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Counter?

 
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TwinHamster
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Joined: 07 Mar 2004
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PostPosted: Wed Aug 09, 2006 9:28 am    Post subject: Counter? Reply with quote

Uh...Is there ever going to be a counter (you know, 'ctr') in the battle system? Because that's been a useless stat for...Well, since the OHR came out.
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JSH357




Joined: 02 Feb 2003
Posts: 1705

PostPosted: Wed Aug 09, 2006 10:02 am    Post subject: Reply with quote

It isn't useless. Lots of OHR games use the ctr stat for various things.

When you think about it, it wouldn't have worked very well in the past anyway. How do you determine what attack is used? How do you determine which attacks cause counterattacks to happen? These are things that wouldn't have been implemented well back when the OHRRPGCE was young.

I'm sure some form of counterattacking will be implemented soon, but I'd prefer to leave the ctr stat the way it is. Having a free stat value is really handy.
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Moogle1
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PostPosted: Wed Aug 09, 2006 10:16 am    Post subject: Reply with quote

With custom stat caps, can Counter go above 100? I remember the limit on Counter was kind of annoying in (but lended a little balance to) OHRer's Noel, where CN's Insanity attack was based on the stat and incremented it with use. It maxed out at 100 after several uses, but at that strength it was one of the stronger attacks in the game.

For other purposes, though, it'd be nice to be able to set Counter to higher values.
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TwinHamster
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PostPosted: Wed Aug 09, 2006 10:22 am    Post subject: Reply with quote

Perhaps I should've said that the stat didn't serve its intended purpose rather than calling it useless.

I suppose the only way to set Counter higher would be to play around with the attack's extra damage percentage.
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Moogle1
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PostPosted: Wed Aug 09, 2006 10:57 am    Post subject: Reply with quote

Now, see, that's really not what I was asking at all.

Take "Noel" for example. CN's attack is supposed to start out weak. If I bumped up the attack%, the initial attack would also be much stronger.
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The Wobbler




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PostPosted: Wed Aug 09, 2006 10:59 am    Post subject: Reply with quote

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TwinHamster
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PostPosted: Wed Aug 09, 2006 11:11 am    Post subject: Reply with quote

And even with the percent bump, I guess the attack would still reach a limit.
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TMC
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PostPosted: Wed Aug 09, 2006 7:41 pm    Post subject: Reply with quote

It would be good to rename ctr extra1 and add a couple more extra stats, very handy. Unfortunately adding more stats is horribly difficult.

PHC wrote:
All I want is for stat menus to not displays stats that are set to zero.


I'd like to see some bitsets to set what stats show on the status screen. Are you implying that you'd prefer such bitsets to be on a hero-by-hero basis instead of global?
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The Wobbler




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PostPosted: Wed Aug 09, 2006 8:07 pm    Post subject: Reply with quote

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The Drizzle
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PostPosted: Thu Aug 10, 2006 5:06 pm    Post subject: Reply with quote

What would be nice is if you could set extra damage, delay, etc. to equal certain stats. For example. you could make extra damage equal to aim on a certain attack, or delay equal to defense. Things like that.
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Jes42
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PostPosted: Fri Aug 11, 2006 8:56 am    Post subject: Reply with quote

A way to use ctr for counter attacks would be to be able to set the chain rate to a stat instead of a percentage.
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