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Attack & Shoot Times

Let's say that your characters have a Speed stat of 25 and you're facing an opponent.  Your Expert Ranking / Level 5 Swordsperson, slowed down by Normal Plate, is matching your foe blow for blow.  Your Expert Dagger-user, who has had fewer Weapon and Armor choices on which to spend Skill points, is wearing Master Leather.  He/she is getting in twice as many Attacks as your Swordsperson and your foe.

I hope you're saying, "OK, but the Damage from each Dagger Attack is less than that of the sword Attack, and the Dagger is less likely to hit." Actually, the total Damage from the Dagger Attacks will be very close to the single Sword Attack over time, but let's stay on topic.  We're talking about the importance of Attack Times, and here comes the kicker.

Let's say that you gave both characters Weapons of Swiftness.  The Attack Time of both would drop by the same amount, but the Dagger-user's Attack Time will drop proportionally more.  He/she is now Attacking more than 3 times faster than your foe and more than 2.5 times faster than your Swordsperson.

So, remember this Rule of Recovery: Faster is better and faster gets better faster.
Minimun Recovery Time is 30



There are many factors that affect our Attack and Shoot Times -- more than with any other aspect of combat.  There is a Summary just before the
Recommendations section. 

1)    Weapon Time

All Weapons are governed by the values labeled Attack (for Attack Bonus) and Damage (for Attack Damage) on the stat screen.  Every class of Weapon has an intrinsic speed and requires a pre-determined amount of time for its use.  This is what NWC means by a Weapon's Recovery Time, or what I refer to as Weapon Time.  Below are tables of the base Weapon Times of Weapons and their combinations expressed in time units, but first we need to discuss...

2)    Weapon Skill

With Expert Ranking, Sword and Axe users shave off one time unit in Attack Time for every Skill level, but there are special rules.  This is the first contributor to what I call the Weapon Bonus; others will be discussed later.  The Weapon Bonus is only granted for a Weapon held in a specific hand, as denoted in the tables below.


Single Weapon in Right Hand
Weapon Class
Weapon Time
Weapon Bonus
From This Hand
Blaster
30
n/a
Dagger
60
Right
Spear and Mace
80
Right
Sword
90
Right
Axe
100
Right
Staff, Club & Fists
100
Right


Weapon in Right Hand, Dagger in Left
Weapon Class
Weapon Time
Weapon Bonus
From This Hand
Blaster
120
Left
Dagger
120
Right
Spear and Mace
140
Right
Sword
150
Right
Axe
160
Right
Nothing
160
Right


Weapon in Right Hand, Sword in Left
Weapon Class
Weapon Time
Weapon Bonus
From This Hand
Blaster
180
Left
Dagger
180
Left
Spear and Mace
180
Left
Sword
180
Right
Axe
190
Right
Nothing
190
Right


3)    Bow Time

MM6 treats Bows and Weapons separately, though in nearly identical manners.  Bows are governed by the values labeled Shoot (for Shoot Bonus) and Damage (for Shoot Damage) on the stat screen.  The base Bow Time (ie, Recovery Time for Bows) is 100 time units.  At Expert Ranking and above Bow Time decreases 1 time unit for every level of Skill.

4)    Armor Penalties

Using body armor may add time units to a character's Attack and Shoot Times.  Higher Ranking in a given Armor will decrease the Penalty.  The amounts are given in the table below.

Unfortunately, there is a unpredictable and uncontrollable source of corruption that eventually affects the Armor Penalties in almost everyone's game.  You'll definately want to read more about it here.

Armor Penalties
Ranking
Leather
Chain
Plate
Novice
10
20
30
Expert
5
10
15
Master
0
0
0


5)    Shield Penalty

Using a shield may add time units to a character's Attack and Shoot Times.  Unlike Armor, higher Ranking in Shield increases the Armor Class and does not decrease the Penalty.  However, higher Ranking in Leather decreases the Shield Penalty.  Amounts are given in the table below.  Please note that Shield Penalty is separate from and in addition to Armor Penalty, even if the Armor is Leather.


Studded Leather
Shield Penalties
Ranking
in Leather
Shield Penalty 
Normal
10
Expert
5
Master
0
Celestial Shield

6)    Speed Statistic

Breakpoint increases in your character's Speed Statistic decrease that character's Attack and Shoot Times.  If you haven't memorized the Breakpoint Table yet, you can refer to it here.  This information can also be found in the Weapon Times table in the Appendix.  You need to refer to the Speed stat of your Weapon- or Bow-user.  The character's Attack and Shoot Times will be reduced by one time unit for each point of the corresponding Stat Bonus.

7)    Enhancements
a)    Enchantments

Items of Speed, of the Sky and Rogue's directly increase the Speed stat.  If the increase causes a breakpoint increase, Attack/Shoot Time decreases.

Bows of Swiftness and of Darkness directly decrease the Shoot Time by 20 breaks.  These enchantments on Weapons are the other contributors to the Weapon Bonus and will decrease the Attack Time by 20 time units but only if carried on a Weapon held in the specified hand, as denoted in the Weapon Time tables above.

Items of Recovery reduce Attack Times, Shoot Times and Casting Times by 25 time units, but only in Real-Time mode.  You can read a bit more about this bug
here.

b)    Spells

All Spells and their affiliated Scrolls and Wands will trigger the Turn-Based Attack Time Bug.  The character who casts the Spell will be affected, hence these Spells are most useful in Turn-Based mode if they are cast on another character.

Speed (Body #8 - 10 SP) increases the character's Speed stat by 10 plus 2 per level of Skill in Body Magic.  If the increase causes a breakpoint increase, Attack/Shoot Time decreases.

Haste (Fire #5 - 5 SP) directly decreases Attack and Shoot Times by 25 time units.  This Spell was also intended to reduce Casting Times, but it does not.

Note: Some opponents can cast the Slow Spell against your characters.  If it acts the same way that our Slow (Light #4 - 35 SP) is supposed to work, then I'd assume that the affected character's Attack, Shoot and Casting Times would be doubled.

c)    Potions

All Potions also trigger the Turn-Based Attack Time Bug.  The character who drinks the Potion is affected, even if it was done during another's turn.

Energy (yellow) adds 10 to all stats temporarily and Extreme Energy (white) adds 20 to all stats temporarily.  In Real-Time mode Attack and Shoot Times decrease by one time unit for every breakpoint increase in Speed.  Only the decrease in Shoot Time is meaningful in Turn-based mode.

Haste (white) reduces Attack and Shoot Times by 25 breaks in Real-Time mode.  It successfully reduces Shoot Times in Turn-Based mode.  Casting Times were also intended to be reduced but are not in either mode.

d)    Certain Wells, Fountains and NPCs can also affect Attack and Shoot Times.  Both the Diseased and Drunk Conditions decrease the Speed stat.  The Weak Condition has no affect on Attack and Shoot Times.
8)    Readiness

The game determines a character's Readiness to act by his/her Attack Time.  This is the time that passes when you press the A or B key.  The character with the lowest value will go first.

Generally ties go from left to right, but sometimes not.  I suspect that these exceptions have to do with the mathematical quirks of the Weapon Skill contribution.  In Real-Time mode, characters who are ready to act within 5 time units of each other will cause a shift in one or both characters' Recovery Times.  Most notably, a slightly slower character can act as a bottleneck, slowing down the Real-Time attacks of others.

One practical use of Readiness is to quickly gauge your characters' relative Attack Times.  Readiness is easily observable in Turn-Based Mode and is not affected by the Turn-Based Attack Time Bug.  If a character is armed with a Wand, however, then Readiness will reflect an Attack Time of 30 time units even though the actual Recovery Time after use will be determined by the Wand.

9)    Summary

To determine a character's current Attack or Shoot Time, start with the Weapon or Bow Time, decrease for the Weapon Bonus or for the Bow Skill at Expert or Master Ranking, decrease for the Speed stat of your character, and increase for any Armor Penalty and Shield Penalty.  You can change your character's Attack or Bow Speed by changing any of these factors or by employing one or more of the Enhancements.  There is only one restriction, and that is that Attack or Shoot Time will never be less than 30 time units.

10)    Recommendations

Note: All of these recommendations presume that your characters are not affected by the
Turn-Based Attack Time Bug.  This means that either they haven't used Bows or Magic since loading the game (unlikely) or you're playing in Real-Time mode.  If your characters are affected by the Bug then most of the following information is meaningless.

a)    Assuming that your game is clear of the Armor Penalty Corruption, don't wear Plate during physical exchanges until you've trained up to Master status.  Wear your Expert Chain until then.

Regardless of corruption, do wear Armor when opening traps.  Also, every character attacking solely with magic should be wearing their strongest body armor since there is no Armor Penalty for Spell-casting, but that's really off our topic.

b)    Except for very fast Dagger users, Weapons of Swiftness seldom perform better than the Weapons of additional Damage they'd replace.  Weapons of Darkness with their additional Vampiric qualities are better, but whether your character needs to regain the hit points or do the extra Damage is your call.  (If you haven't already noticed, extra Damage does not show up on the stat screen.)

c)    Consult the Breakpoint Table as well as your character's stats when allocating items with stat-boosting Enchantments.  Do the same before casting a stat-boosting Spell, drinking a stat-boosting Potion, or committing a Beacon slot to a temporary stat-boosting well or fountain.  As your characters develop, any given stat boost becomes less advantageous.  That's why you find more potent boosts as you progress though the game.

d)    If you're playing in Real-Time, take advantage of items of Recovery and the Haste Spell or Potion.  Whereas increasing Speed decreases Attack & Shoot Times in Breakpoint fashion, of Recovery and Haste do that directly.  This is especially useful later in the game when it becomes progressively harder to reach higher and higher Breakpoints.

Haste

The Haste Spell and Potion are not additive.  Your character will get only the benefits of the one applied most recently.  The Haste Spell's 5 spell point cost is a real bargain, especially at Master Ranking.  It cannot be cast on a Weak character, so try to renew it before it lapses.

Even if you're playing in Turn-Based mode, Haste can be very useful when using Bows.  Faster is always better.

e)    Spears, as a class, used two-handed with Master status, are the most damaging single Weapons until the time that skill gets up to around level 15.  At that time two-handed Sword begins to deliver more Damage, assuming 1) the most potent Weapons with equivalent enchantments are used, 2) a Speed stat of 40, 3) no Armor Penalty, and 4) no significant effect from the difference in Attack Bonus carried by the Weapons.  Two-handed Axe becomes better than Spear at around level 25, but it never overtakes two-handed Sword.  These threshold levels drop as the Speed stat increases and rise as it decreases.  Of course, only using Spear gives you that skill point Armor Class bonus.

f)    If you're in a physical encounter where you need to trade the amount of Damage delivered (Offense) for added protection (Defense), Shields can be very effective.  The two best Shields take up only 6 and 9 squares of inventory space, but with Master status you can quickly add at least 54 points to your Armor Class.  The Damage you're dishing out might drop due to a Shield Penalty.  You might have to use less potent single-handed Weapons.  You'll have to decide when it's the right thing to do, but it's safe to say that your Master Dagger/Master Leather characters should always use shields.

Recommendations concerning the use of Weapon combinations require the consideration of your character's Chance to to Hit and Potential Damage in addition to his/her Attack Time.  You'll find my current thoughts in the Recommendations section under the Offense heading.



© John C.  Macaulay (Bones)
Updated May 2, 1999