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Variable dodge/hit - Printable Version +- NEUS Projects (https://neus-projects.net/forums) +-- Forum: Sigrogana Legend 2 (OOC) (https://neus-projects.net/forums/forumdisplay.php?fid=8) +--- Forum: Suggestions (https://neus-projects.net/forums/forumdisplay.php?fid=7) +--- Thread: Variable dodge/hit (/showthread.php?tid=294) |
Variable dodge/hit - Lolzytripd - 12-03-2014 ~~~~~~~~~~~~~note this neccesarily does not need to be a mechanic, this could just as easily be a class's passives or traits. On miss increases hit chance by x% stacks Say you miss, your next hit could have +5%, then miss again, +10% ect --------------------------- when hit increases evade by x% stacks when an enemy hits you it would increase your evade by 5% if hit again, another 5% . whenever you finally dodge/hit you only lose 1 stack not all of them. Edit if as a class or trait I'd recommend that when you gain stacks you gain 2, and when you lose them you only lose 1 at a time so that its actually feels like something that you invested in that pays back Also this was suggested as a counter to I can't hit this guy, and this guy won't stop hitting me this will likely change up fights in that a super high hit opponent will miss you when you are low hp when the stacks have built up enough to matter. inversely when you have enough of a hit bonus you can throw a stronger skill like checkmate or ether invitation. Re: Variable dodge/hit - Soapy - 12-03-2014 I suggested this like a year ago. I'm pretty sure most people hated it. Re: Variable dodge/hit - Lolzytripd - 12-03-2014 I don't remember it, I would have supported you though soap. |