#3: New Combat System
This one I hope I won't need to explain much more as you've experienced it for the most part in the previous fight already. Still I'd like to go over the basics one more time. (The mechanics are almost identical to Fire Emblem: Awakening.)
Each battle turn will consist of two phases: Player Phase and Enemy Phase. Which phase occurs first depends on the average AGI value of each party, the party with the higher value will start.
In the Player Phase, each player can do the following: Movement and one action (always in this order, both can be skipped). Movement only includes moving around on the battlefield. The battle takes place on a board made out of terrain pieces, whereon each figure's position is marked. Moving one square onto a terrain square will consume movement points; each player only has a specific amount of movement points per turn. Moving diagonally is not allowed.
As an action, the player can either standard attack an enemy within his weapon's range, do a special attack, cast a spell or use an item. Equipment changing is not allowed anymore except for your on-hand weapon, which can be switched on the fly during your movement phase.
The players in the Player Phase will act in an order that the players themselves determine.
After every player has made his turn, the Enemy Phase occurs, where every enemy will do the same thing as players in the Player Phase.
Combat:
New stats have been introduced previously, named Hit Rate, Dodge Rate, Critical Hit Rate, Critical Dodge Rate and Block Rate.
Hit Rate (HR) determines your ability to hit your enemy. Most of it will be provided by the weapon or spell you're using, but increasing your DEX also increases your HR.
Dodge Rate (DR) determines your ability to evade an enemy's attack. Increasing your AGI will increase your DR.
Critical Hit Rate (CHR) determines your ability to critically hit. Some weapons focus on critical hits, so they will provide a greater CHR. Increasing your STR will increase your CHR.
Critical Dodge Rate (CDR) determines your ability to negate an enemy critical hit. Increasing your INT will increase your CDR.
Block Rate (BR) only applies if you are wielding a shield and determines your ability to block an enemy attack. It will mostly depend on the shield you are holding. Increasing your STR and DEX will increase your BR as well.
In battle, calculating your chance to hit the enemy is easily done:
Chance to hit: (Your HR - Enemy DR)%
Chance to critically hit (only occurs if enemy is hit): (Your CHR - Enemy CDR)%
Chance to block: Varies by enemy, since enemy DEX will reduce your probability to block. Block chance is therefore always lower than your BR displayed on your stat page.
All of the above applies to enemies as well, so the same calculations can be done for them in advance. Therefore strategically optimal positioning on the battlefield is possible.
There may be other factors involved that change above rates, for example passive skills or auras.
Damage calculation hasn't changed:
Physical: (Your ATK + Weapon Damage)*(1+STR/100) - (Enemy DEF).
Magical: (Your WIL + Spell Damage)*(1+INT/100) - (Enemy MDF).
Resistances against the sustained damage type are applied after above calculation.
Ranged Combat:
Ranged weapons (and spells) all posses a minimum and maximum range. This range determines at what distance (measured only by squares in cardinal directions, think Taxicab Metric) an enemy may be attacked without any additional penalties.
Attacking an enemy that is below minimum range is not possible.
Attacking an enemy that is above maximum range comes with following tradeoff: For each square above your maximum range, your weapon's (or spell's) "Range Penalty" value is subtracted from your HR, effectively lessening your chance to hit the enemy. You can only attack an enemy that is at most twice the maximum range of your position though.
Return-Attack (Counter Attack): (IMPORTANT!)
This feature has not been present in the previous battle, so I will elaborate here.
Whenever a player attacks an enemy (or vice versa), combat takes place, aggressor against defender. Once the aggressor has finished attacking the enemy, if the defender survived, he will strike back with a normal attack, if his weapon ranges allows it. This happens automatically and doesn't consume the defender's turn.
Next up is #4: New Inventory Management!
(PS: All skill pages are up, graphically only. If you can't wait and want to see it now then tell me.)
This one I hope I won't need to explain much more as you've experienced it for the most part in the previous fight already. Still I'd like to go over the basics one more time. (The mechanics are almost identical to Fire Emblem: Awakening.)
Each battle turn will consist of two phases: Player Phase and Enemy Phase. Which phase occurs first depends on the average AGI value of each party, the party with the higher value will start.
In the Player Phase, each player can do the following: Movement and one action (always in this order, both can be skipped). Movement only includes moving around on the battlefield. The battle takes place on a board made out of terrain pieces, whereon each figure's position is marked. Moving one square onto a terrain square will consume movement points; each player only has a specific amount of movement points per turn. Moving diagonally is not allowed.
As an action, the player can either standard attack an enemy within his weapon's range, do a special attack, cast a spell or use an item. Equipment changing is not allowed anymore except for your on-hand weapon, which can be switched on the fly during your movement phase.
The players in the Player Phase will act in an order that the players themselves determine.
After every player has made his turn, the Enemy Phase occurs, where every enemy will do the same thing as players in the Player Phase.
Combat:
New stats have been introduced previously, named Hit Rate, Dodge Rate, Critical Hit Rate, Critical Dodge Rate and Block Rate.
Hit Rate (HR) determines your ability to hit your enemy. Most of it will be provided by the weapon or spell you're using, but increasing your DEX also increases your HR.
Dodge Rate (DR) determines your ability to evade an enemy's attack. Increasing your AGI will increase your DR.
Critical Hit Rate (CHR) determines your ability to critically hit. Some weapons focus on critical hits, so they will provide a greater CHR. Increasing your STR will increase your CHR.
Critical Dodge Rate (CDR) determines your ability to negate an enemy critical hit. Increasing your INT will increase your CDR.
Block Rate (BR) only applies if you are wielding a shield and determines your ability to block an enemy attack. It will mostly depend on the shield you are holding. Increasing your STR and DEX will increase your BR as well.
In battle, calculating your chance to hit the enemy is easily done:
Chance to hit: (Your HR - Enemy DR)%
Chance to critically hit (only occurs if enemy is hit): (Your CHR - Enemy CDR)%
Chance to block: Varies by enemy, since enemy DEX will reduce your probability to block. Block chance is therefore always lower than your BR displayed on your stat page.
All of the above applies to enemies as well, so the same calculations can be done for them in advance. Therefore strategically optimal positioning on the battlefield is possible.
There may be other factors involved that change above rates, for example passive skills or auras.
Damage calculation hasn't changed:
Physical: (Your ATK + Weapon Damage)*(1+STR/100) - (Enemy DEF).
Magical: (Your WIL + Spell Damage)*(1+INT/100) - (Enemy MDF).
Resistances against the sustained damage type are applied after above calculation.
Ranged Combat:
Ranged weapons (and spells) all posses a minimum and maximum range. This range determines at what distance (measured only by squares in cardinal directions, think Taxicab Metric) an enemy may be attacked without any additional penalties.
Attacking an enemy that is below minimum range is not possible.
Attacking an enemy that is above maximum range comes with following tradeoff: For each square above your maximum range, your weapon's (or spell's) "Range Penalty" value is subtracted from your HR, effectively lessening your chance to hit the enemy. You can only attack an enemy that is at most twice the maximum range of your position though.
Return-Attack (Counter Attack): (IMPORTANT!)
This feature has not been present in the previous battle, so I will elaborate here.
Whenever a player attacks an enemy (or vice versa), combat takes place, aggressor against defender. Once the aggressor has finished attacking the enemy, if the defender survived, he will strike back with a normal attack, if his weapon ranges allows it. This happens automatically and doesn't consume the defender's turn.
Next up is #4: New Inventory Management!
(PS: All skill pages are up, graphically only. If you can't wait and want to see it now then tell me.)
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we could eventually make alot of money from selling powerfull potions, too, if this works like similar rpgs I played ^^
