Action Points: Difference between revisions
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'''Action Points''' ( | '''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. | ||
__NOTOC__ | |||
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:''' Opening a [[containers|container]] requires 4 '''Action Points'''. | ||
''' | '''NOTE:''' Using a [[Super Stimpaks|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 | == Maximum Action Points == | ||
Your maximum Action Points are calculated with the following formula : | Your maximum Action Points are calculated with the following formula: | ||
5 + ([[Agility]]/2) | 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]] ( | 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 | === Base Action Points Calculation === | ||
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[[Category:Combat]] |
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 |