Final Fantasy XII Walkthrough / Guide / FAQ. A huge FF12 site dedicated to hunts, faqs, walkthroughs, information, screenshots, weapons, loot, bazaar goods, magicks. Those who prefer Total War’s historical games to its Warhammer outing should keep an eye on Total War Saga, a new series of “standalone spin-off titles focusing. Albuquerque. Includes news, weather, sports, local events, and air schedules. [CBS]. Charge Time | Final Fantasy Wiki. Party's actions charging in Final Fantasy XII. ![]() The unit is readying an ability. Initiating another action will disrupt the effect. Charge Time(チャージタイム, Chāji Taimu?), sometimes abbreviated as CT, is the measure of time of how long certain abilities take to be performed. Final Fantasy 12 License Board Map Of ArduinoAppearances. Edit. IVKain charging Jump. In the PSP release, the charge time can be seen by the green bar overlapping the full yellow ATB bar when a character charges for a spell or ability. In the Easy Type version, the majority of the casting times for spells were reduced from their original casting time, making these spells faster to cast. Much like its predecessor, it functions the same way. Just like the original, its appearance and function is the same as the previous two entries. VICyan charging up to level 3 of his Bushido skill. When using Cyan's special command, the player must wait for a bar to charge. The longer the player charges, the better attack they can execute. In the smartphone release, the player can choose the power of the attack outright and Cyan will charge it in the background allowing other attacks to be performed meanwhile. VIIIZell charging up a summon. Although not called "Charge Time", summoning a Guardian Force takes a moment to charge, similar to Charge Time in later games. The better the compatibility between the summoner and the GF, the faster the charge will be. After the GF command has been selected, the chosen GF's HP replaces the summoner's, and any damage the character receives during the charge is attributed to the GF, not the summoner. If the GF's HP is depleted to 0 during the charge period, the summon is cancelled. This can also be used for strategic advantage, to summon a GF before an opponent unleashes a strong attack, in order to sacrifice the GF to survive the attack. X- 2. Yuna's attack charging. The regular Attack command requires no Charge Time, but using most other abilities does. After a character's ATB bar has filled and a new command is selected, a purple "wait" time- bar will replace the green ATB bar, signifying the attack is charging. Once the purple bar has filled, the character will execute the action. Once executed, the character gets another turn immediately. Each ability has its own Charge Time, and the best skills have the longest waiting times. The Charge Time of specific skillsets can be shortened by using special equipment, mastering specific abilities with that purpose on the skillsets' respective jobs and through Garment Grids. Special dresspheres have Limit Break- like abilities which takes full "charge" of the ATB gauge, which is possibly alluded in Final Fantasy XIII and XIII- 2 by Full ATB skills. Ranged attacks, spells, Trust Magic, Weapon Skills, and using items all have a time during which they are being cast or readied before taking effect. Moving during this time, whether voluntarily or involuntarily, will interrupt the effect being cast or readied. Ranged weapons have a weapon Delay stat that determines the length of the readying time for a ranged attack. The effects of the Flurry spells reduce ranged weapon delay, and the Snapshot trait gives a chance of skipping this delay entirely. Delay varies considerably from weapon to weapon, but in general crossbows are the fastest, followed by bows, corsair guns such as hexaguns, long guns, and finally slowest of all cannons. Spells have their own individual cast times which are reduced by the Fast Cast trait. Taking damage during this time has a chance to interrupt spells being cast unless they are Bardsongs, with this Spell Interruption Rate being modified by equipment stats, status effects, merits, the amount of damage taken, and the character's skill level in the appropriate magic type. Casting time can be cut by using the Scholar stratagems Alacrity or Celerity. Casting time can also be removed entirely by the effects of the Red Mage job abilities Chainspell and Spontaneity. On the other hand, the effects of Addle and Pining Nocturne lengthen casting time, and the Manifestation and Accession stratagems double the casting time of the spell that they are applied to as a balancing cost to their effects. Weapon skills have their own individual readying times which are usually quite short. However, if they are interrupted during this time, the Tactical Points used by the weapon skill will be lost for no effect. Weapon skill readying times are not shortened by any trait or effect. Monster TP- based abilities work like weapon skills, although some of them have quite long charge times. Items have their own individual readying times which are not shortened by any trait or effect. All actions have a Charge Time, which varies depending on the action. When a character performs an action, a bar next to their name in the battle menu fills up. This is known as the Charge Time, and after the bar has filled, the character will perform their action, whereupon the word "action" appears on the screen. An action's "action time" is always the same, but the Charge Time can be reduced via the Swiftness Augments purchased on the License Board, buffs like Haste, and setting the Battle Speed setting to the fastest. Magnetize is a battle condition in the battle against Vinuskar in the Stilshrine of Miriam, and Ultima in the Great Crystal, where all metallic equipment slows down the wearer, and even spells take longer to cast. If the party equip any swords, hammers, axes, and the like, they could take three times as much Charge Time to dish out a single attack. Curiously, guns are unaffected. Most stronger enemies, including bosses, have 0 Charge Time as their passive ability. Against these enemies the player is best setting the Battle Speed to the fastest, as playing with slow Battle Speeds only hurts the player. When wearing the Battle Harness, the character only Counterattacks if they are attacked during the Charge Time stage, and countering halts the Charge Time bar for the duration of the counterattack. There are quite a few factors involved calculating the actual Charge Time. CT = Charge Time Factor (CT). CS- MOD = Character's Speed Modifier. RAN0. 5 = Random number between 0 and 0. L- MOD = License "Swiftness" Modifier. B- MOD = Battle Speed Modifier. ST- MOD = status effect Modifier. M- MOD = Metallic Modifier when magnetic field is active. Charge Time Factor (CT)Edit. All actions have a Charge Time Factor (CT). Each type of weapon comes with a standard CT. The Charge Time Factor is directly proportionate to the actual charge time, so the tables below can be used to compare the speed of using different weapons. Using items, performing Quickenings and summoning an Esper have no Charge Time. Magicks' Charge Time Factor is always 3. Effect Capacity varies and when casting the most powerful of magicks no one else can act while a character is casting a spell, making using the most powerful spells much slower than using other actions. In the Zodiac version, the Charge Time Factor is always 2. Better daggers have shorter CT. Zwill Crossblade (2. Platinum Dagger, Orichalcum Dirk, Avenger (2. Gladius, Main Gauche, Chopper (2. Assassin's Dagger, Mage Masher, Dagger (2. Character's Speed Modifier (CS- MOD)Edit. Character's Speed Modifier is determined by the character's Speed stat. However, the effect on the actual Charge Time is only obvious when Speed is low (below 4. Speed increases. The highest possible Speed of 9. Speed of 2. 3. License "Swiftness" Modifier (L- MOD)Edit. Each "Swiftness" License results in a 1. Swiftness Modifier (L- MOD) up to a total of 3. This differs slightly from the in- game description which states a "1. Battle Speed Modifier (B- MOD)Edit. One can choose between six battle speeds. A fast Battle Speed (low B- MOD) reduces Charge Time while the Action Time stays the same. This means that by setting the Battle Speed fast one can reduce the relative disadvantage of actions with long CTs, as the action stage stays the same. However, when the characters are fleeing, setting the Battle Speed to minimum makes the enemies get their turns slower, but the party will still keep running away at the same pace. Status Modifier (ST- MOD)Edit. Various status effectes affect the Charge Time speed. The statuses can also be stacked. Berserk. 1/2. 0 (5. Haste. 1/1. 5 (6. Slow. 1/0. 5 (2. 00%). Berserk + Haste. Berserk + Haste + Slow. Under normal circumstances Slow and Haste would replace each other, but when a character is Slowed while equipping the Hermes Sandals the two effects cancel each other out. Metallic Modifier.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. Archives
November 2017
Categories |