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- RMVXA
@Tai_MT Good point you make - there are some uncommon design paradigms that even a "full damage on each hit to X random enemies" skill would work in. A good example I can think of offhand would be a skill where the main function is to "open up" an enemy to further combos - in a case like this, you really do get more benefit to hitting a spread of enemies than you do by wailing on one enemy X times.
I'm not sure I see the logic in your elemental example clearly, though - an X Random Hits would be dicey against an assortment of elemental strengths/weaknesses, whereas if there was only one enemy left and that enemy was weak to the skill, and you'd be hitting them X times, that would be pretty broken.
I'm not sure I see the logic in your elemental example clearly, though - an X Random Hits would be dicey against an assortment of elemental strengths/weaknesses, whereas if there was only one enemy left and that enemy was weak to the skill, and you'd be hitting them X times, that would be pretty broken.