Agility vs Attack Speed

Guanto

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Time for more "stats with duplicity/crossover" questions...

Would anyone care to give me a fairly detailed breakdown of the titular two?

Conceptual game applications imagining how they could be used (differentiated) always encouraged.

Danke.
 

Pearl484

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This should not be here. There's are forums that are meant to deal with this question. One for just rpg maker mv and one for general questions. I don't know what you're asking so I can't point you to a specific one.
 

bgillisp

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I've moved this thread to MV Support. Please be sure to post your threads in the correct forum next time. Thank you.



How fast an attack is invoked in battle is determined as Actors Agility + Attack speed of the skill. So the main use of attack speed is to make some skills always go first or last in battle.

For example, Guard. Guard you usually want to go as soon as possible, and if you make it only based on agility, your slow characters will find that skill useless. So I always set my guard skill to attack speed 2000, making it always go first (2000 is the highest I could set in ACE, not sure in MV).

Likewise, maybe you want a powerful skill to always go last in battle, so you would set the attack speed of that skill to -2000. That will make it always go last in that combat round (barring any other skills with that attack speed being used, of course).
 

TheoAllen

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Adding to what bgillisp said, it is for default turn system. If you're using other system like Card Turn Battle / Active Time Battle / Free turn battle / Whatever turn system you use, you would find it useless except they can make a twist for it.
 

XIIIthHarbinger

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For example, Guard. Guard you usually want to go as soon as possible, and if you make it only based on agility, your slow characters will find that skill useless. So I always set my guard skill to attack speed 2000, making it always go first (2000 is the highest I could set in ACE, not sure in MV).
2000 & -2000 are indeed still the respective positive & negative caps in MV. There might be plugins that let you move the cap, but I am not aware of them.
 

Engr. Adiktuzmiko

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If you're using just the default system, you can't actually separate them since as said above, they are used in tandem by the system to determine the order in which battlers act in the turn.
 

Aesica

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When it comes to any stats with "duplicity/crossover," I tend to squash them like the vermin they are and instead, combine similar functionality into one single, straightforward stat.

That said, in the project I'm working on, Agility determines both character turn speed as well as their action execution speed (it's a quasi-ATB system) however Attack Speed is a stat on skills that acts as a bonus for how quickly a skill executes.
 

Guanto

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[move]MV Support[/move]
This was unquestionably the intended forum, not sure what happened (or where it was).

How fast an attack is invoked in battle is determined as Actors Agility + Attack speed of the skill. So the main use of attack speed is to make some skills always go first or last in battle.
Hmmmm... for my clarification... an actor with the fastest "skill" in the world wont get to perform said skill before an actor with the fastest "AGI"... correct?

Or am I wrong on that and we are saying that a high AGI simply gives that actor first choice of skill, and if that choice has no "attack speed" set, then potentially the last actor in the party to chose a skill could choose a skill (with an Attack Speed of any value > 0 ) that will actually fire off before the aforementioned teams speedster?

For example, Guard. Guard you usually want to go as soon as possible, and if you make it only based on agility, your slow characters will find that skill useless.
Man I appreciate these sort of tangible examples, thanks.

Ironically, I would fully expect the character I designated as slow, via low AGI value, to not be able to get his guard up before a faster opponent gets a shot off. In fact it would be pretty integral to my balance, personally.

Likewise, maybe you want a powerful skill to always go last in battle, so you would set the attack speed of that skill to -2000. That will make it always go last in that combat round (barring any other skills with that attack speed being used, of course).
OK so this one I can sort of see better... super fast guy uses his finishing move, which i would kind of think should still be fast in nature, but sure maybe its an epic power complete with sucking-in lines. But honestly, I think in this case I would still want to keep my characters AGI attributes "character defining" and then just have that sorta power take two turns to charge or whatever. This way my high AGI guy is still the fastest, he got to choose his skill AND pull the trigger on his skill faster than someone with low AGI, and then sure the skill he pulled off fast due to his speed can take longer to detonate. Something like this just keeps roles and archetype abilities more in their lanes in my universe.

This is to say I would want my speedster to be able to push the button on his Rube Goldberg machine before my tank can squeeze off a round from his 1851 Navy.

But I think I get it now, which helps me trim the fat from an informed place.

Thanks.

When it comes to any stats with "duplicity/crossover," I tend to squash them like the vermin they are and instead, combine similar functionality into one single, straightforward stat.
You and me both.
 
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bgillisp

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Close. The system adds your Agility and your attack speed together for the skill you picked, and the fastest sum of those will act first.However, in the default system all skills are picked then the turn begins. Try it out with the default actors and skills for a minute and see, and give one skill attack speed 500 and see how it works out.
 

Guanto

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Close. The system adds your Agility and your attack speed together for the skill you picked, and the fastest sum of those will act first.However, in the default system all skills are picked then the turn begins. Try it out with the default actors and skills for a minute and see, and give one skill attack speed 500 and see how it works out.
Right I should have been more clear.

Sloth with a fast skill could potentially beat speedster with a slow skill to the punch. If the fast skill + sloth agi > slow skill + speedster agi.

Definitely not my vibe, but happy to know the deal. Thanks @bgillisp.
 

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