Differences
This shows you the differences between two versions of the page.
| Both sides previous revision Previous revision Next revision | Previous revision | ||
|
fftbg:classes:archers [2023/03/17 11:32] rentedred [Charge] |
fftbg:classes:archers [2024/01/29 17:11] (current) rentedred |
||
|---|---|---|---|
| Line 1: | Line 1: | ||
| ====== Archers ====== | ====== Archers ====== | ||
| - | + | Useful in preemptive attacks, the Archer is best utilized in high locations to extend arrow range. | |
| - | ===== Charge | + | ===== Innate Skills |
| - | + | [[fftbg:skills:charge|Charge]] | |
| - | Damage from the Archer' | + | ===== Stats ===== |
| - | normal weapon equations, with the following modifications. | + | {{:fftbg:archerskills.png?600|}} |
| - | + | ||
| - | For Charge +K, damage is equal to: | + | |
| - | + | ||
| - | * Bare Hands: (PA + K) * Br) / 100 * PA | + | |
| - | * Knife: (PA + K) + (Sp + K) / 2 * WP | + | |
| - | * Sword: (PA + K) * WP | + | |
| - | * Knight Sword: | + | |
| - | * Ninja Sword: | + | |
| - | * Katana: [((PA + K) * Br) / 100] * WP | + | |
| - | * Staff: (MA + K) * WP | + | |
| - | * Rod: (PA + K) * WP | + | |
| - | * Crossbow: (PA + K) * WP | + | |
| - | * Bow: [((PA + K) + (Sp + K)) / 2] * WP | + | |
| - | * Gun (physical): (WP + K) * WP | + | |
| - | * Gun (magical): [CFa/100 * TFa/100 * (WP + K) * Q] | + | |
| - | * Flail: (1..(PA + K)) * WP | + | |
| - | * Axe: (1..(PA + K)) * WP | + | |
| - | * Stick: (MA + K) * WP | + | |
| - | * Spear: (PA + K) * WP | + | |
| - | * Musical Instrument: [(PA+K + MA+K) / 2] * WP | + | |
| - | * Dictionary: [(PA+K + MA+K) / 2] * WP | + | |
| - | * Cloth: [(PA+K + MA+K) / 2] * WP | + | |
| - | * Bag: (1..(PA + K)) * WP | + | |
| - | + | ||
| - | CHARGE abilities are slow actions and have the following | + | |
| - | initial values of ctr: | + | |
| - | + | ||
| - | ATTACK NAME INITIAL CTR | + | |
| - | ----------- | + | |
| - | Charge +1 ... 4 clockticks | + | |
| - | Charge +2 ... 5 clockticks | + | |
| - | Charge +3 ... 6 clockticks | + | |
| - | Charge +4 ... 8 clockticks | + | |
| - | Charge +5 ... 10 clockticks | + | |
| - | Charge +7 ... 14 clockticks | + | |
| - | Charge +10... 20 clockticks | + | |
| - | Charge +20... 35 clockticks | + | |
| - | + | ||
| - | These ctr values are not affected by the 'Short Charge' | + | |
| - | abilities. | + | |
| - | + | ||
| - | A CHARGE directive can only target a panel, not a unit. If the target of | + | |
| - | the CHARGE moves before the CHARGE is executed, the attack will fail to | + | |
| - | connect. | + | |
| - | + | ||
| - | If the caster of the CHARGE moves while charging or if his weapon is broken | + | |
| - | while he is charging, the CHARGE will be aborted. (Exception: The undead | + | |
| - | Archer' | + | |
| - | charging unit's weapon is broken, the CHARGE will continue and will resolve | + | |
| - | as a fist attack, even if the original weapon was a long-distance weapon.) | + | |
| - | + | ||
| - | In terms of damage, evasion, and modifiers, CHARGE attacks are treated | + | |
| - | just like normal weapon attacks (see section 2.1 for details). CHARGE attacks | + | |
| - | are weapon-elemental. | + | |