>>34667302Introduce a "turn-based real time" rpg hybrid by implementing live time reaction in the form of multi-attack (combos), block, and dodge (parry) mechanics. On top of stats playing the same role in previous games, stats in combination with reaction will determine rng based mechanics;
>Reaction + attack/spatt stat determine amount of damage done and crit rate (worst timing = less amount of damage done -- best timing = possible double attack)>Reaction + Def/Spdef determine amount of damage done and block rate (worst timing = max amount of damage -- best timing = attack entirely negated)>Reaction + Speed determines order of attack and dodge rate (worst timing = dodge failed -- best timing = attack misses entirely)Crits, blocks, and dodges are used at the players command, will be restricted to a set amount of uses, and will have cool downs. The damage done by combos will be reduced significantly when used in succession (cap placed on amount of combos). Successful blocks will be rewarded with a chance to counter attack with reduced damage. Damage calc-ing and balancing can be worked out by the mechanics team.