Action Points: Difference between revisions

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'''Action Points''' (or '''APs''') are the core of the combat system in the ''[[Fallout]]'' series. While in a combat, the player character can only perform a limited number of actions, depending on his Action Points amount. Healing, shooting, reloading, and picking up items are some examples of actions that will cost you APs. In [[FOnline: Reloaded]], most of the fights are in real time, which means your Action Points will automatically regenerate over time, until they reach your maximum Action Points amount.  
'''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).  


Action Points regenerate faster in [[FOnline: 2238]] than in [[FOnline: TLA]].
'''NOTE:''' Some [[skill]]s require 5 '''Action Points''' to use.


'''Note:''' Some [[skill]]s require 5 '''Action Points''' to use.
'''NOTE:''' Opening a [[containers|container]] requires 4 '''Action Points'''.


'''Note:''' Opening [[containers]] requires 4 '''Action Points'''.
'''NOTE:''' Using a [[Super Stimpaks|Super Stimpak]] requires 5 '''Action Points'''.


'''Note:''' Using [[Super Stimpaks]] 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;


== Regeneration ==
== Example ==
In [[Real-Time mode]], your Action Points will regenerate if you stand still, exactly like the ''Fallout: Tactics'' combat mode. The higher your Maximum Action Points, the faster they will regenerate. In [[Turn-Based mode]], your Action Points are fully regenerated each turn, so you don't have to save them.
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 ==
== 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]] (Their effects, however, are only temporary). In [[Turn-Based mode]], the [[Bonus Move]] perk is also effective, giving you two additional APs to move only. This perk does not work in [[Real-Time mode]], since moving does not cost you APs.
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 [[Addicted|addicted]], and you have not taken your drugs, the amount of '''Action Points''' you have will be temporarily decreased by one AP for each drug addiction.
'''NOTE''': If you are [[Radiated]], your AP is likely decreased by 1 AP for each 10% of radiation.


=== Base Action Points calculation ===
=== 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