- Joined
- Mar 13, 2013
- Messages
- 69
- Reaction score
- 11
- First Language
- English
- Primarily Uses
- N/A
I would like to be able to change critical hit output situationally based on the following factors:
- The specific actor (i.e. certain characters have stronger crits and/or take less damage from them)
- The character class (i.e. a class like the Assassin can deal more damage on a critical hit, and/or an armored class like the Paladin can mitigate the damage from critical hits a little better)
- Certain skills (e.g. certain moves in the Pokémon games are more likely, or even GUARANTEED, to critical hit)
- The equipped weapon (e.g. scythes in D&D did 4x damage on critical whereas a broadsword would do only 2x on a critical)
- The equipped armor (i.e. heavier armor can reduce critical hit output from incoming attacks)
