Action Points: Difference between revisions
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'''Action Points''' ('''AP''') are the core of the combat system in the ''[[Fallout]]'' series. Each player | '''Action Points''' ('''AP''') are the core of the combat system in the ''[[Fallout]]'' series. Each player [[Character]] performs actions per time in [[Real-Time]] mode, and actions per turn in [[Turn-Based]] mode. Actions are thus limited by how many '''Action Points''' you have, which regenerate depending on your combat mode. Walking, shooting, reloading, healing, picking locks, recovering from a knockdown, picking up and dropping items, are some examples of actions, each of which has an '''AP''' cost. A [[Character]]'s AP is determined by their [[Build Advice|build]], and [[Agility]] plays a major role, as does the [[Action Boy]] perks and a few other factors. | ||
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In [[FOnline: Reloaded]], most of the [[PvP]] fights are in [[Real-Time]], which | In [[FOnline: Reloaded]], most of the [[PvP]] fights are in [[Real-Time]], during which your Action Points will automatically regenerate from 0 to full, over time (4 real-time seconds). | ||
'''NOTE:''' Some [[skill]]s require 5 '''Action Points''' to use. | '''NOTE:''' Some [[skill]]s require 5 '''Action Points''' to use. | ||
'''NOTE:''' Opening [[containers]] requires 4 '''Action Points'''. | '''NOTE:''' Opening a [[containers|container]] requires 4 '''Action Points'''. | ||
'''NOTE:''' Using [[Super Stimpaks]] requires 5 '''Action Points'''. | '''NOTE:''' Using a [[Super Stimpaks|Super Stimpak]] requires 5 '''Action Points'''. | ||
== Regeneration == | == Regeneration == | ||
In [[Real-Time]] mode, your Action Points will regenerate only when you stand still, so your AP does not recover while you're running. In [[Real-Time]], your AP regenerates from 0 to full (whatever full is | In [[Real-Time]] mode, your Action Points will regenerate only when you stand still, so your AP does not recover while you're running. In [[Real-Time]], your AP regenerates from 0 to full (whatever full is for your [[Character]]) in 4 real-time seconds, so the higher your maximum Action Points the faster each of your APs will regenerate. In [[Turn-Based]] mode, your Action Points are fully regenerated each turn. | ||
This is | This is expressed in '''ms''' and is set in '''config.fos''' by: __ApRegeneration = 4000; | ||
== Example == | == Example == |
Latest revision as of 06:30, 5 January 2021
Action Points (AP) are the core of the combat system in the Fallout series. Each player Character performs actions per time in Real-Time mode, and actions per turn in Turn-Based mode. Actions are thus limited by how many Action Points you have, which regenerate depending on your combat mode. Walking, shooting, reloading, healing, picking locks, recovering from a knockdown, picking up and dropping items, are some examples of actions, each of which has an AP cost. A Character's AP is determined by their build, and Agility plays a major role, as does the Action Boy perks and a few other factors.
In FOnline: Reloaded, most of the PvP fights are in Real-Time, during which your Action Points will automatically regenerate from 0 to full, over time (4 real-time seconds).
NOTE: Some skills require 5 Action Points to use.
NOTE: Opening a container requires 4 Action Points.
NOTE: Using a Super Stimpak requires 5 Action Points.
Regeneration
In Real-Time mode, your Action Points will regenerate only when you stand still, so your AP does not recover while you're running. In Real-Time, your AP regenerates from 0 to full (whatever full is for your Character) in 4 real-time seconds, so the higher your maximum Action Points the faster each of your APs will regenerate. In Turn-Based mode, your Action Points are fully regenerated each turn.
This is expressed in ms and is set in config.fos by: __ApRegeneration = 4000;
Example
Two players in Real-Time: one has 10 AP and the other has 15 AP. They both spend all of their AP at the same exact moment, down to zero AP. Over the next 4 seconds, AP of both characters will recharge to full. So the 15 AP character gets a 1.5x faster recharge. If they both need 4 AP to shoot their gun again, the 15 AP character will be able to shoot sooner than the 10 AP character. This is why some players choose to use Jet for +2 AP, even though Jet reduces their DR.
Maximum Action Points
Your maximum Action Points are calculated with the following formula:
5 + (Agility/2)
It can also be increased with the Action Boy perk (+1 AP per rank of this perk) or by taking Jet or Nuka-Cola. (AP from Drugs is only temporary.) In Turn-Based mode, each character gets 2 free AP for movement only (formerly a perk called Bonus Move).
NOTE: If you are Radiated, your AP is likely decreased by 1 AP for each 10% of radiation.
Base Action Points Calculation
Agility | Maximum Action Points | With Bruiser trait |
---|---|---|
1 | 5 | 3 |
2 | 6 | 4 |
3 | 6 | 4 |
4 | 7 | 5 |
5 | 7 | 5 |
6 | 8 | 6 |
7 | 8 | 6 |
8 | 9 | 7 |
9 | 9 | 7 |
10 | 10 | 8 |