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"formula for initiative (I hope it is correct)"

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farl (0 posts) Click to EMail farl Click to send private message to farl Click to view user profile Click to check IP address of the poster
Apr-26-04, 11:57 PM (Pacific)
"formula for initiative (I hope it is correct)"
I hope this is the proper board for my posting.

I closely examined the initiatives' values of my characters at creation and during their first levels and I think I have found a formula to calculate it.

initiative at creation:
=======================

initiative = 0.1 * speed + 0.1 * senses + character's level + 0.1 * (speed - 45) + 0.1 * (senses - 45)

+++ values are always rounded down +++

examples:

SPD SEN
62 30 -> 6 + 3 + 1 + 1 - 2 = 9
70 45 -> 7 + 4 + 1 + 2 + 0 = 14
49 67 -> 4 + 6 + 1 + 0 + 2 = 13

I hope my explanation is clear. Beside the values for speed and senses themselves there is an additional bonus for a high value or a penalty for a low value. Bonus and penalty increases by one every ten skill points. The "neutral" zone is 45-54.

initiative during level ups:
============================

Every other level up a character gains one point to his initiative (level 3, 5, 7, ...)
Now it gets a bit complicate. Imagine the values for speed or senses are bundled in groups of five: ... (30-34), (35-39), (40-44), (45-49), (50-54), ...
When you put points into speed or senses during level up and your character advances to the next of the above mentioned group, he/she gains another point of his/her initiative value.

Example:
level 04 05
speed 69 70
sense 64 65
init. 17 20

explanation: initiative increases by three points. One for advancing from level four to level five, one for speed advancement from group (65-69) to group (70-74) and the last for advancement in senses from group (60-64) to (65-69).

Side note:
==========
I am playing version 1.2.4.
Together with the game comes a group of already created characters. The calculation of their initiative values is different. It is just
initiative = 0.1 * speed + 0.1 * senses + character's level
without an additional bonus or penalty for high/low values.
Maybe the algorithm was changed during a version upgrade.

Any comments, remarks or suggestions are welcome.

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Avatar (Guest) (0 posts) Click to check IP address of the poster
Apr-27-04, 03:33 AM (Pacific)
1. "RE: formula for initiative (I hope it is correct)"
Formula looks good but is only base initiative. To get actual you must add on weapon (primary and secondary) in use at time of battle, plus any spell effects (haste bless slow superman), plus expert skills.
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farl (0 posts) Click to EMail farl Click to send private message to farl Click to view user profile Click to check IP address of the poster
Apr-28-04, 01:22 AM (Pacific)
3. "RE: formula for initiative (I hope it is correct)"
Yes, you are correct. I should have made it clear, that I am solely talking about base initiative.

Regarding weaponry effects I believe you just add or subtract the initiative value of that weapon you wield. But the question is - especially for spellcasters - if the weapon modifier influences spellcasting or using an item. If the answer is yes, this could have some side effects, nasty or friendly.

Fighting barehanded (martial arts) does seem to influence initiative. I am monitoring my monk, who solely works with hands&feet, but she is only at level 6, and it is too early for reliable data.

Up to now I have no observations of spell effects (in battles). This makes an interesting topic for game mechanics maniancs like me.

At the moment my characters are far away from these awesome expert skills like snakespeed, thus I don't know about their effects on initiative.

Carrying capacity and overload does in fact influence initiative. My bard once carried just a bit more than half of her maximum load and got a -1 penalty on initiative.

There are a lot more of interesting questions concerning the effective initiative value. For those who are interested: just follow the link which was supplied by wolfie in this thread.

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farl (0 posts) Click to EMail farl Click to send private message to farl Click to view user profile Click to check IP address of the poster
Apr-28-04, 01:25 AM (Pacific)
4. "RE: formula for initiative (I hope it is correct)"
In my previous posting I forgot to add:

The base initiative is the same for primary and secondary weapon. The bonus or penalty of these weapons make the difference. I guess, when weapons are swept during combat, the effective initiative should change.

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Wolfie (Guest) (0 posts) Click to check IP address of the poster
Apr-27-04, 11:28 PM (Pacific)
2. "RE: formula for initiative (I hope it is correct)"
As fate would have it, someone asked for this on another board. Here's the link: Initiative question.

----
Visit http://wiz8.web1000.com/ to download a spreadsheet that allows you to enter in your spellcasters current stats, and the spreadsheet will tell you what spells the character can learn, or for spells that they are not yet able to learn, it will tell you how many points you need, or why your character can't learn the spell.
v2.01 released Oct 14, 2003

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applebake (Guest) (0 posts) Click to check IP address of the poster
Apr-28-04, 01:56 AM (Pacific)
5. "RE: formula for initiative (I hope it is correct)"
Can one of you explain what exactly *is* the initiative factor... I have been wondering about those weapons and I haven't quite figured it out. H
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farl (0 posts) Click to EMail farl Click to send private message to farl Click to view user profile Click to check IP address of the poster
Apr-28-04, 02:47 AM (Pacific)
6. "RE: formula for initiative (I hope it is correct)"
Citing the manual:

Initiative: Initiative determines when your character acts during a combat round. Characters with high initiative are likely to move before characters with low initiative <1>. Characters with high initiative may also get extra swings or attacks allowing them to deal more damage in a round.

To initiative: The effect of weapons on initiative. Big, clumsy weapons generally lower the character's initiative, while small, fast weapons may give the character an initiative bonus.

<1> This indicates a random element when determing who is going first like in previous games of the wizardry series.

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