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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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