Instructions for WT and AT in the game
Action value, that game the term "CT" (Charge Time /  abbreviation).
Related terms are WT (Wait Turn) and AT (Active Turn) . WT refers to the time when the character waits for action, and AT refers to the role of the current action. In the game, only the CT appears in the skill description, and the term is used in both action and humming, which leads to confusion in the concept. In general, the terms WT and AT can be ignored. This entry only introduces the concepts and rules of CT.

basic concept

The style of the CT strip in the game
In this game, there is no round concept of the entire battle, all rounds are for each character themselves.
The timing advancement of the entire battle is calculated in unit time (computer-related terminology is Ticks). For each unit time, all characters will accumulate CT values according to their own factors , and the role with a CT value of 100 can be acted upon.
The number of consecutive rounds of all statesand effects is the character's own turn. Most of the states and effects are subtracted from the 1 round duration at the beginning of each action, and if the remaining number of turns becomes 0, the effect disappears. Therefore, if the role itself is early and higher, the round will be faster, and the state will disappear quickly.
However, the state of the action value ( acceleration , deceleration, and stop ) is calculated per unit time , so for a character with a high early height, the effect of acceleration will be very good.

Mode of operation

  • Every 1 unit time, all characters will accumulate CT values ​​of 1/10 of their own, and the CT value can exceed 100.
  • If the role CT value reaches 100 or more, then these roles can act. When multiple roles are reached at the same time, the role with the accumulated CT value is first acted upon.
  • As long as the action is taken, the character will consume 60CT, and will consume an additional 20CT when moving, and consume 20CT when attacking.
    • In other words, the role of the end of the direct round, CT value -60, and then continue to accumulate, can reach the action when it reaches 100 again
    • Only move, or only attack the character, CT value -80
    • Simultaneously moved and attacked, CT value -100
  • The acceleration effect is that the CT accumulation amount per unit time becomes 1.5 times, the deceleration effect is that the CT accumulation amount per unit time becomes 0.5 times, and the stop is that the accumulation amount becomes 0.
  • Lowering the captain skill of the action interval will lower the CT ceiling. For example, reduce the 10% action interval. At this time, the role only needs to accumulate to 90CT to be able to act, but the CT value of the action is still the same, and the CT value is 0 after the action.
Below is a comparison table of the number of actions in different units as early as 100 units.
EarlyStandbyMove or attackMobile + attack
701187
8013108
9014119
100161210
110171310
120191411
130201512
140twenty two1613
150twenty three1714
160251915

Singing time

The CT value of the humming operation is the same as the action, except that the value used to calculate the cumulative CT value is changed to the vocal speed of the skill The humming time and the CT value will accumulate at the same time.
  • To accumulate 100 vocal CT, you need 100/(song speed/10) , which is 1000/song speed.
  • Singing time reduction class skills, only need less chorus CT to sing success (that is, the above time multiplied by the proportion of humming time reduction)
  • Acceleration and deceleration conditions will affect the speed of singing
The following is a comparison table, the first column is the humming speed, and the last three columns are the number of humming units required in the corresponding case (round up)
Singing speedUnskilled2/3 singing time3/5 singing time4/5 singing time
10010768
1408556
1607545
2005434
2405334
2504334
2804333
3004323
3204323
3603223
4003222
4203222
5002222
6002212

Calculation example

105 early role, cumulative CT 10.5 per unit time, the role can be the first action in 10 units of time (1000 / 105 = 9.52), and 10 units of time, the role actually accumulates CT 105.
Role selection:
  • Standby: CT becomes 105-60=45, the next action is after 6 units of time, calculate: (100-45)/10.5=5.24
  • Move or attack: CT becomes 105-80=25, the next action is after 8 units of time, calculate: (100-25)/10.5=7.14
  • Move + attack: CT becomes 105-100=5, the next action is after 10 unit time, calculate: (100-5)/10.5=9.0