>>38506442The harsh reality is that there ISN'T a way to "fix" Speed without either being overly beneficial to one side (faster or slower 'mons), or adding an unbearable amount of RNG. Let's look at Dragon Quest Monsters, for a bit.
>Agility vs SpeedWhile determining turn order, Agility doesn't work as black-and-white as Speed in Pokemon does, and also has an additional function.
>Turn orderPrimarily determined by Agility, as per the following formula:
> (Agility + 20) * (n / 100)> Truncate after the decimal point.> 50 ≤ n ≤ 100>"n" is an integer, equal to or greater than 50, but less than or equal to 100.The short version of the above is that your Agility for deciding turn order is actually highly randomized by up to 50%. The Agility stat for each specific monster species is also wildly different - in Joker 2, Canzar for example maxes out at 190 Agility, whereas Mortamor reaches 1100! But again, this isn't all Agility does.
>Avoidance rateNormal attacks and most physical skills are affected by evasion, which is determined primarily by how much faster the target is than the attacker. This caps at a 1/4 chance of missing with such attacks, when the target's Agility at least 500 higher than the attacker's. A slower target being attacked by a faster monster would have their avoidance rate set to 1/80.
>DamageThere are a few skills in the series that actually use the Agility stat to determine damage - and I don't mean like Electro Ball. Let's look at 星降りのサンバ:
>((Agility/10) - (Enemy's Defence/30)), max 200Essentially a modified physical attack, except it doesn't care about evasion and hits random enemies four times (the latter comparable to Multifists). The closest parallel in Pokemon is Electro Ball, which uses the Speed gap between the user and target to determine the move's base power, but otherwise functions like any other special attack.