Alright, figured out what I want to do with Agility bonuses... and, for that matter, with evasion buffs/debuffs.
1) I've become a bit uncomfortable with separating attenuation defense and evasion as two different things... so I'm not anymore.
Evasion will simply be defined as also contributing to defense against attenuated attacks. To that end, anything that affects evasion now affects attenuation defense. This includes: Evasion Up, Evasion Down, Chill, Paralyze, Stun, Shock, etc. Evasion still cannot make attenuation worse, but effects that normally 0 out evasion will certainly prevent it from helping.
2) Evasion's effect on attenuation damage/status effects is now to apply defense = to the % over 100, in proportion to how much attenuation you were already benefiting from. For example:
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Distance from AE Origin | Attenuation% | Evasion Usage%
0 100% 0%
1 50% 100%
Distance from AE Origin | Attenuation% | Evasion Usage%
0 100% 0%
1 75% 50%
2 50% 100%
Distance from AE Origin | Attenuation% | Evasion Usage%
0 100% 0%
1 83% 34%
2 67% 67%
3 50% 100%
So basically, at the outermost fringe of an AE, you get the full benefit of your evasion, as defense. At the origin... still nothing, just like before.
A few examples of how this plays out in practice:
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Total Effect At:
Dist/Max from AE Origin | Attenuation% | Evasion Usage% | 100 Evd 125 Evd 150 Evd 175 Evd 200 Evd
0/N 100% 0% 100% 100% 100% 100% 100%
N/N 50% 100% 50% 40% 33% 28% 25%
1/2 75% 50% 75% 66% 60% 54% 50%
1/3 83% 34% 83% 77% 71% 66% 62%
2/3 67% 67% 67% 58% 50% 45% 40%
N = N can be any integer, but if used twice on the same line, it must be the same both times.
Evasion here is being used in exactly the same way Defense usually is: Value * 100 / Evd. i.e. An Evd of 200 causes the Value to be halved, as you can see in the N/N example.
If the differences seem small.. I should point out that Strength's benefit to Defense (which, other than a Defense Up buff, is currently the only way to get a Defense above 100) being allowed to run to 100-200 was ridiculously overpowered. I'm actually allowing Agility's to run to 100-200 still because it: 1) Only applies to attenuated attacks, 2) And only applies fully when at the edge of an attack. But, to put it in another perspective: the bonus you get at Evasion Usage of 50% basically means your Agility is acting just like Strength for the purpose of reducing that attack's damage... and yes, Evasion Usage of 100% means it's twice as good as Strength is now (or as good as Strength was back when it was OP.) All this and it also applies to any status effects being applied by the attack too.
Finally, I think I am going to have to put a small SP cost back on breath weapons.
At 0 SP, it's far too likely they'd end up "every character uses one, even if not skilled at Magic/Cunning". Probably only 15-20 though.. not the 35+ they used to live at.
Thanks to everyone, with an extra cookie for gaswafers, for taking part in this discussion here.
It's much easier to get these things right the first time when people help me poke at it ahead of time, and I appreciate the help.