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Replacing the Attack Command
- 06/13/2015 03:12 PM
- 255 views
The Attack command is a staple of many RPGs, especially those that I draw a lot of my inspiration from. However, there are some issues with it that I do not wish to see repeated in Diabolica. It is famous for being something you spam a lot, mindlessly pressing in a lot of games to do as much damage as possible to end the battle, without really thinking about it. That is poor balance, and if a game is like that it suffered from lazy developers. Especially Indie developers who have the capacity to get direct feedback from players and internalize complaints made on forums that address these issues, YET STILL PERPETUATE THESE PROBLEMS
Diabolica, however, seeks to address this issue with the "Weapon" command. Each weapon type (or lack thereof) has 4 different yet relevant skills that are given to be used by this command. These function like the attack skill, but have a variety of different effects that promote thinking about one's actions before doing them. Each weapon skill has a cooldown time, usually 1 but from 1-3 turns. This is to prevent the spamming of an attack skill, but leaving attack skills available for use.
Here listed are the attack skills and their effects:
*Variance is a percentage(+/-) that the skill's damage will fluctuate.
*Hit rates mentioned are not the user's personal Hit%
Assault - A plain attack at the target in every respect. 1 turn cooldown.
Frenzy Fists - Damage similar to Assault, but with 100% variance. 1 turn cooldown.
Clobber - Does 2.5x damage and Confuses target, but has a 60% chance of hitting. 1 turn cooldown.
Body Slam - Does 1.5x damage but has 33% recoil on the user. Stuns. 1 turn cooldown.
Forward Slice - A plain attack at the target inheriting weapon properties. 1 turn cooldown.
Quick Slice - The attack hits before most others, but the damage is halved. 1 turn cooldown. (SUBJECT TO REVISION)
Wild Cutter - Damage similar to Forward Slice, but with a 50% variance. 1 turn cooldown.
Savage Slash - Does double damage (compared to Forward Slice) but has a 75% hit rate. 1 turn cooldown.
Axes & Hammers:
Piercing Blow - Does *piercing* damage to an enemy, which ignores half of the target's DEF. 1 turn cooldown.
Gyro Smash - Does increasing damage the slower the user is than the target, but also less damage the quicker the user is than the target. 1 turn cooldown.
Pulverize - Attempts to do 3 strikes in a row on a target. The second strike has a 65% hit rate, and the third strike a 45% hit rate. 3 turn cooldown.
Cleave - Does 50% of normal damage to all foes. (Comparable to Pulverize's first strike in half) 1 turn cooldown.
Staves & Rods:
Bard Smacker - A plain attack, but also Stuns the target. 1 turn cooldown.
Stupefy - A plain attack, but buffs target Defense and debuffs Magic Defense for five turns. 1 turn cooldown.
Magic Missile - An attack using the user's Magic Attack rather than their Attack. 1 turn cooldown.
Mindplay - A plain attack, except the damage is done to the target's MP. 1 turn cooldown.
Spears & Poles:
Impale - A plain attack that does +1% damage for each % of HP the target has. 1 turn cooldown.
Lucky Stab - A plain attack that does +1% damage for each point of LUK the user has. 1 turn cooldown.
Pressure Point - The attack will do 3x normal damage to any target that is Poisoned, Venomed, Blinded, Inked, Muted, Confused, Sleeped, or Paralyzed. 1 turn cooldown. (SUBJECT TO CHANGE)
Beatdown - A low priority attack (strikes later), but it ignores enemy defense entirely. 1 turn cooldown.
I'd love some critique on the skillsets, my current tests aren't causing any apparent issues but there is a possibility I may have overlooked something.