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.
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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