Forum Discussion
9 years ago
"Joeybologna88;66753" wrote:
So I've been wondering for a long time how exactly the turn meter works with the speed stats. It might be easiest to figure out by asking a few questions:
1) How "long" are the turn meter bars? If a toon gains 50% turn meter, do they gain half of their speed, or, more likely, half the length of the turn meter bar?
2) I assume that if a toon has 200 speed, and another 100 speed, then the toon with 200 speed gets 2 turns for every 1 of the other. Does that mean that the turn meter bars for all toons are the same length, and that length is the speed of the fastest toon in the battle?
Hypothetical Example:
It would make sense if the turn order was determined by accumulating the speed stat. So suppose there were just three toons, with pretend speeds of A=1000, B=500, and C=400.
Turn 1: Clearly toon A with 1000 speed goes first. This toon resets to zero and the others keep their accumulated turn meter "points", so B=500 and C=400 after this turn.
Turn 2: A=1000 again, B=1000, and C=800. I don't know what the tie-breaker is but toons A and B both get to go. After these turn A and B reset, so A=0 and B=0, and C=800.
Now how does turn 3 work?
Turn 3 (option 1): C=1200, A=1000, B=500. C takes their turn. If the turn meter has a length of 1000, then perhaps C gets to keep the residual 200 and carry it over. Then A takes their turn for reaching 1000, and carries nothing over. So after C and then A take their turns and reset/carryover, we're left with A=0, B=500, and C=200.
I could haphazardly keep going, but can anyone simplify this with an explanation before I keep guessing about the mechanics here?
1) the actual length of the turn meter bar is irrelevent, the important thing is that they are all the same for every toon. Most use 1000 as the value for turn meter, but you can set it to 100 or 10,000 and get the same results. A gain of 50% = 500 when using 1000 as the value.
2) they are all the same length, but they are not set to the highest speed toon, no need for that. It is the rate of fill that varies for each toon.
Speed fills at a constant rate, when a toon gets to 100% turn meter, he gets a turn. Natural turn meter fill can never go over, and any extra turn meter fill from skills is wasted, it is not carried over.
If you set the turn meter value to 1000, you can use it to determine when a toon goes. So using the speeds in your example above we would figure it out like this:
1000/200 = 5
So we have an idea when this toon will go now. We need to give that 5 number a name. Most people call it rounds, or ticks, but you can call it anything you want really. These actions take place behind the scenes. Now we know that a 200 speed toon goes in round 5. A 100 speed toon would go on round 10 because 1000/100 = 10.
So when the 200 speed toon gets a turn, the 100 speed toon will be at 50% turn meter. When the 100 speed toon gets his turn, the 200 speed toon will have gone once and filled his turn meter again. This puts them into a tie for action on the 10th round. RNG always determines who goes first in the event of a tie.
If there were no turn meter manipulation, we could map out the whole fight and figure out when each toon will get a turn. But, because turn meter manipulation exists, we can only map out the fight until the manipulation occurs, then from that point forward, we can only calculate relative to that point.
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