(This page, an essential element of combat game mechanics that long existed in NWN1, was long overdue to be included here.) Tag: Visual edit  |
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− | ''This article is about the attack phase; for the monk combat mode, see [[Flurry of Blows|Flurry of blows]].'' |
+ | ''This article is about the attack phase; for the [[monk]] combat mode, see [[Flurry of Blows|Flurry of blows]].'' |
− | A '''flurry''' is effectively the smallest unit of [ |
+ | A '''flurry''' is effectively the smallest unit of [[w:c:nwn2:Category:Time_measures|time]] used by Neverwinter Nights 2, as far as players are concerned. Each flurry lasts two seconds and attacks can occupy up to three flurries in a round. |
+ | It is important to note that, due to game mechanics, all combat actions taken in a single flurry are essentially resolved simultaneously. In particular, all [[attack roll|attack rolls]] for a given flurry are resolved before the damage from those attacks is calculated and applied. This is known to reduce the effectiveness of [[w:c:nwn2:Parry#Notes|parry]]. |
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⚫ | |||
⚫ | |||
+ | * A Monk's flurry of blows |
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+ | * [[Cleave]] or [[Great Cleave]] attack |
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+ | * [[haste|Haste]] |
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+ | * [[frenzy|Frenzy]] |
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+ | * An [[attack of opportunity]] |
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Attacks per round are distributed as evenly as possible among the three flurries in a round, as shown in the following table. |
Attacks per round are distributed as evenly as possible among the three flurries in a round, as shown in the following table. |
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+ | {| class="article-table" |
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+ | !attacks |
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+ | per round |
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+ | !attacks |
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+ | in flurry 1 |
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+ | !attacks |
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+ | in flurry 2 |
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+ | !attacks |
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+ | in flurry 3 |
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+ | |- |
||
+ | |1 |
||
+ | |1 |
||
+ | |0 |
||
+ | |0 |
||
+ | |- |
||
+ | |2 |
||
+ | |1 |
||
+ | |1 |
||
+ | |0 |
||
+ | |- |
||
+ | |3 |
||
+ | |1 |
||
+ | |1 |
||
+ | |1 |
||
+ | |- |
||
+ | |4 |
||
+ | |2 |
||
+ | |1 |
||
+ | |1 |
||
+ | |- |
||
+ | |5 |
||
+ | |2 |
||
+ | |2 |
||
+ | |1 |
||
+ | |- |
||
+ | |6 |
||
+ | |2 |
||
+ | |2 |
||
+ | |2 |
||
+ | |- |
||
+ | |7 |
||
+ | |3 |
||
+ | |2 |
||
+ | |2 |
||
+ | |- |
||
+ | |8 |
||
+ | |3 |
||
+ | |3 |
||
+ | |2 |
||
+ | |- |
||
+ | |9 |
||
+ | |3 |
||
+ | |3 |
||
+ | |3 |
||
+ | |- |
||
+ | |10 |
||
+ | |4 |
||
+ | |3 |
||
+ | |3 |
||
+ | |- |
||
+ | |11 |
||
+ | |4 |
||
+ | |4 |
||
+ | |3 |
||
+ | |- |
||
+ | |12 |
||
+ | |4 |
||
+ | |4 |
||
+ | |4 |
||
+ | |- |
||
+ | |13 |
||
+ | |5 |
||
+ | |4 |
||
+ | |4 |
||
+ | |- |
||
+ | |14 |
||
+ | |5 |
||
+ | |5 |
||
+ | |4 |
||
+ | |- |
||
+ | |15 |
||
+ | |5 |
||
+ | |5 |
||
+ | |5 |
||
+ | |- |
||
+ | |16 |
||
+ | |6 |
||
+ | |5 |
||
+ | |5 |
||
+ | |- |
||
+ | |17 |
||
+ | |6 |
||
+ | |6 |
||
+ | |5 |
||
+ | |- |
||
+ | |18 |
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+ | |6 |
||
+ | |6 |
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+ | |6 |
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+ | |} |
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+ | |||
+ | == Notes == |
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+ | * [[Rogue|Rogues]] and rogue-like PCs may have an interest in maximizing their attack breakpoints per round (e.g., 10, 13 and 16) as [[Sneak Attack|sneak attack]] and related class-based bonus damage typically only applies during the PC's first flurry |
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+ | * The [[Paralysis|paralyzing]] function of an assassin's [[death attack]], if applicable, only occurs during the first flurry |
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+ | |||
+ | == NWN comparison == |
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+ | * Flurry functions almost exactly the same way in [[w:c:nwn:flurry|NWN]] |
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+ | [[Category:Game rules]] |
Latest revision as of 00:31, 26 April 2021
This article is about the attack phase; for the monk combat mode, see Flurry of blows.
A flurry is effectively the smallest unit of time used by Neverwinter Nights 2, as far as players are concerned. Each flurry lasts two seconds and attacks can occupy up to three flurries in a round.
It is important to note that, due to game mechanics, all combat actions taken in a single flurry are essentially resolved simultaneously. In particular, all attack rolls for a given flurry are resolved before the damage from those attacks is calculated and applied. This is known to reduce the effectiveness of parry.
The maximum number of attacks normally available per flurry by a single character is 4, which can translate up to 12 attacks per round. However bonus attacks can meet or even exceed this limitation. Some examples include:
- A Monk's flurry of blows
- Cleave or Great Cleave attack
- Haste
- Frenzy
- An attack of opportunity
Attacks per round are distributed as evenly as possible among the three flurries in a round, as shown in the following table.
attacks
per round |
attacks
in flurry 1 |
attacks
in flurry 2 |
attacks
in flurry 3 |
---|---|---|---|
1 | 1 | 0 | 0 |
2 | 1 | 1 | 0 |
3 | 1 | 1 | 1 |
4 | 2 | 1 | 1 |
5 | 2 | 2 | 1 |
6 | 2 | 2 | 2 |
7 | 3 | 2 | 2 |
8 | 3 | 3 | 2 |
9 | 3 | 3 | 3 |
10 | 4 | 3 | 3 |
11 | 4 | 4 | 3 |
12 | 4 | 4 | 4 |
13 | 5 | 4 | 4 |
14 | 5 | 5 | 4 |
15 | 5 | 5 | 5 |
16 | 6 | 5 | 5 |
17 | 6 | 6 | 5 |
18 | 6 | 6 | 6 |
Notes[]
- Rogues and rogue-like PCs may have an interest in maximizing their attack breakpoints per round (e.g., 10, 13 and 16) as sneak attack and related class-based bonus damage typically only applies during the PC's first flurry
- The paralyzing function of an assassin's death attack, if applicable, only occurs during the first flurry
NWN comparison[]
- Flurry functions almost exactly the same way in NWN