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June 16, 2025, 08:47:55 pm

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Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


Charge Times (Average Turn Time)

Started by HakuSGX, December 19, 2009, 07:30:05 pm

HakuSGX

December 19, 2009, 07:30:05 pm Last Edit: December 31, 1969, 07:00:00 pm by HakuSGX
This might not be the right question, but I'll try to explain some of it, and see how this goes for one day...

For each point added to the Charge Time of a skill, what would be the average amount of turns you have to wait for it to be cast upon my enemy?

philsov

December 19, 2009, 11:51:49 pm #1 Last Edit: December 31, 1969, 07:00:00 pm by philsov
FFT uses a tick-based battle system, detailed rather well in the Battle Mechanics Guide.  

http://www.gamefaqs.com/console/psx/file/197339/3876
Section A - Gameflow

But... the amount of "turns" you wait to execute a skill is a completely relative number.  It's really best to think in terms of ticks, since that's CTR and speed based stuff.

Say you're a 7 speed unit, with the nine other units on the field all being speed 6.  Obviously, you'll be going first because you reach 100 CT in 15 ticks while the 6-speeders won't get their turn until tick 17.  Because of this tick gap, if you fire off a spell with a CTR of either one or two, it'll look to be executed immediately, because it's resolving on either tick 16 or 17, respectively, and charge-time stuff always resolves before anyone acts on any given tick.  But, if the CTR of the spell is three or greater (all the way up to 15 CTR), it'll resolve somewhere in the time gap between after all the other nine people on the board have moved/acted but before you're up again.  But more importantly, it'll have the exact same position on the AT.

So, as you progress through the game, the viability of slower spells gets worse and worse, because while at 6 speed people act every 17 ticks -- once they're at 10 speed, it's every 10 ticks.  Thus, even in a best case scenerio, a spell with a CTR of >10 sucks at this part of the game because their target is moving and they're quite vulnerable throughout the whole time.  Give a very fast unit haste and they'll end up double-turning themselves before the spell even resolves.
Just another rebel plotting rebellion.

HakuSGX

December 19, 2009, 11:56:31 pm #2 Last Edit: December 31, 1969, 07:00:00 pm by HakuSGX
Mhm.... Thanks a lot for that, Philsov. :)

(psst. I'm using this for my own rebalancing.... xD)