AggDef and Initiatives

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Revision as of 02:08, 30 March 2010 by Anarchangel (talk | contribs) (Flavor pic, has admittedly nothing much to do with Inits, & Caption & Links, which have)

Nano Init mechanics have been changed many times in patches; and may be subject to change.

Nano Init

Mob inits & weapon speed could be deduced from casting Init Debuffs on them, but the information is not currently available
  • The Nano Attack Speed can be reduce to 0 ("instant casting") if you have enough NanoCInit and/or set your agg-def bar appropriately.
  • The Nano Recharge Speed is unaffected by inits or your agg-def slider position.


How Nano init affects casting speed

  • For every 200 nano init you reduce the cast time by 1 second (Up to 1200 nano init)
  • After 1200 you need 600 nano init to reduce the cast time by 1 second.

How the aggdef bar affect nano init

  • 0% = +1.25s
  • 25% = +0.75s
  • 50% = +0.25s
  • 62.5 = 0s
  • 75% = -0.25s
  • 100% = -0.75s

Example

Failing Impregnability : 6.79s
Full def adds 1.25s
NI up to 1200 reduce 1s/200 NI
NI > 1200 reduce 1s/600 NI Failing Impregnability at full def : 8.04s
1200 NI = 6s
Remaining time = 2.04s
2.04 * 600 = 1224 NI
1200 + 1224 = 2424 NI to instacast at full def.

--Baffle 03:01, 8 Jun 2005 (CEST)

Melee Init

Ranged Init

Each 600 ranged initiative lowers 1 second from weapon attack speed and 2 seconds from recharge speed.

Full Defensive adds 1.75 secs to both attack and recharge so a 1/1 weapon becomes 2.75/2.75 with 0 ranged initiative. 50% Aggression adds .75 to both attack and recharge speeds so a 1/1 weapon becomes 1.75/1.75 with 0 ranged initiative.

1050 Init is required to play full defensive with a 1/1 weapon or a 1/2.7.

Physical Init

Init Buffs

  • Instinctive Control Nanoline, Doctor
  • Cut Red Tape Nanoline, Bureaucrat
  • Focused Anger, Enforcer, +72 Melee, Ranged,Physical and Nano Initiative

and more, especially self-buffs

See Also