a different kind of evasion

jonthefox

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So, I really don't like RNG, so in my game accuracy is 100% and evasion is at 0%.   I was brainstorming other ways to both give the player the sense of evasion, as well as add some now lost value to the agility stat.  I have an ability called "Dodge" that adds your agi score to your def score for the next attack/turn.  Obviously this is only selectively useful; it's a level 1 skill after all, but it would be quite handy for agi-based characters when fighting a boss (or even a dangerous normal mob) who has a predictable (or maybe you have to figure out) pattern of using a hard-hitting nuke, which this would effectively mitigate.  I also have a higher lvl skill called "uncanny dodge" that gives the user a 0% physical element rate for the next attack -- so basically a better version of this, though it's not agi-dependent (maybe i can later figure out a way to script it so that the % rate is based on your agi).

I'm trying to think of other skills that would make use of this...like "shadow warrior" that would give an agi-based buff to def for multiple turns.  Do you think this would be an enjoyable mechanic, or it's basically just taking the niche of the warrior/knight and tacking it onto the rogue/assassin class?  If the former, let me know of any other cool skill ideas in this vein that you can think of. :)
 
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Kinger556

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Its the former imo. It doesn't make much sense to give Rogues the ability to tank, you can give him a counter option though.

I also don't like RNG, but Rogues were made for it. In my head they're kind of 'jack-of-all-trade' type characters with high crit chance. Not fantastic at anything, but not that bad to have around either.

That being said, you can make anything anyway you want and just change some words around to make it sound better.
 

NichG

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What if Evasion allows the character to ignore a certain number of killing blows per fight, based on the Agi of the attacker versus their Agi? So for example, imagine that each character has a hidden pool equal to their Agi. When an enemy's attack would kill them, they subtract the enemy's Agi from their pool. If their pool is still positive, they avoid the killing blow.
 

TheHonorableRyu

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Making an Agility/Evasion based tank is perfectly fine. MMORPG's often do it. Xenoblade Chronicles has both a traditional tank (Reyn) and an evasion-based tank (Dunban).

I think the key is to make sure to keep the warrior/knight and evasion-based tank different enough so that they both have distinct strengths and weaknesses. In Xenoblade Chronicles, Reyn deals less damage than Dunban but Reyn is better at drawing aggro from multiple enemies at a time, making him the more reliable tank in a crowd. Dunban can dodge most physical attacks with ease but his HP and Magic Defense is much lower than Reyn's and magical attacks bypass evasion, making Reyn the better choice against enemies that use magic.

In the case of your mechanic I think it would be cool if certain elements or kinds of attacks could bypass the Agility-->Defense modifier granted by dodging, making it good in some situations and not as good in others such that warrior/knight tanks have a place to shine.
 

jonthefox

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@Nich I really like that idea, though I see some potential problems with it - going to think about that one some more thanks.

@ HonorableRyu  - yeah, fighters would still have more sustained/reliable/crown-control-ish ways of tanking, so that's a good point.
 

ArcaneEli

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if you can have it so agility lowers damage taken, so that you take 50% less damage on your Rouge, but they still have low hp.
 

Frozen_Phoenix

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Make the player press a button right before the attack hits for evasion and make it consume a resource, the amount of resource consumed is based on the player and the target's agility stat.
 

M.I.A.

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I'm commenting on so many threads tonight.. haha.

I keep things simple, all characters (foes and actors) have 100% accuracy.

Evasion and Crits are assigned as 10%, 25%, or 33% (1 in 10, 1 in 4, or 1 in 3) chance to Crit or Evade.

Blind State decreases accuracy by 25%, but as a pay off, increase crit by 25%.

I have states that increase Evade to 100% for 3 turns.. and passive state SureShot which grants 200% accuracy, so blindness is only a benefit to them.

I like to keep a simple, yet challenging battle mechanic.

AGI for my games only determines attack sequence. Sometimes I use AGI to determine DMG for a skill.. such as Suckerpunch or Blindside.. where speed is important to the skill itself.
 

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