oops - you're right. my badlukep wrote:Everything that says it lasts a certain amount of turns (let's say 5, as an example) actually lasts one turn longer, because otherwise it would count down while you are waiting for your next turn.
Problems with Speed
Moderator: Moderator
Re: Problems with Speed
MADNESS rocks
Re: Problems with Speed
Two things would help but they would make for a cluttered interface
1. put a number on each visible mob according to their place in the queue. These numbers would have to be recalculated with each action anyone took.
2. put a "pie chart" on each mob based on exactly how close their turn is. A monster with a full pie just acted so you are safe using movement infusion to walk past him. A monster with a tiny sliver of pie left probably will get an action if you take 2 steps next to him at 800% move speed.
1. put a number on each visible mob according to their place in the queue. These numbers would have to be recalculated with each action anyone took.
2. put a "pie chart" on each mob based on exactly how close their turn is. A monster with a full pie just acted so you are safe using movement infusion to walk past him. A monster with a tiny sliver of pie left probably will get an action if you take 2 steps next to him at 800% move speed.
Re: Problems with Speed
You could just have their EP (Energy Points) show up on their character description when you highlight them. It'd save space on the interface and accomplish what you want, I think.
Re: Problems with Speed
Well, I would like to think that my recent graphical clock widget add-on displays everything you need to know visually, without cluttering the interface, but would appreciate comments on things that it could do better.wyzzarrdd wrote:Two things would help but they would make for a cluttered interface