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Title: Evasion spells and items


Locke - March 24, 2008 11:01 PM (GMT)
I just had a thought. Y'know how they have Blood/Bane items and Ap/Dek spells for Physical and Magical Attack, Defense, and Accuracy? If I thought up names for items/spells for ones that affected Physical/Magical Evasion, could they possibly become real items and spells?

EDIT: I've come up with the names, but for the spells, we'd have to come up with new equipment, wouldn't we?

KamiKazeKiwi3 - March 25, 2008 02:24 AM (GMT)
I would just figure it's not going to happen. New stat books were created to fill some gaps because it was thought their introduction would only make sense. There were +2 books for nearly every stat and a few +3 books. However, introducing any new spells is considered much more seriously than that. At least, last I saw, it was frowned upon. Even the accidental introduction of spells that are outside the regular list (ie. Vak Zot only exists on a Divvy-created weapon) was generally avoided, so I don't see how this would survive.

I think that creating a spell to boost a stat that isn't really considered is pointless. What does that mean? Well, evasion really has no interpretation. People already evade, and people evade even when faced with opponents who are accurate. A number doesn't really change that. So whether your PEva is 10 or increased to 20, there is no tangible effect. Also, some people regard Ap Do as boosting evasiveness. You can just go with that. Depending on how the game works, that's true, or it's just flawed logic to think that movement speed has anything to do with being able to avoid an attack in a numerical game. I've been working with Lyra to outline some details about what stats mean and such, due to a suggestion from her, but that may take a bit to get done.

As for your last question, not necessarily. The spell could go on a Blood / Bane, since I don't think there would be new equipment made just for this spell.

Locke - March 25, 2008 02:29 AM (GMT)
Alright, I can see what you're saying. I've always equated "Evasion" with "Speed" regardless of whether it was physical or magical, so I guess just sticking with Ap Do could work.

KamiKazeKiwi3 - March 25, 2008 02:51 AM (GMT)
That might change, but it'll be some time before we have word on that. I can see it being debated for a while. However, if speed does affect evasion then it technically increases both types of evasion. Also, notice that you can get a good boost on PEva if you equip a Time item. It's one way of getting that shot of PEva without needing to add new items.

nighthand - March 25, 2008 05:46 PM (GMT)
Evasion comes into play in the actual games, but only because of a mechanic that we drop. Namely, when having spells or attacks used on you, your character would freeze and be unable to move.

As you can tell, in a forum like this, that mechanic would make duels worthless, as whoever spammed the spell first would win. In this instance however, when you're stuck and guaranteed to be hit by the spell or skill, evasion comes into play to see how many of the hits you avoid.

Basically though, evasion is worthless on divvy unless we implement the freezing, which I don't see happening.

Yuki Sato - March 25, 2008 08:01 PM (GMT)
Well, the whole evasion idea may allow for a 'faster' movement of a character. Similar to the Ap Do spell but on a smaller scale. That's the only way I can see this to work in a system like Divergence's.

Arcion - March 25, 2008 08:25 PM (GMT)
I see magic evasion somewhat differently apparently. When a magic spell is cast on you with a 'casting time' the spell circle follows your movements, allowing you to move, and potentially avoid the attack if you time it right.

For instance, a 'Rom' spell causes damage over time in most instances that I've seen, an avatar could dive out of the tornado, thus taking less overall damage, and the spell would 'react' based on the caster's MAcc stat, a higher number indicates a higher reaction speed.

This thinking allows more of a storytelling aspect to happen, while keeping the gaming numbers the same, if you're hit by a spell, you take the same amount of damage, but it allows the avatar to take the brunt of the hit to the legs instead of the main body.

Since most spells seem to be quick, one-shot effects, this method seemed the most reasonable, and without a personal 'evasion' stat. Though not having seen much of the games I'm not sure how accurate a method it is in connection.

Arinyes - March 27, 2008 06:20 PM (GMT)
Except that tornado spells can travel, whip up in a location or come forth from the character depending on the situation. Dropping stuff and pillars, I admit are less like that, though even those spells come to be used in applications that aren't quite as they are in the games. And the only one that sees little creative interpretation is the kruz spells, though those could be avoided when you're quick on your feet and leaping for dear life.

Identically, in the forums it's not particularly 'target' acquisition based casting a spell on someone or something.

All in all, the forums aren't as 'fixed' as the actual games are; they're more intuitive.




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