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- Feb 22, 2016
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Ok, so I've stumbled upon a slight dilemma. My original plan was for CNT (Counter) chance to scale based on DEX (Dexterity). This made sense at the time because I was envisioning Counterattacks to be nothing more than a basic "normal" attack. Thus I thought, "being more dextrous ought to mean a higher chance to riposte in a fight". However, I was recently inspired by various games like Final Fantasy: War of the Visions & Fell Seal: Arbiter's Mark that feature a variety of ways to counter other than simply performing a basic weapon swing. This could be stuff like having a % chance of applying a HoT, inflicting a Burn, or phase-shifting when being attacked. I certainly like the variety, but my issue is that I'm not sure whether I should link this plethora of Custom React Effects to the CNT parameter or keep it separate. If the former, then it wouldn't really make sense for CNT chance to be based on DEX. Instead, I would tie it to SPD (Speed) as a way of representing reflexes. For clarification, here are the 2 approaches I'm considering...
- Scenario A (CNT only procs a basic weapon swing)
- CNT chance linked to the Dexterity stat
- other "React" effects still exist but are simply not linked to CNT (i.e. utility scaling or flat-rate)
- Scenario B (CNT can proc various react effects)
- CNT chance linked to the Speed stat
- the basic Counterattack (from Scenario A) is relegated as 1 of many possible Counter/Reaction skills
- only 1 Counter/Reaction skill per unit can be equipped at a time
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