As my Ward trudges towards godhood--and, specifically, since Time Stop and Improved Alacrity (+vecrobe) entered the picture--combat is condensing down to just a handful of rounds, making it seem increasingly important to know what's going to happen when. (I also just ran through Black Pits II, where you're deposited pretty close to your opponent and don't have a chance to pre-buff, so your time ends up being particularly precious.)
Spellcasting seems relatively straightforward: As I understand it, you have to be uninterrupted from tick 0 to tick [insert casting speed]. (Or would it be more precise to track frames? Since there seems to be a fraction-of-a-tick minimum casting speed, for IA-vecna shenanigans.)
Potion-drinking seems to have a "casting time" of 0. Using other quickslot items, though, seem to be significantly slower. Does each usable item have a hidden "use time" variable?
Is the same true of daily/charge abilities of equipped items?
What's particularly unclear to me is how attacking fits into this. The fact that my bruisers never have to wait to chug a potion (if all they've been doing is whaling on something) suggests to me that there isn't
an actual framework of "rounds", but rather just a 6-second cooldown that most actions (spells/items/abilities) share. Is this accurate?
If I ask my fighter to chug a 2nd potion immediately, they'll just stand there stupidly for 6 seconds... and yet they seem willing to get back to fighting immediately. Does attacking have its own separate "swing" cooldown that's simply the inverse of your APR? (I remember reading somewhere--perhaps the semi-reliable old manual--that "5/2" meant 2-then-3-then-2-etc, but that seems like a dumb way to actually implement it...) Will attacks just kind of "fill in the gaps" between the end of one round-bounded action's "casting time" and the beginning of the next? What huh halp
(Surely this information is already compiled somewhere! But I haven't figured out how to google it in a way that doesn't just find peoples' confusion differentiating rounds from turns from hours >_< )
Also, a couple tangential questions:
When dual-wielding, if my APR is listed as 5/2, how are those attacks split between the two weapons? I've heard that only 1 is from the off-hand, but don't know whether to conclude that
- (A) every 2 rounds, I get 5 attacks: 4 main and 1 off-hand (i.e., 20% of my swings are with my off-hand); OR
- (B) every round, I get 2.5 attacks: 1.5 main and 1 off-hand (i.e., 40% of my swings are with my off-hand)
(I've been assuming it's (A), but (B) might explain why it's formatted as 5/2 rather than 2.5)
Also, regardless of how the swings are distributed, how is that distribution implemented? Is there just one swing timer (at which point the game just checks on which weapon's "turn" it is), or are the two weapons essentially swinging independently?
(Can you make ALL your attacks come from your primary weapon, if you reinitialize the attack command after every swing?)
And finally: I've seen several modern games (maybe WoW?) visually signal buff or cooldown duration by having the effect icon overlay a timer. Are there any mods that implement that sort of thing, or is it beyond the limitations of the IE engine?