, but the immediately-acting monster's Counter
- is reduced.
- In other words, when Kottos (Tick Speed 7) starts the battle by preparing its
- counterattack, its Counter is reset to 21, but the Counter goes down to 20
- before the characters can take [First Strike]/Pre-emptive Strike turns (it will
- be 16 by the time that a 170 Agility + [Auto-Haste] character gets his/her first
- turn).
- I have not done any thorough testing with it yet, but it seems that immediate
- actions cancel out the "Monster Counter -> 0" property of Ambush (at least
- with Kottos).
- Ultimania Omega has a table that looks like a list of battle-opening
- immediate actions, but I do not know enough Japanese to read it all (yet).
- * - I've only tested this in battles with a single enemy, so I cannot say if
- this holds true for multiple enemies in a battle in which only one enemy has
- an immediate action.
- Monster ICV's appear to range from, yes, 3x Tick Value to [10*TV÷9] inclusive,
- in all cases.
- Party ICV's... they appear to depend on how much Agi you have over the base
- value. For TVs 7+, it's a simple 1-to-1 basis (if MinAgi is the minimum Agi
- required to get a particular TV, then your ICV = (3*TV - 1 - (Agi-MinAgi)) to
- (3*TV)).
- Below that, though, the range uses a power of 2, transforming the formula to:
- ICV = (3*TV - 1 - [(Agi-MinAgi)÷(2^(7-TV))]) to (3*TV)
- Slow merely doubles the Tick Counter; it doesn't change Tick Speeds.
- And I note I listed [10*TV÷9] for monsters end value, which is clearly
- incorrect: I meant [30*TV÷9] or [10*(3*TV)÷9].
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