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    Detailed Guide to Movement

    Ah, Movement.
    One of the most important parts of Pirate101's combat. If you can't move, you probably can't attack, either (at least until the enemy gets to you). You'd be literally a sitting duck at that rate....
    I don't know if it's ever been explained in as much detail as in the Movement Guide for PvP by Alex Deathflame, though.

    In this guide, I will use math to explain how the game determines how far you can move during your turn.
    I will be referring to parts of Alex Deathflame's Movement Guide (linked above) in this guide, as it is very helpful for understanding how Movement works in the game.
    While it's not necessary, I would recommend reading it before you read the rest of this guide.

    (Since this guide is so long, it will be posted as 2 parts. This is part 1 of the guide.)


    The Idea Behind Movement

    I will use 2 values to refer to Movement in this guide.
    I will also use the following notation for noting Movement: Actual Movement (Movement)
    Actual Movement refers to the maximum distance you can move horizontally or vertically in a single turn (without regard to obstacles or edgethe edge of the battlefield).
    ー (Movement) refers to a different value that also characterizes movement.
      It is noted in parentheses because it is not actually visible in-game.

    Let Actual Movement be equal to 0.5 ✕ (Movement), rounded down.

    As these terms will be used throughout the guide, please make sure you understand these terms, preferably by the end of the following section.


    The Second Movement Value

    In Alex Deathflame's Movement Guide, he noted two types of Movement characterized by the number of squares at the top of the movement range.
    These types of Movement were referred to as the Mayan Pyramid and Egyptian Pyramid because of the appearance of the Movement.

    I will not be referring to Movement in this guide with pyramids.
    However, I have provided an example of each as well as a short, easy way to spot these pyramids because how you spot them is important.

    "Egyptian Pyramid" "Mayan Pyramid"
    furthest edge has only 1 square furthest edge has 3 squares

    Spotting these "pyramids" is important ー not for the pyramids themselves, but the number of squares at the furthest edge.

    What do you mean by "furthest edge"...and what's the importance of it? you might ask.
    Well, it's better to explain visually.

    Take, for example, the Egyptian Pyramid example.
    In this case, the Pirate can move 7 squares to the right.
    However, he cannot move up or down without moving less than 7 squares to the right.

    Here is an image with further clarification:



    Note the single square that is circled in white.
    That region is at the furthest edge of the Pirate's Movement (7 squares to the right of the Pirate).

    There is only one square in this region.

    So, in this case, the Pirate's Actual Movement is 7 exactly, because he can move up to 7 squares from his current position.
    His (Movement) value would then be 7 ✕ 2 = 14.
    I would note this Movement as 7(14) as a result.

    Now, let's analyze the Mayan Pyramid example from above.

    In this case, the Pirate may move up to 5 squares to the right.
    He can also move one square up or down while moving 5 squares to the right.

    Here is an image of the Mayan Pyramid example with further clarification:



    Note that this time, there are 3 squares circled in white.
    These squares make up the furthest edge as they are the three squares you can move to 5 squares away from the Pirate.

    So, in this case, the Pirate's Actual Movement is 5 since he can move up to 5 squares from his current position.
    However, it is not exactly 5 as you can move slightly more than that (in this case, 5 squares right + 1 square up/down).
    Then, the Pirate's (Movement) value would be 5 ✕ 2 + 1 = 11.

    So, I would note this Pirate's Movement to be 5(11).


    Explaining Movement Distance

    Now that the (Movement) value has been explained, I will explain how the game determines where you can move, omitting things like obstacles for now (as their effect will be explained later).

    Remember that I stated earlier that Actual Movement = 0.5 ✕ (Movement), rounded down.
    If you plug in a value of 2 for (Movement), you get an Actual Movement of exactly 1.
    Since Actual Movement is defined for horizontal / vertical Movement distance, moving 1 square horizontally or vertically will require 2 (Movement).
    Also, moving 1 square diagonally will require 3 (Movement)
    This is because when you move 1 square diagonally, you're moving further than if you moved only 1 square horizontally or vertically, but moving less than if you moved 2 squares horizontally or vertically.
    So, the (Movement) for going 1 square diagonally would be between 2 (Movement) and 4 (Movement), hence 1 square diagonally = 3 (Movement).

    For example, take this option for Movement:



    In this case, I have selected a position 4 squares right and 5 squares down.
    As such, the game has chosen the given path as shown.
    It requires me to move 4 squares diagonally and 1 square down.
    Recall that moving....
    ー 1 square horizontally / vertically → requires 2 (Movement)
    ー 1 square diagonally → requires 3 (Movement)
    So, this path requires a total (Movement) of 4 ✕ 3 + 1 ✕ 2 = 12 + 2 = 14.

    Since this path requires 14 (Movement), I can't move right or down any further as doing so would surpass my allowed (Movement) (14, calculated earlier).

    Here's another example:



    In this case, I have chosen a position that goes 6 squares to the right and 1 square up.
    As such, the game has chosen the given path as shown.
    It requires me to move 5 squares right and 1 square diagonally.
    So, this path requires a total (Movement) of 5 ✕ 2 + 1 ✕ 3 = 13.

    If I was to go one more square to the right, then the game would require me to move an additional square right.
    The resulting (Movement) required is 13 + 2 = 15.
    Since my Pirate has a (Movement) value of 14, he cannot move there on the given turn.

    Note ー Horizontal / Vertical Movement v. Diagonal Movement
    Recall that moving:
    ー 1 square horizontally / vertically → requires 2 (Movement)
    ー 1 square horizontally / vertically → requires 2 (Movement)

    So, moving 3 squares horizontally / vertically requires 6 (Movement).
    Similarly, moving 2 squares diagonally requires 6 (Movement).

    Since moving 3 squares horizontally / vertically and moving 2 squares diagonally require 6 (Movement), we say that moving 3 squares horizontally / vertically and moving 2 squares diagonally covers the same distance.

    Base Movement

    Base Movement is not always constant.

    For starters, all Pirates start with the same Movement ー 4(9) Movement ー and their base Movement outside of PvP never changes (since neither Fast nor Elusive adds to your base Movement).
    Many Companions that join you gradually gain Movement over time as you quest through the game (although I can't say for each case, I know that at / around certain levels, some Companions gain extra Movement.)

    In terms of PvP, your base Movement is your total Movement since buffs and debuffs do not stack in PvP.

    However, this changes in PvE:
    ー Pirates: base Movement is 4(9), but total Movement can be increased through Talents
    ー Companions and other units: base Movement is the same as their total Movement

    This difference in vocabulary isn't that significant unless you're using Highland Charge and/or Time Warp in PvE.
    That said, please refer to Alex's Movement Guide for details on base amounts, as I will not be covering unit-specific base Movement.


    Movement Talents, Buffs and Debuffs

    Movement Talents and Buffs
    There are several ways to increase one's Movement.
    Movement can be increased by:
    ー Fast
    ー Elusive
    ー Witchdoctor Haste Powers: Vulture's Gift, Crow's Song, Raven's Cry
    ー Highland Charge
    ー Movement doubloons
    ー Extra Movement (pet-exclusive Talent)
    ー Time Warp (pet-exclusive Power)
    Jackrabbit Ju-Ju doubloons technically increase Movement, but its Movement boost runs out before you can use it.


     
     
     
     
    Fast (Talent)

    Increases the Pirate's Movement.
    Although it states that it adds to your Actual Movement, it actually adds to your (Movement).

                                                                      Ranks:
    ー 1: +2 → +2 (Movement) total
    ー 1: +2 → +4 (Movement) total
    ー 1: +1 → +5 (Movement) total

    This explains why a Pirate with Fast 3 will have an Actual Movement of 7 instead of 9, as the Pirate's base (Movement) is 9, so a Pirate with Fast 3 will have 9 + 5 = 14 (Movement), which halved gives an Actual Movement of 7.
     
     
     
     
    Elusive (Talent)

    When below 50% health, increases the user's Dodge and Movement.
    This talent adds to your Actual Movement.
    (I will be noting how much (Movement) is added as well.)

    Ranks:
    ー 1: +1 Movement, +25% Dodge
      ↑ +1 Actual Movement / +2 (Movement)
    ー 2+: +2 Movement, +25% Dodge (or more, depending on rank)
      ↑ +2 Actual Movement / +4 (Movement)
     
     
     
     
    Witchdoctor Haste Powers

    Increase an ally's Movement. May grant additional Talent Ranks.

    Powers:
    ー Vulture's Gift: +2 Movement for 10 turns
    ー Crow's Song: +2 Movement, +1 rank of First Strike / Quick Draw / Intuition for 10 turns
    ー Raven's Cry: +2 Movement, +1 rank of First Strike / Quick Draw / Intuition, +1 rank of Riposte / Return Fire / Counterspell for 5 turns

    All 3 Powers add +2 to your Actual Movement.
      ↑ +2 Actual Movement / +4 (Movement)
    Note: Raven's Cry lasts for 5 turns, while Crow's Song and Vulture's Gift last for 10 turns.
     
     
     
     
    Highland Charge (Power)

    Increases all allies' Movement by 100% for 2 turns.

    This Power increases your (Movement) by the base amount.
    The base amount depends on if you're in PvP or PvE:
    ー PvP: base amount = total (Movement)
    ー PvE: base amount varies by unit
      Pirates: base (Movement) = 8
      Non-Pirates: base (Movement) = their total (Movement)

    Note that since this buff lasts for 2 turns, you only have 1 turn to use this Power's Movement boost.
     
     
     
    Movement Doubloons

    For 2 turns, increase the Movement of all allies.

    This doubloon increases the (Movement) instead of the Actual Movement.
    The amount of (Movement) you get from these doubloons depends on the doubloon level:
    ー 1: +1
    ー 10: +2
    ー 20: +3
    ー 30: +4
    ー 40: +5
    ー 50: +6
    ー 60: +7
    ー 70: +8
    ー 80: +9

    In general, a single Movement Doubloon adds 1 (Movement), plus 1 for every ten levels of the doubloon.
     
     
     
     
    Extra Movement (pet-exclusive Talent)

    Increases the Pet's Movement.
    This Talent increases the (Movement) of the Pet.

    Ranks:
    ー 1: +2 (Movement) → +2 (Movement) total
    ー 1: +3 (Movement) → +5 (Movement) total
    ー 1: +4 (Movement) → +9 (Movement) total

    (Information for ranks 1 and 2 are from the wiki.)

    (wiki image)
    Time Warp (pet-exclusive Power)

    For all allies, increase Movement by 100% and get 2 bonus ranks of Relentless / Burst Fire for 3 turns.
    (This information is from the wiki.)

    (Unfortunately, I do not have this Power for testing, so I cannot say much on it, although I will update the guide with more information if / when I do get it on a pet. Apologies for the inconvenience.)


    Movement Debuffs​
    You can't have buffs without debuffs!
    Movement can be reduced by the following abilities:
    ー Flanking / Crossfire / Doomspell (ranks 3+)
    ー Widow's Touch
    Emmett / Exeter's Movement reduction Powers: Maelstrom, Hurricane, Galewind
    ー Hurl Knives / Hurl Blades
    ー Covering Fire (enemy-exclusive Epic Talent)
    ー Sundering Strike
    Sandstorm (pet-exclusive Power)

    Note that generally, Movement debuffs do not stack. If you try to stack them, the game will just keep the debuff already present on the enemy, and the newer debuff will not be placed on them.

    Flanking, Crossfire, and Doomspell (Epic Talent)
                                                                     
    These Epics, at ranks 3+, can reduce the Movement of the target by 1 for 1 turn.

    Debuff: -1 Actual Movement / -2 (Movement)
    Widow's Touch (Power)

    Reduce the Movement of the selected target by 50% for 5 turns.

    Range: Infinite
    This Power is not affected by line-of-sight.

    Effect: -50% Movement for 5 turns
    The affected enemy's (Movement) is decreased by 50% for 5 turns.
     
     
     
    Maelstrom, Hurricane, and Galewind

    Exclusive to Companions Emmett and Exeter, these Powers reduce the Movement of selected targets.

    Range: Infinite
    These Powers are affected by line-of-sight.

    Area of Effect: 3✕3 square / Radius (1 square)

    Power-specific details:
    ー Galewind: -25% Movement for 5 turns
      Affected targets' (Movement) is decreased by 25% for 5 turns.
    ー Hurricane: -33% Movement for 5 turns
      Affected targets' (Movement) is decreased by 33% for 5 turns.
    ー Maelstrom: -50% Movement for 3 turns
      Affected targets' (Movement) is decreased by 50% for 3 turns.

    Note that Maelstrom's debuff lasts for 3 turns, while Galewind's and Hurricane's debuff lasts for 5 turns.
    Also, note that these Powers do not state their effect duration in-game.
     
     
     
    Hurl Knife / Hurl Blades (Power)

    These Powers damage enemies and decrease their Movement by 50% for 5 turns.
    Note: Even though it states in-game that the debuff for Hurl Knives is -1, it actually decreases Movement by 50%.

    Debuff: -50% Movement for 5 turns
    Affected enemies' (Movement) is decreased by 50% for 5 turns.

    Hurl Knife:
    ー Range: 3
    This Power is affected by line-of-sight.
    ー Area of effect: single enemy

    Hurl Blades
    ー Range: 1
      The in-game stated Range is 3, but you can only target adjacent squares with this Power.
    ー Area of effect: Cone (radius of 3)

    (fanmade Epic Talent card)
    Covering Fire (enemy-exclusive Talent)

    When approached, interrupt-cast the Power "Gang Soldier Cone Knife Toss," which attacks enemies in a cone and reduces Movement by 50% for 2 turns.
    This Power is exclusive to the Radical Reynard enemies.

    Upon further analysis, the "Gang Soldier Cone Knife Toss" Power seems to be an almost-exact copy of Hurl Blades.
    It has the same Range and Area-of-Effect, and its Movement debuff is 50% to (Movement), just like Hurl Blades.
    It also does Physical Damage, although the Physical Damage seems to be significantly less than Hurl Blades.

    Note: As this Talent can affect allies before they move, this Power can cause them to be unable to move on the turn it activates.
     
     
     
     
    Sundering Strike (Power)

    Exclusive to Buccaneer-class drops from Kane (and likely a few other sources), this Power attacks an adjacent enemy and reduces their Armor and Movement by 50%.

    Range: 1
    Note: This Power is not incorrectly marked to have 1 Range, it actually has a Range of 1.

    Area of Effect: Single Enemy

    Effect: Attack an enemy, reducing their Armor and Movement by 50%.
    The affected enemy's Armor and (Movement) is reduced by 50%.
    (Unfortunately, I do not remember the duration of this Power's debuff. When I do find out, I will update this guide with that information. Apologies for the inconvenience.)

    Note: Although it is a melee Power, it does not require a melee weapon....However, I would suggest to use a melee weapon when using this Power (as it is entirely treated as a melee Power).
     
     
     
     
    Sandstorm (pet-exclusive Power)

    This Power attacks enemies in a cone, negating their Accuracy and halving their Movement for 2 turns.
    This Power is exclusive to pets.

    Range: 1
    The game states that its Range is 3, but as its area-of-effect is a cone, it would be reasonable to assume that the Power only allows the pet to select an adjacent square to target.

    Area of effect: Cone (radius of 3)

    Effect: Attack enemies, lowering their Accuracy by 100% and their Movement by 50% for 2 turns.
    Affected enemies' Accuracy is decreased by 100%, while their (Movement) is reduced by 50% for 2 turns.


    This post contains 4 auto-link(s) to our wiki for your reference.



  2. The Following 5 Users Say Thank You to Cody Nightblade For This Useful Post:

    CompanionMechanics (05-28-2020),HelpfulAuroraParker (06-04-2020),maple9300 (05-28-2020),RealDux (06-03-2020),Willowdreamer (05-28-2020)


  3. #2
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    Re: Detailed Guide to Movement

    (This is part 2 of this Movement Guide.)

    X2 Movement Charges

    While lots of melee Powers use your Movement range (like Haywire Strike, Assassin's Strike, Swashbuckler poisons, and Guaranteed-Critical melee Powers), some Powers ー most of which are Buccaneer-type Charges ー use a different Movement range.
    These Charges include:
    ー Vicious Charge
    ー Brutal Charge
    ー Mighty Charge
    ー Super Charge
    ー Mega Charge
    ー Epic Charge
    ー Centaur's Charge (exclusive to Nausica, a Companion)

    The Movement you get for these Charges isn't exactly 2 ✕ Actual Movement, although it's a pretty good estimate.

    It's more accurate to say that the Movement for the Charge is the same as (Movement).
      This is because the Charge's (Movement) would be 2 ✕ (Movement).
      So, the Charge's Actual Movement would be 0.5 ✕ 2 ✕ (Movement) = (Movement).

    To show why this is the case in-game, an example is provided below.

    Let's say you were the Pirate with a Brutal Charge, and you wanted to Charge someone, but your current positioning is this:



    Note that the Pirate has 5(11) Movement:
    ー he can move up to 5 squares to the right
      Actual Movement: 5
    ー furthest edge has 3 squares: he can move up or down while going 5 squares right
      (Movement): 5 ✕ 2 + 1 = 11

    Now, if you were using Actual Movement for the calculation, you would be getting 10 Movement for the Charge.
    This means you wouldn't be able to charge anyone at all.

    However, if you use the (Movement) value, you'll find that the actual Movement for the Charge is 11 squares.

    Here's a picture that shows this:



    As shown here, my Pirate travels 11 squares when going with this Charge.

    This also explains the example in Alex's Movement Guide where he has a 6-Movement Buccaneer with a 13-Movement Charge under the section "Times 2 Movement Attacks."

    However, it does not explain his statement on Swashbuckler Pirates having a 15-Movement Charge (located in the same section of the guide).

    Furthermore, I went to test this to see what was going on.

    I positioned my 7(14)-Movement Swashbuckler so that he would be able to reach the enemy by moving exactly 15 squares.

    Here's a picture of the setup:



    Now, here's a picture of the path that the Charge would take if it was a 15-Movement Charge:



    This is a 15-Movement Charge because this requires you to move 6 squares diagonally and 6 squares right.
    Since 2 diagonal squares and 3 squares right cost the same (Movement), the total squares moved with this path is equivalent to (6 / 2) ✕ 3 + 6 = 9 + 6 = 15 squares.

    Note that even though Vicious Charge is pulled, I am unable to use it.
    This means that the Charge does not actually have an actual Movement of 15.

    Recall that my Swashbuckler has 14 (Movement).
    So, the Charge's Actual Movement is 14, meaning that the Charge would actually only be able to cover 14 squares.

    Note: there's a path that is 1 (Movement) closer. That path has you move 5 squares diagonally and 7 squares right.
    The total (Movement) for this Path is 5 ✕ 3 + 7 ✕ 2 = 15 + 14 = 29 (Actual Movement = 14).
    Recall that the Charge has a doubled (Movement) value compared to your normal (Movement).
    So, the Charge's (Movement) is 14 ✕ 2 = 28.
    Since the shorter path still exceeds the Charge's allowed (Movement), I am still unable to use the Charge (hence why it's greyed out).


    Obstacles

    While battling, you're sure to find obstacles ー things that may block or lessen your ability to move.

    Examples of these kinds of obstacles include (but are not limited to):
    ー Fire obstacles (not to be confused with the Fire traps you may also encounter)
    ー Ice obstacles (which can immobilize you when you approach them)
    ー Barrels
    ー Furniture (tables and chairs, for example)
    ー Wooden / Metal Mantlets (requires you to walk around them)

    Some obstacles, like Fire obstacles, can be walked over and won't hinder movement significantly as a result.However, they do occupy a square on the field, so you will need to destroy them before moving to the square they were on.

    Many other obstacles, like barrels and furniture, usually require you to walk around them.
    However, if you have either of the talents Jump or Fly, you can pass them with ease.
    Many of these obstacles have health, so they can be removed from the field so you don't have to walk around, but doing that takes 1 turn.

    "Air Squares"
    Some squares, while inaccessible to many units, are actually empty.
    However, they usually require for you to have either of the talents Jump or Fly to pass through them.
    Also, if you want to go to one of these "air squares," you will need to have the Fly talent.

    Here's an example of one of these air squares:



    Note that there are several squares in the center of the field that I cannot have my Monquistador Veteran companion move to.
    In fact, he's forced to walk around it.

    Meanwhile, my Swashbuckler Pirate (with Jump) doesn't have a difficult time getting around:



    As you can see here, he can use his ability to jump to the other side of these air squares.
    However, he cannot be on one of those squares.

    However, Nikeeta, who has Fly, can go through those squares and even occupy some of them:



    Note that there is one square in Nikeeta's patch that they cannot occupy themselves.
    As such, it'd be worth noting that not all air squares are able to be occupied.

    Obstacles that Force You to Go Around Them

    Unfortunate for some, but beneficial to others ー some obstacles cannot be jumped or flown over.

    Although there may be others, the main one I've noted with such properties is the set of Barricades that Pirates (mostly Musketeers) can summon.

    Special Squares that Block Movement

    As necessary, there are some "obstacles" that you are always forced to walk around, regardless of whether you have Jump or Fly.

    For example, look at the previous example.
    There's a single square that can't be accessed at all, and it's the one circled in red:



    Squares like these can't be walked on, nor can they be flown over at all.

    Also, they don't all come in single squares ー they can be larger patches of the field:



    See that 2 ✕ 2 square in the center of the field?
    My Musketeer is forced to walk around it to get to the other side.

    The same thing happens with Toro, who has Jump:



    Well, at least the enemies in this fight are also forced to walk around.

    Obstacle Summary

    Depending on obstacle layout respective to your unit's position, you may end up being unable to move as far as you would normally.
    These obstacles may or may not directly affect your Movement as a result.

    Alex goes into detail with how obstacles may affect your resulting Movement Range (the section of the field that you can select to move to). I suggest giving it a read ー it's located at the part of his guide titled "V. Obstacles."


    Bonus ー Immobility and Knockback

    Sometimes, you can choose where to move, but you may be stopped in the middle of getting there.

    Here are some things to be wary of when planning your unit placement.

    Immobilization
    When you are immobilized, it means that you cannot move at all.
    Some abilities that may cause this include:
    ー Hold the Line
    ー Cheap Shot / Parting Shot / Coward's Bane, ranks 3+
    ー ice obstacles
    ー another unit or entity occupying the spot one of your units was going to move to
      This, while not immobilizing your unit directly, causes your unit to not move at all during that turn.
    ー certain Powers, like:
      ⋆ Pinning Shot, used by Mari and Parisss
      ⋆ Frozen Tide, used by Pirates as well as Moo Manchu (in the Tower of Moo Manchu)

    Knockback
    When you are knocked back, you are unable to move for the rest of your turn.
    Things that may cause knockback include:
    ー Musketeer's Trap (bomb) from Tempest of Torpedoes
    ー Haywire Shot, used by Haywire Musketeers in the Ashes of the Armada (Renegade Dreadnaught)
    ー Overprotection, used by Rooke
    ー Repel Assault, used by Banditti (in the Cave of Atratus)
      The wiki lists that certain Musketeer Vulture Raiders in Aquila use it, but none of the pages linked to the Vulture Raiders seem to mention Repel Assault.
    ー Crimson Volley, used by Black Annie Rackham (Obsidian skeleton key boss)
    ー Repel Boarders / Overwatch / Readied Spell, rank 5
    ー The Reaper, learned by Buccaneer Pirates at level 70
    ー Shield Smash / Megablast, exclusive to certain weapons


    Bonus ー Shadow Step

    While not directly related to Movement, Shadow Step allows you to move to any open square on the field in a single turn.

    Shadow Step

    Teleport to any open square.

    Range: Infinite
    This Power is not affected by line-of-sight.

    Note that when teleporting with this Power, some Epics like Repel Boarders will not activate, but other Epics like Flanking may.
    Also, some Traps may activate when you use this Power (notably, the mine from Gracie's Proximity Mines), while other Traps (like Musketeer Traps) will not activate (instead, they just get removed from the field).

    The reason I say some Traps instead of all Traps is because the Mine (Trap) placed with Proximity Mines is one of those Traps that do activate when you teleport next to one.

    Here's a short clip that shows this:



    While this Power is normally exclusive to Witchdoctors, there are a few other sources:
    ー Black Rain Shades, dropped by Sato
    ー Conqueroo's Boots, obtained from the Hoodoo Bundle


    Bonus ー Assassin's Stride

    At Level 70, Swashbuckler Pirates gain access to certain drops from Kane that give a Power called Assassin's Stride.

    This Power uses your Actual Movement to determine its Range.

    Assassin's Stride
                                                                                                 
    Teleport to an open square within range.

    Range: same as your Actual Movement
    This Power is not affected by line-of-sight.

    Effect: Teleport to an open square. Leave smoke clouds around you that block line-of-sight.
    (These clouds last for 1 turn.)

    Here's an image of my friend, @ultimatewizardx, using the Power:



    Note that this is his Pirate's Movement Range:



    So, when using Assassin's Stride, the Power uses your Actual Movement as its Range, and it's treated as a ranged Power.
    (Note: Movement and Range are different.)


    Bonus ー Companion Movement and Their Levels

    Recall that Movement is not always the same.
    This is true, even among the same Companion.

    As you progress through the Spiral, you level up (and your Companions do too....probably).
    As your Companions level, not only do their stats increase, but their Movement Range may increase as well.

    Take, for example, El Toro (Masked Champion).

    Here's a comparison of the Movement Range he has between Level 42 and Level 70:

    Level 42 Level 70
     
     

    Note that there is a slight difference in the furthest edge to the right:
    ー Level 42: 1 square on furthest edge
    ー Level 70: 3 squares on furthest edge
    So, it can be assumed that there is an increase of 1 to El Toro's (Movement) between Levels 42 and 70.

    This difference is not necessarily significant, but it's definitely worth noting.


    How the Game Chooses Your Path

    As you probably know, the game has a certain way for determining the path you travel on the field.
    Here are some things to note:
    ー The game always chooses the shortest path.
    ー When there are no obstacles, the game will make you move diagonally before moving horizontally or vertically.
      The game will move you diagonally until you can move horizontally / vertically in a straight path in this case.

    When obstacles are present, I'm not too sure as to how the game chooses which path you take (as with obstacles, there are multiple paths that can lead you to the same spot with the same distance), so I won't say much on this. Apologies for the inconvenience.
    (As such, I may post a separate thread on this with my thoughts and ideas on how the game does so, but I will not mention said ideas here.)


    Summary

    Here's a summary of this guide's key points:
    ー Using your Actual Movement as well as a seperate Movement value, which was denoted as (Movement), we can determine how the game calculates how far you can move. (Your Actual Movement is equal to 0.5 ✕ (Movement), rounded down.)
    ー Moving 3 squares horizontally or vertically covers the same distance as moving 2 squares diagonally.
    ー Abilities like Fast, Highland Charge, and Movement Doubloons add to your (Movement).
    ー Abilities like Elusive and Witchdoctor Haste Powers (Vulture's Gift / Crow's Song / Raven's Cry) add to your Actual Movement.
    ー In general, Movement debuffs do not stack.
    ー While many Powers use your Movement Range to move and attack, some use a Movement Range with twice the distance.
    ー Obstacles can make moving around on the field harder to do, but having either the ability to Jump or Fly can make it easier to move around.
    ー Immobilization and knockback can prevent you from moving as far as you plan to.
    ー Shadow Step allows you to teleport to any open square on the map in case you need to travel far quickly.
    ー Depending on the Companion and when you recruit them (level + promotion), they may have differing Movement Ranges.


    Special Thanks

    A huge thanks to the following people:
    ー @ultimatewizardx, for helping me with editing and gathering information + pictures (especially with Assassin's Stride)
    ー You, for reading this guide

    This guide has a lot of information ー way more than I imagined ー and I'd bet it's a lot to take in.
    That said, if there's anything that confuses you or that you have questions about, please do ask! (I will answer to the best of my ability.)

    Once again, thank you for reading this guide!
    See you around in the Spiral!


    This post contains 9 auto-link(s) to our wiki for your reference.



  4. The Following 6 Users Say Thank You to Cody Nightblade For This Useful Post:

    CompanionMechanics (05-28-2020),HelpfulAuroraParker (06-04-2020),Kingurz (05-27-2020),maple9300 (05-28-2020),RealDux (06-03-2020),Willowdreamer (05-28-2020)


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    Re: Detailed Guide to Movement

    Excellent Guide. I hope kingisle give this game some love so that this guide get more use. It be a shame to have such detail go to waste!



  6. The Following 3 Users Say Thank You to Starbreaker For This Useful Post:

    Cody Nightblade (05-29-2020),HelpfulAuroraParker (06-04-2020),Willowdreamer (05-29-2020)




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